TREASURE COMPANION TM
Designer: Bob Mohney Editor: John W. Curtis III Interior Illustration: K.C. Lancaster, Wayne Rey...
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TREASURE COMPANION TM
Designer: Bob Mohney Editor: John W. Curtis III Interior Illustration: K.C. Lancaster, Wayne Reynolds. Secondary use art from “Weapons & Armor” (Dover Publications, 1982) “The Clip Art Book” (Crescent Books, 1992) Cover Illustration: David Martin. Project Specific Contributions: Art Direction: Jessica Ney-Grimm; Assisting Art Direction: Jason O. Hawkins; Pagemaking: Wendy Frazer, Coleman Charlton; Cover Graphics: J. Ney-Grimm; Editorial Contributions: C. Charlton.
ICE STAFF: President: Peter Fenlon; CEO: Bruce Neidlinger; Managing Editor: Coleman Charlton; Sales, Customer Service, & Operations Staff: Steve Hardy, Heike Kubasch, Howard Huggins; Development, & Production Staff: Don Dennis, J. Hawkins, J. Ney-Grimm, Brian Olson, Sherry Robinson
Copyright 1996, 2000 by Iron Crown Enterprises, Inc. … All rights reserved. … No reproductions without authors’ permission. Produced and distributed by IRON CROWN ENTERPRISES, Inc., P.O. Box 1605, Charlottesville, VA 22902 Second U.S. Edition Stock #xxx ISBN 1-55806-xxx-x
Part I Concepts and Premises. ........................................ 4 1.0 Introduction. ................................................................................. 5
Contents
1.1 Assumptions ............................................................................... 5 1.2 Changes to Previous Versions of Alchemy .......................... 7 2.0 Treasure Types. ........................................................................... 8 2.1 The Nature of Wealth ............................................................. 8 2.1.1 Wealth in a Campaign ..................................................... 9 2.1.2 Some Additional Considerations ................................ 11 2.2 Precious Metals ....................................................................... 11 2.2.1 Coins ................................................................................. 11 2.2.2 The Metals ...................................................................... 13 2.3 Gems ......................................................................................... 13 2.3.1 Properties ......................................................................... 13 2.3.2 Value ................................................................................. 14 2.3.3 Cuts ................................................................................... 15 2.3.4 Weight .............................................................................. 15 2.4 Gem Grades ............................................................................. 15 3.0 Alchemy. ....................................................................................... 20 3.1 Historical Alchemy ................................................................ 20 3.2 Fantasy Alchemy .................................................................... 22 3.2.1 Greater Alchemy ............................................................ 22 3.2.2 Experimental Alchemy ................................................ 23 3.2.3 Royal Alchemy ............................................................... 23 3.2.4 Guild Alchemists ............................................................ 24 3.2.5 Mixing Alchemy Types ................................................ 25 3.3 Alchemical Power Level ....................................................... 25 3.4 Material Strength .................................................................. 26 3.4.1 Bronze .............................................................................. 26 3.4.2 Steel ................................................................................. 26 3.4.3 Soft Iron ......................................................................... 26 3.4.4 Stone ................................................................................. 27 3.4.5 Wood ................................................................................ 27 3.5 Enchanted Substances ........................................................... 27 3.5.1 +20 Material Bonus Substances ................................ 27 3.5.2 +25 material Bonus Substances ................................ 27 3.5.3 +30 Material Bonus Substances ............................... 27 Part II Rules. ................................................................................. 28
4.0 How to Use the Treasure Companion. ..................... 29
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4.1 Using Treasure Companion with Arms Law. ........................ 29 4.2 Using Treasure Companion with Spell Law. ........................ 29 4.3 Using Treasure Companion with the RMFRP. ................... 30 4.3.1 Alchemists in Rolemaster. ................................................... 30 4.3.2 Training Packages .............................................................. 30 4.3.3 Background Options .......................................................... 31 4.4 Using Treasure Companion with Gamemaster Law. ............. 31 5.0 The Professions. ...................................................................... 32 5.1 Essence-Based Alchemists .................................................... 33 5.2 Channeling-Based Alchemists ............................................. 34 5.3 Mentalism-Based Alchemists .............................................. 35 6.0 Buying and Selling Magical Items. ............................. 36 6.1 Selling ...................................................................................... 36 6.2 Magical Item Purchase/Sale Charts ................................. 36 7.0 Normal Items. ........................................................................... 38 7.1 Weapons ................................................................................... 38 7.1.1 Superior Design ............................................................. 38 7.1.2 Modified Weight Weapons .......................................... 38 7.2 Armor ....................................................................................... 39 7.2.1 Material Composition ................................................... 39 7.2.2 Superior Design ............................................................. 39 7.2.3 Modified Weight ........................................................... 39 8.0 Magical Items. .......................................................................... 40 8.1 Level ......................................................................................... 40 8.2 Casting Requirements .......................................................... 40 8.3 Casting Time from Items .................................................... 40 8.4 Magic Item Types .................................................................. 40 8.4.1 Armor and Shields ........................................................ 40 8.4.2 Charged Items ................................................................. 41 8.4.3 Daily and Constant Items ............................................ 41 8.4.4 General Items ................................................................. 42 8.4.5 Potions ............................................................................. 42 8.4.6 Runes ............................................................................... 42 8.4.7 Single Use Items ........................................................... 42 8.4.8 Weapons .......................................................................... 42 8.5 Combining Item Categories ................................................ 43
8.6 Fully and Partially Enchanted Items ................................ 43 8.7 Keying ...................................................................................... 43 9.0 Item Construction. ................................................................ 44 9.1 Creating the Base Item ......................................................... 44 9.2 Enchanting an Item .............................................................. 45 9.3 Imbedding Spells ................................................................... 46 9.4 Making “Artifacts” ................................................................. 47 9.5 The Cost of Making Magic Items ...................................... 47 9.5.1 Time Cost ........................................................................ 47 9.5.2 Required Spell Casting Costs ..................................... 48 9.5.3 Materials and Money ................................................... 48 9.6 Items with Intelligence ......................................................... 50 9.6.1 Deriving Will ................................................................. 50 9.6.2 Will Contests ................................................................... 51 9.6.3 Purpose and Alignment ............................................... 52 9.7 Special Weapon Effects ....................................................... 52 9.7.1 Weapon II Effects ......................................................... 52 9.7.2 Weapon III Effects ....................................................... 53 9.7.3 Weapon IV Effects ........................................................ 53 9.7.4 Weapon V Effects ........................................................ 55 9.8 Special Armor Effects .......................................................... 56 9.8.1 Armor II Effects ............................................................ 56 9.8.2 Armor III Effects .......................................................... 56 9.8.3 Armor IV Effects .......................................................... 56 10.0 Magic Item Price Table. ................................................... 57 11.0 Research. .................................................................................... 58 11.1 Research & Lord Research Spells ..................................... 58 11.2 Lord Research Item Creation ............................................ 58 11.3 Spell Research ...................................................................... 58 11.3.1 Limitations .................................................................... 59 11.3.2 Requirements for Spell Research ............................ 59 11.3.3 Successful Research .................................................... 59 12.0 Creating New Master Magic Item Charts. .......... 60
Part III Spell Lists, Charts, and Tables. ............. 63 13.0 Alchemy Spell Lists. ........................................................... 64 13.1 Alchemist Base List ............................................................. 67 13.1.1 Inorganic Skills ............................................................. 67 13.1.2 Liquid/Gas Skills ........................................................ 68 13.1.3 Other Realm Imbedding ............................................ 69 13.1.4 Own Realm Imbedding ............................................. 70 13.2 Essence Alchemist Base List .............................................. 71 13.2.1 Armor Enchantments .................................................. 71 13.2.2 General Enchantments .............................................. 72 13.2.3 Item Analysis ............................................................... 73 13.2.4 Organic Skills ............................................................... 74 13.2.5 Weapon Enchantments .............................................. 75 13.3 Channeling Alchemist Base List ....................................... 76 13.3.1 Holy Armoring ............................................................. 76 13.3.2 Holy Office ................................................................... 77 13.3.3 Holy Wards .................................................................. 78 13.3.4 Holy Weapons ............................................................. 79 13.3.5 Holy Works .................................................................. 80 13.4 Mentalism Alchemist Base List ........................................ 81 13.4.1 Attack Mastery ............................................................. 81 13.4.2 Defense Mastery ......................................................... 82 13.4.3 External Concentration ............................................. 83 13.4.4 Meditative Healing ..................................................... 84 13.4.5 Understanding Mastery ............................................. 85 14.0 Treasure Generation. ......................................................... 86 15.0 Keying. ...................................................................................... 105 16.0 Special Items Descriptions. ......................................... 106 16.1 Armor Descriptions .......................................................... 106 16.2 Charged Item Descriptions ............................................. 107 16.3 Daily and Constant Descriptions .................................. 107 16.4 General Item Descriptions .............................................. 109 16.5 Weapon Descriptions ........................................................ 110 16.6 Artifact Descriptions ......................................................... 113 17.0 Divine Magic. ........................................................................ 118 17.1 Divine Alchemy ................................................................... 118 17.2 Creation of Divine Items .................................................. 118 17.3 Divine Alchemy Base List ................................................ 119 17.3.1 Divine Enchantments ................................................ 119 17.3.2 Divine Imbedding ..................................................... 121 17.3.3 Divine Potions ........................................................... 122 18.0 Optional Magic Item Tables. ...................................... 123
WELCOME TO THE COMPANION Welcome to Treasure Companion! Before you undertake the task of figuring out how to assimilate what is found within this tome into your game, a few words of caution and warning are appropriate. This companion is “theme” oriented. That is, everything within this book centers around a single theme (in this case—treasure). If the concept presented in this theme is not appropriate to your game, do not use it! Do not presume that what is written upon these pages is law in the strictest sense. Instead, think of it as a text book from which you will learn how to incorporate certain new concepts into your game. It is possible that what you learn here will contradict the things that you want to pursue in your game. Remember that when anything is in doubt, you (the GM) and your game take precedence—not the rules. The Treasure Companion is optional—everything within it is optional (the professions, etc.). As a GM, you must study what we present here and decide if the concepts are appropriate to your gaming world. Adopting the contents of this book into your game will change the power balance in your game. You (as the GM) must decide if this is good or bad for your game. Because this companion is theme oriented, you will probably either adopt the theme (i.e., the whole book), or only adopt a very few select pieces of it. If you only adopt select pieces of it (as opposed to the whole thing), be very careful when meshing it with the rest of Rolemaster; all play-balance put into this book presumes that the whole book is being used (excluding one part might be excluding a balancing factor). In the end, the GM (not the players) must decide to use (or not use) the material present herein. Players should keep the above discussion in mind when reading Treasure Companion; the GM may decide that this theme is not appropriate for his game. Pressuring the GM to adopt pieces of this tome might not only result in a fracturing of a delicate game balance, but could weaken or undermine his concepts for the world he has created. On the other hand, the GM has an obligation to his players to make clear what the physical laws of his world entail (i.e., the game mechanics). Of course, there are always physical laws that are being discovered. A GM must strive to be consistent in his decisions and in his interpretations of the rules (this includes decisions about which rules to include and which to exclude). Without consistency, the players will eventually lose trust and confidence in the GM’s decisions and his game. When this happens, a game loses much of its pleasure and appeal. Note: For purposes of readability, these rules use the standard masculine pronouns when referring to persons of uncertain gender. In such cases, these pronouns are intended to convey the meanings: he/she, her/him, etc.
NOTATION Treasure Companion use the standard notation from the other products in the Rolemaster products: Arms Law, Spell Law, Rolemaster Fantasy Role Playing, and Gamemaster Law. Those products should be consulted for speicifc references (e.g., the spell lists all use the SL abbreviations and notation in the spell descriptions).
Welcome
DEDICATION I would like to thank Coleman Charlton, Lee Short, Monte J. Cook, Tim Taylor, and all those associated with the production of Creatures and Treasures I, II, III, and Alchemy Companion. Though much of this work differs significantly in many ways with what has gone before it, without their works this volume would not be possible. On a personal note, the I would like to thank Joel and Meredith Hedghes, Dave Pettit, Mike Stackpole, Liz Danforth, and Roy Jensen for their comments and support over the years. I owe each of these people a great debt. Most of all, I would like to thank my wife Allyson, who has had to put up with far too many conversations on the subject of Alchemy over the last few months.
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JBHBHBHBHBHBHBHBHBHBHBHBHBHBHBHK G G N N Part I G G Concepts & Premises N N G G N N MBHBBHHBHBHBHBHBHBHBHBHBHBHBHBH