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MERP Skill tables

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MERP Skill tables which can be used for Rolemaster as well

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Page 1: MERP Skill tables

24

Skills Tables

ATHLETIC SKILLS BEAST MASTERY BODY DAM. STABILIZATION

Your landing was completelywrong. You crush your anklesupon impact with the ground.You won’t try again for 1D10days min.

Spectacular failure - Animalwhich you are trying tocommunicate with attacks you.You are stunned for 20rnds.You will not attempt this skillfor 1D10 days due to low self-esteem.

Spectacular failure - Your templesbulge, sweat rains upon your body,respiration slows to a halt and yourealize at the moment of your deaththat you have made the last mistake ofyour life. Death is your last reward.

-26 or down:

BLUNDER

Mental Blackout. Reorientate: ifsuccessful, attempt a safelanding. If unsuccessful, checkthe fall/crush damage.

Lose mental concentration.Animal is disorientated andflees at best possible speed.You are stunned for 10 rnds.Any other static action in next10 minutes (60 rnds) will fail.

The last blow stunned you worst thanyou imagined. Any action on yourpart during the next 10 minutes (60rnds) will fail. Good luck.

-25 to 04:

ABSOLUTEFAILURE

You have failed, but areuninjured - you won’t try againfor at least 1 day.

You have failed. You may nottry again for 1 day. Animal stillthere, if carnivore or omnivore.All herbivores will wander off,realizing that trying tounderstand the antics of alunatic is fruitless.

You strive for complete control overyour body, but the agony of yourwounds denies you this last simplepleasure. Unless you receiveimmediate attention from someoutside source, you will probably diefrom your wounds.

05 TO 75:

FAILURE

You are on your way. Try again. Your animal is still there. Youmay try again.

You just manage to hold on. Bodyfuctions are slowed. Bleeding isslowed by 2 per round.

76 TO 90:PARTIAL SUCCESS

You have made it half way. Rollagain and add +20 to your nextroll.

Your animal has stoppedmoving, looking slightlypuzzled. Try again, but add+20 this time.

As you gain confidence, your mentalcontrol over your body functionsincreases. Bleeding is slowed by halfor 4 per round, whichever is greater.

91 TO 110:

NEAR SUCCESS

You made it!!!!! You have influenced youranimal and may communicatewith it.

You have perfect control over yourbody. All bleeding is stopped.

111 TO 175:

SUCCESS

As long as you do this skill thesame way you just did this oneand conditions remain the sameor are better, you willautomatically make this skill thenext time you try it.

Not only did you influenceyour animal, but you havemastered it. Receive a +50bonus on influencing it untilyou do something to cause itlose confidence in you.

You have mastered the control overyour body. You not only stop allbleeding, but your healing rate isdoubled until you come out of theBody Damage Stabilization Trance.

176 UP:

ABSOLTESUCCESS

BL - Body length of individualmaking the jump:

Broad jump Pole vaultingRun. Standing High x WideBLx1 BLx0.5 R 4’x4’BLx1.5 BLx0.7 E 6’x6’BLx2 BLx0.9 L 8’x8’BLx2.5 BLx1.1 M 10’x10’BLx3.0 BLx1.5 H 15’x15’BLx3.5 BLx2.0 V 20’x20’BLx4.0 BLx2.5 E 30’x30’BLx4.5 BLx3.0 S 40’x40’BLx5.0 BLx3.5 A 50’x50’

|difficulty (first letter)

-30 Carnivore+30 Herbivore+00 Omnivore

-50 Non Intelligent-10 Low Intelligent+00 Animal Intelligent

-20 Wild/Untamed+30 Befriended since birth

-10 Amphibians (all)-50 Insects-20 Birds-20 Fish-20 Sea Mammals+10 Canine (dogs, wolves)-10 Feline-10 Mollusca-10 Seprentine-10 Lizards+50 Simians (apes)+00 Ursine (bears), Swine,Rodents, Pachydermi(elephants), Equine, Bovine

NOTE: Communication withanimals is limited to ver basicconcepts such as food, enemy,follow, attack, etc.

Routine - Practicing BDS transEasy - Bleeding 1/rndLight - Bleeding 2/rndMedium - Bleeding 3/rndHard - Bleeding 4/rndV. Hard - Bleeding 5/rndE. Hard - Bleeding 6+/rndS. Folly - One limb amputatedAbsurd - Two limbs amputated

SPECIALMODS

Page 2: MERP Skill tables

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ACADEMIC SKILLS CONTROL LYCANTROPY DIVINATIONS

Spectacular failure - yourmind has gone completelyblank. Memory loss isrecovered slowly over next1D10 days.

Spectacular failure - the change isnot controlled. You are at -30 inall future attempts to control thechange due to loss of confidencein your abilities. Confusion reinsfor 1D10 rnds.

Spectacular failure - Grand delusionstupefies you beyond belief and leavesyou unable to speak of the great wonderyou have just seen. You are at -70 for 10days as you recover.

-26 or down:

BLUNDER

You have complete memoryloss on the subject. Any staticmaneuver taken in next 10minutes (60 rounds) is afailure.

You didn’t even slow the change.You are at -10 in all futureattempts to control the change dueto loss of confidence in yourprowess.

Divination produces unexpected sideeffect. Numbing spreads throughout yourbody. Incompetence rules the day. Youare at -30 for the next 1D6 days for allsocial activities, until numbness leaves.

-25 to 04:

ABSOLUTEFAILURE

You have failed. Don’t recall athing. Try again in 1 day.

The change wins the battle forcontrol once again.

Your prediction is a failure. Currentlyyou don’t know why the divinationdidn’t work. You may try again in 24hours.

05 TO 75:

FAILURE

You remember enough to bedangerous (the main points butnone of the details). You areunaware that you might havemissed something. You maytry again in 1 hour.

You manage to slow the change,giving you another chance to winthe battle for control. Try again.

Well at last you have some clarity on thesubject at hand. You have been able toget the main gist, but the finer detailsescape you. Try again in 1 hour.

76 TO 90:

PARTIALSUCCESS

The topic is remembered withsome clarity. Major points andsome details are recalled, butthe finer points are just notthere. You are aware that youdon’t have it all. Try again in 3rnds.

You have temporarily stopped thechange. Try again with a +10 tosee if you can win the battle forcontrol.

You learn much of the divination. Youare aware that you missed something andmay try again after 3 rounds of furthercontemplation.

91 TO 110:

NEAR SUCCESS

You gain total recall of whatyou had memorized.

Well done. You have won thebattle for control and the changehas been stopped completely.

You gain full insight to the divination. 111 TO 175:

SUCCESS

You are able to get total recall,and if aplicable, photographicmemory of your informationand gain a major insight to itshidden meaning or otherimportant conclusions (if any).

You have total control of change(you can stop, cancel, or arrest itas a partial change). Gives you aone time permanent of +30. Alsogives a +10 which is only used tonegate the negative bonus thecharacter has cumulated duringpast endeavors.

You have seen the divination in itsentity. You are aware of all the pertinentinformation about the divination andhave some ability to use thisinformation.

176 UP:

ABSOLTESUCCESS

-5 per week in past that theitem was memorized orviewed

+30 Commited to memory-10/+10 Impact on individual

GM determined: none -10,greatly +10.

full moon -100half moon -50new moon +0no moon +0

stop change -25start change +0

day break +100daylight outdoors +50daylight indoors +25daylight underground +10

have taken hits -25have taken a critical -50see a friend wounded -25see a friend killed -50

Past Future12 h 10 minutes Rout.1 day 30 minutes Easy1 week 1 hour Light2 weeks 6 hours Med.1 month 12 hours Hard3 months 1 day V.Hard6 months 1 week E.hard1 year 1 month S.folly1 year+ 6 months Absurd

Major influencing factor upon the past+10Minor influencing factor upon the past-10Major influencing factor upon the future-30Minor influencing factor upon the future-70

SPECIALMODS

Page 3: MERP Skill tables

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FEAR REACTION JUGGLING MIMICRY

Spectacular failure - your heartseizes up and refuses to beat. Thefear is released as you tumble downand fall into a coma for 1 month.Fear hath done thee in.

Spectacular failure - You dropevery object, and if the object isbreakable, it breaks/shatters, inadition to hurting yourself with theobjects (if possible). Can’t tryagain until circumstances change.

You fail spectacularly. Your voicesqueaks and maintains that highpitch for 1D10 days, giving you a -50 to all social and linguistic skillsduring this time.

-26 or down:

BLUNDER

Fear speaks and controls your verysoul. You demand your feet to flee,run from this place, but alas, theymove not. You can only stand,staring out into space for next 1D6turns before collapsing.

Lose of mental concentration andobjects one by one crash to theground. Any further attempt in thenext 10 minutes (60 rounds) fails.

Utter and complete mental lapse.Any static actions attempted duringthe next 10 minutes (60 rounds) willresult in failure.

-25 to 04:

ABSOLUTEFAILURE

As fear washes over your being,you turn and run at best possiblespeed from the source of the fear,stopping only when completelyexhausted.

You have failed and lookedextremely clumsy. You can tryagain in 1 day.

Ludicrous failure. You may not tryagain until tomorrow.

05 TO 75:FAILURE

Unnerved, you back away untilfreed from the tentacles of fear.You are limited to only 20% ofyour normal action until out of theinfluence of fear or reroll in oneturn. Of course, you may tur n andflee.

You have dropped 1 item. Tryagain in 1 hour after contemplatingthe situation.

You managed to copy about 20% ofthe new sound. Try again in 1 hour.

76 TO 90:PARTIALSUCCESS

Fear slaps you in the face andleaves you with only ½ of theround to act. You may try againafter 3 rounds of trying to get ahold of yourself. However, fleeingmay be a viable option.

Imperfect technique results in 1object being out of position whichcauses a near fumble. Try againwith +20.

Half way there. Sound is comingaround. Try again with +20 bonus(non-cumulative).

91 TO 110:

NEAR SUCCESS

Though fear shivers in your veins,you steel yourself and operatenormally.

You did it!!!!!!!! You got it!!!!!!!! 111 TO 175:SUCCESS

You luagh in the very face of fear.You get +20 bonus for all actionsin the next minute (6 rounds), as atremendous adrenal high pumpsthrough you.

You make it look easy. Anytimeyou juggle this exact combination,and conditions remain the same,you get an additional +75 bonus.

You have done so well, that any timeyou use this exact sound you do itautomatically.

176 UP:

ABSOLTESUCCESS

+5 for each time you havesuccessfully faced thistype of fear

-5 for each level of fear (6th

level fear = -30)-30 if touching an object which

radiates fear-10 if withinh 10’ of object

which radiates fear+5 if within 100’ of object

which radiates fear+/- targets Self Discipline

Bonus Modifier

2 objects - Routine3 objects - Easy4 objects - Light5 objects - Medium7 objects - Hard9 objects - Very hard10 objects - Extremely hard11 objects - Sheer Folly12 objects - Absurd

Irregular shaped objects -10Objects are sharp -20Objects are different -30

+20 One note or tone-10 Multitone sounds (bird

trilling, oscilating sound)-20 Comprehensive words-20 Immitate another’s vocal

pattern-30 Multisided conversation

SPECIALMODS

Page 4: MERP Skill tables

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MIMERY MEDITATIONS MAGIC RITUALS

Spectacular failure - whileperforming, your mind wentblank and forgot to return. Yourmemory will return gradually overthe next 10 days. Perhaps youshould chose a new profession.

Spectacular failure. No matterhow you try to come out of yourmeditative state, you don’t seemto be able to do it. Coma for1D10 days, after which you areat -70 for 2 weeks. This was aclose brush with Death.

Spectacular failure. Your spell andyour magic ritual fails with manypyrotechnic effects. Roll spell failuretwice with negative magic ritual rollas positive modifier. To take furtheraction make an Extremely hardOrientation roll.

-26 or down:

BLUNDER

Your mental and manual dexterityare not synchronized. All youractions for the next 6 days are at -50 as your system readjusts.

Ever have one of those dayswere nothing goes your way?Well, today is one of them. Anystatic action within the next 10minutes (60 rnds) fails.

Confusion over ritual componentscauses a mental lapse and loss ofconcentration. Any further actionrequires a medium orientation roll.Roll spell failure once and anymagical ritual attempts during thehour will result in failure.

-25 to 04:

ABSOLUTEFAILURE

You failed. Your miming wasterrible. It will take you 24 hoursto recover your esteem andsummon up the courage to try thisskill again.

Your inner tension doesn’t allowyou to relax. You may try againin 2 hours.

Somehow your ritual failed. Ifenhancing a spell, normal spellresolution occurs, If duplicating spelleffects, ritual fails. Currently youhave no new ideas on how to makethis particular ritual work. After 24hours you may try again.

05 TO 75:FAILURE

You have the moves downindependently. Now all you haveto do is put them together as anact. Try again in 1 hour.

You struggle to enter into themeditative state. You onlyaccomplish 50% of your action.Try again in 1 hour.

If possible, only 20% of potentialresult is attained, wether enhancingor duplicating spell effects. You maynot try this particular spell ritualagain until you’ve had 10 minutes tocontemplate procedures.

76 TO 90:PARTIALSUCCESS

You near the completition of theact. Fine tuning is all that youlack. Try again with a +30.

Nerves are still tense. 75% ofdesired action wasaccomplished. Try again in 10minutes.

Quickly add another ritualcomponent (within ½ rnd) and rollagain with a +20. Otherwise, ifpossible, only 50% of potentialresult is attained. You may try againafter 3 rounds of totalcontemplation.

91 TO 110:

NEARSUCCESS

You have it!!!!! An act fit for aking.

You slide into your meditativestate with no problem. Add +10to any action while in this state.NOTE TO GM: Bonus is onlygood for those actions whichmay be done while in ameditative state.

Wether enhancing or duplicating aspell, your ritual is successful. If youever try this particular ritual again,you may take a +50.

111 TO 175:SUCCESS

You have surpassed yourself andanytime you try this mime routineyou automatically succeed.

So easy. You have no innerconflicts. Mental peace is yourreward. Add +30 to all actionswhile in this state and +5 to allother actions for 1 day. NOTETO GM: +30 Bonus is onlygood for those actions whichmay be done while in themeditative state.

If you try this particular ritual again,you may take a +60 and a +30 onsimilar magic rituals in the future.Also, you have a +20 on staticmaneuvers for the next 10 minutes.

176 UP:

ABSOLTESUCCESS

Simple to Complex conceptsdetermine the difficulty +30/-70With props +15

Meditative states: cleanse,death, heal, sleep and trance

Bonus due to situation:+30 for calm and sedate

settings-70 for ongoing battle and

melee combat etc.total exhaustion would be +30for sleep and -50 for all othermeditative statesOther circumstances need to beevaluated on an individual basisand assigned a bonus (+/-)accordingly.

Routine - 1 rdEasy - 2 rdsLight - 3 rdsMedium - 4 rdsHard - 6 rnds or 1 minVe.Hard - 30 rds or 5 minEx. Hard - 90 rds or 15 minSh. folly - 180 rds or 30 minAbsurd - 260 rds or 1 hour

Spell user +5Semi-spell user -10Non-spell user -25

SPECIALMODS

Page 5: MERP Skill tables

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STUNNEDMANEUVERS

SENSE AMBUSH/ASSASIN SANITY HEALINGLORE

Spectacular failure: head overheels, you head smacks theground. If helmed, knockyourself out for 10 minutes;oterwise, out for 1 hour andyou are at -50 for 1 day due toa splitting headache.

Spectacular failure: internalburnout of ability to sense for 1d10days. A mental numbness leavesyou at -70 for a day.

Spectacular failure: yourpatient nearly dies andsuffers a complete relapsedue to your incompetence.Future attempts to cureyour patient are at -70. Youcontemplate retirement for10 days before trying thisskill once again.

-26 or down:

BLUNDER

Ringing inside your headcontinues unabated. Youdon’t even know that youhave fallen and knockedyourself out. If helmed, outfor 1 minute; otherwise outfor 10 minutes and you are at-30 for 6 hours due togrogginess.

You have lost the ability to focusyou mind and cannot see a thing.Any actions you take within thenext 10 minutes (60 rounds) willfail. See 05-75 below.

You have convincedyourself that your patienthas been healed. All futureattempts to heal him are at -35. See 05-75 below.

-25 to 04:

ABSOLUTEFAILURE

Still stunned. Add anotherround of stun due to suddenmovement that shuddersthrough your body. Betterluck next time!

Your confidence has been shaken.It is unnerving to suddenly “feelblind”. It takes 1d10 days to regainconfidence that your sensing abilityis still there.

Your failure tocommunicate with yourpatient has left you unableto cure him. You mayattempt again tomorrow.

05 TO 75:FAILURE

Break stun this round andmanage to get ¼ of yournormal action. If character hasmore than one round of stunaccrued he is still stunnednext round.

Something is sensed but you areunsure just what it was. Try again.(Note to GM: it may not bepossible to sense it again, so justleave them wondering. Otherwisethey get the +30 for concentratingon one task).

You have achieved a minorbreakthrough. Your patientnow has the confidence inyour ability to cure him.Try again in 1 hour.

76 TO 90:PARTIALSUCCESS

Break stun this round andmanage to get ½ of yournormal action. If character hasmore than one round of stunaccrued he is still stunnednext round.

There it was. You thought younoticed something, try again andadd +50. If the moment has comeand gone, they notice nothing.

You have almost curedyour patient. All you lackfor a completeunderstanding of theinsanity is the finer points.Try again with a +30.

91 TO 110:

NEARSUCCESS

Break stun this round andmanage to get one full roundof your normal action. Ifcharacter has more than oneround of stun accrued he isstill stunned next round

You have done it. If it is stillapplicable, you have made asuccessful skill roll.

You have successfullycured your patient of hisinsanity.

111 TO 175:SUCCESS

Break stun this and nextround, which allows younormal actions for bothrounds. If character has morethan 2 rounds of stun accrued, he is still stunned after thesetwo rounds are finished.

You amaze even yourself. Thisseems like child’s play. Add +50 tosensing ability for 1d10 days.(Note: Bonus may never exceed+50).

Not only have you curedyour patient’s mentalillness, you also havediscovered an earlychildhood trauma and areable to correct it withoutyour patient even beingaware of the correction.

176 UP:

ABSOLTESUCCESS

# of rnds ofstun accrued

1 Medium2 Hard

3 - 4 Very hard5 - 7 Extremely hard8 - 9 Sheer folly10+ Absurd

-50 if desorientated+3/lvl of individual

+30 to -70, based on how well theassasins have set up the act.

Slight mental illness+5Moderate mental illness-5Deep based mental illness-20Each year affected-10Severity of action causing

the mental illness +30to -70Level of NPC/PC which

caused the mental illness-1/lvl

SPECIALMODS

Page 6: MERP Skill tables

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SLA(SPAC.LOC.AWARENESS)

RESEARCH TIGHTROPE WALKING

Spectacular failure: your mindrefuses to accept the conceptthat there is a world outsideyour body. You are at -90 dueto blindness which will last 10days.

Not only are you continualydistracted with other, irrelevantlines of thought, all conclusionsdrawn from this line of researchare completely erroneous. Youcontinue in blissful ignorance.Your colleagues will laugh. 1-10skill ranks you bought in thissubject will have to berepurchased at 2x cost to recoveryour lost ground.

Spectacular failure: you stepinto midair and fall to theground, taking Fall/crushdamage (+50). However, youalso snap your spinal cordand are paralyzed from thewaist down.

-26 or down:

BLUNDER

You have lost the ability tofocusyour mind and cannotuse SLA. Any actions youtake within the next 10minutes (60 rounds) will fail.See 05-75 below.

Your memory blanks out. Allrelevant knowledge you havegained on the subject istemporarily lost. Any staticmaneuver attempted in the next30 minutes will fail. You feelstupid.

Mind goes blankmomentarily. Down youplunge to the ground. TakeFall/crush damage (+20).Any action within 10minutes (60 rounds) willresult in failure. You won’ttry this again for at least 24hours.

-25 to 04:

ABSOLUTEFAILURE

Your sixth sense fails to workproperly. You don’t get anypatterns of recognition and areeffectively blind unless youcan open your eyes andreorientate. Try again in oneday.

Currently the subject matter stillevades you. You may be missingsome essential material.

You failed. Reorientate toattempt to maintain yourbalance (Very hardorientation). If successful,you may make a balancingroll. If unsuccessful, takeFall/crush damage. You maytry again in 12 hours.

05 TO 75:FAILURE

You have partial control overyour SLA skill. However,your range is extremelylimited and will not extendany further than SLA skilllevel/5.

You gain partial insight into thesubject. You are aware that youare missing some importantconcepts. Try again tomorrow.

You make it 20$ of the waynefore losing your balance.Try again in one hour.

76 TO 90:PARTIALSUCCESS

Your control of SLA is nearlycomplete. Try again and add+30.

Things are starting to come clear.You have gained considerablegrasp on the basic concepts, andtomorrow’s research will be at a+10 bonus.

You make it 50%. Try againat +30.

91 TO 110:

NEARSUCCESS

You have done it. You havefull range of your sixth sense.

You understand the topic and allpertinent information relating toit.

You are walking with steadysteps and make it all across.Well done.

111 TO 175:SUCCESS

You have tapped a hiddeninner reserve and your SLAeffective range has beendoubled.

Eureka! With a brilliant flash ofinsight, you leap past muchunnecessary and redundantinformation to the heart of thesubject. You have full insight intoyour research topic, and it will becompleted in ½ the time.

Your near perfectperformance has gained youmuch fame. Whenever youattempt this same exact stuntand the conditions remainthe same, you automaticallysucceed.

176 UP:

ABSOLTESUCCESS

Being effectively blind -90 +30 to -70 for the type ofsurroundings (quiet todistracting)+50 to -70 for the quality of research

materials+30 to -70 for inital grasp of training

in subject studied.

3’ wide Routine2’ wide Easy1’ wide Light6” wide Medium3” wide Hard1” wide Very hard0.5” wide Extremelyhard0.2” wide Sheer folly0.1” wide AbsurdWind conditions (no wind

to hurricane force) +00/-70Surface condition (sticky to

icy slick surface) +30/-70Balancing pole +10Tightrope sole shoes +10

SPECIALMODS

Page 7: MERP Skill tables

30

STARGAZING WEATHER WATCHING

Spectacular failure - You are at -20 toStargazing and -40 to attempts to gainthis type of information, for 2d6 days.

You fail spectacularly. You gainincorrect and possibly dangerouslymisleading information.

-26 or down:BLUNDER

Lose of mental concentration andobjects. As Blunder, 1/2 severity andduration.

Utter and complete mental lapse. Yougain incorrect information.

-25 to 04:ABSOLUTEFAILURE

You have failed and looked extremelyclumsy. You gain no information.

Ludicrous failure. You may not try againuntil tomorrow.

05 TO 75:FAILURE

See below. See below. 76 TO 90:PARTIALSUCCESS

See below. See below. 91 TO 110:NEAR SUCCESS

See below See below 111 TO 175:SUCCESS

See below. See below. 176 UP:ABSOLTESUCCESS

Day of Month from Lunar Phase:Partial Success +/-4 daysNear Success +/-2 daysSuccess +/-1 dayAbsolute Success Exactdetermination

Latitude from Constellations:Partial Success +/-8 degreesNear Success +/-4 degreesSuccess Exact degree ofarcAbsolute Success +/-10 minutesof arc

Direction:Partial Success +/-20 degreesNear Success +/-10 degreesSuccess +/-4 degreesAbsolute Success Exact degreeof arc

Time (current, or rise or set of a specificobject):Partial Success +/-2 hoursNear Success +/-1 hourSuccess +/-30 minutesAbsolute Success +/-10 minutes

Recognize Celestial Event:Partial Success Recognize thatan event occuredNear Success Recognize areaof sky where event occuredSuccess Recognizespecific eventAbsolute Success Recognizeevent, +10 to Interpret

Interpret Celestial Event:Partial Success Vague andincorrect informationNear Success Vague andmisleading informationSuccess Very vague butcorrect informationAbsolute Success Vague butcorrect information

Modifiers:Clear skies +0Light clouds -10Moderate clouds -30Heavy clouds Impossible

Current Temperature:Partial Success +/-8 degreesNear Success +/-6 degreesSuccess +/-4 degreesAbsolute Success Exacttemperature

Future Temperature:Partial Success Temperature willrise or fallNear Success Temperature willrise or fall,

a lot or not muchSuccess +/-10 degreesAbsolute Success +/-4 degrees

Level of Future Precipitation:Partial Success Whether it willprecipitate or notNear Success Whetherprecipitation will be

dangerous or notSuccess Heavy, Moderate,Light, or Trace levelAbsolute Success As above, plustype (rain, snow, etc.)

Time of Future Precipitation:Partial Success Whether it willprecipitate or notNear Success +/-4 hoursSuccess +/-2 hoursAbsolute Success +/-1 hour

Future Wind Speed:Partial Success Whether windwill rise or fallNear Success Whether windwill rise or fall,

a lot or not muchSuccess +/-8 MPHAbsolute Success +/-4 MPH

Modifiers:Predict later today +0Predict tommorrow -20Each day after -20Study weather 1 hour +20

1/2 hour +1015 minutes +010 minutes -105 minutes -301 minute -501 round -70

SPECIALMODS

Page 8: MERP Skill tables

31

MEDICAL SKILLS FINE ARTS PERFORMING ARTS

Spectacular failure.Your patient dies. Youcontemplate retirementfor 10 days beforetrying this skill onceagain.

During the creation of your piece you mustmake a 10% luck-based RR to avoid injuringyourself with your tools (A severity critical ) ifapplicable. Due to your incompetence, youhave completely eliminated all aestheticcontent from the work in question.Unfortunately, you don’t even notice the trulyhideous aspects of your art and brazenlydisplay it for all to see. Viewers are apalled;you earn a dismal review from your critics.This so demoralizes you that you give up thecraft for two weeks. Your next attempt in thismedium is at -25.

So utterly dismal is yourperformace that the crowd beginsto search for rotten fruit to throw.You stubbornly persevere, vainlyhoping to win them over.Unfortunately, this tactic backfires.Several well-meaning friends mustdrag you away before the audiencebecomes truly hostile. Critics panyour act and your next performanceis at –25 due to loss of self-esteem.If applicable, make a -10% Luck-based RR to avoid injury (ASeverity Critical of GM’s choice)during the production.

-26 ordown:

BLUNDER

The life of your patienthangs in the balance(50% luck based RR).All future attempts onthis patient are at -25.

Your creative process is derailed throughoutthe construction of this work. So poorlyexecuted is this project that none of it can besalvaged. All materials and supplies involvedin its fabrication are wasted. If applicable,make a 5% luck based RR to avoid injuringyourself (A severity Critical) with your tools.Try something else, not art-related, for a fewdays.

To your dismay a mental blankcauses you to forget crucialsections of your piece. To jibesfrom the audience, you slink off-stage t the first opportunity. For aweek you centemplate changingprofessions. If applicable, you mustmake a -5% Luck based RR toavoid injury due to exertion (Aseverity ciritcal of GM’s choosing).

-25 to 04:

ABSOLUTEFAILURE

Your patient might die(10% luck based RR).If he lives you maycontinue.

The work is ineptly executed and essentialy atodds with what you hoped to achieve. Youcannot bear to let anyone look at it. Only 15%of your material has any potential forimprovement. You are sick of the entireproject and decide to set it aside for a weekbefore tackling it again. On, you could destroythe entire piece and begin fresh on a newcomposition tomorrow.

A faux pas in your performanceproves highly embarassing. Theaudience vocally expresses itsdispleasure with the production.You’d better call for a briefintermission to compose yourself(roll again at -10) or else retreatwhile you have a chance; eitherway, devote at least several days ofhard practicing to this part.

05 TO 75:FAILURE

Slow, but steadyprogress. Try again at+10. If applicable,bleeding is reduced by1 hit per round.

Your mediocre endeavor falls short ofmeeting the standards you hoped for. Duringthe creative process you neglected to fullythink your ideas through, resulting in a workyou are reluctunt to exhibit. The materials arenot a total loss, and you can salvage 75% ofthe project. But you must consider youroptions for a day before trying to rework thepiece.

Although you show promise, yourwork lacks polish and vitality.Your inexpertness causes theaudience to slowly loose interest inthe performance. You’d betterretire gracefully and practice for aday before trying this act again inpublic.

76 TO 90:PARTIALSUCCESS

Almost finished, rollagain at +30. Ifapplicable, bleeding isreduced by 2 hits perround.

Your creation is looking good but althoughnearing completion, it still lacks someimportant element. You realize thataesthetically it could stand further work. Youmay try to improve upon it; roll again with a+20 bonus.

A minor slip during theperformance results in a slightlyless than perfect production. Mostof your audience won’t notice butconnoisseurs in the field realise theact was flawed in execution.However, you do not learn from themishap; add +20 to your nextattempt at this piece.

91 TO 110:

NEARSUCCESS

The patient’scondition hasstabilized, you arefinished. If applicable,any bleeding isreduced by 4 hits perround.

Your work is perfectly executed in every facet.It successfully communicates all emotions andmessages which you intended.

You gracefully and artfullycomplete your performance to arousing applause. If applicable, yousuccesfully impart all messages andintended feeling with expertise.

111 TO 175:SUCCESS

Not only have youcured the patient, buthe does not even haveto roll on the Recoverytable. If applicable,any bleeding isreduced by 5 hits perround.

The work is a triumph that sets new standardsfor aesthetic quality in its field. Furthermore,your inovative creation attracts patrons eagerto collect your work. If applicable, youdevelop a new technique in the field withwhich your name becomes synonymous. Add+25 to your next artistic endeavour in thismedium.

The power and beauty of yourperformance leaves the audienceawestruck. You receive a +25bonus to your next production ofthe same material. The strength ofyour message also gives you a +15bonus to one subsequentLeadership/Influence or Diplomacyroll on a related theme. Criticalacclaim draws large crowds foryour next presentation. People willremember your performance foryears.

176 UP:

ABSOLTESUCCESS

Animal Healing -10First Aid +10Second Aid +00Surgery -20

Poor tools/supplies -10 to +25Good tool/supplies +10 to +25Rushed execution -10Unhurried execution +10

Hostile/critical audience -10Friendly audience +10Extensively rehearsed +20Unprepared/Impromptu -20

SPECIALMODS

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FLYING CONTORTIONS FALSIFICATION

Blunder - You wind up in a maximum-speed power dive. You will be at -30 toall actions until you pull out, and at -20to all airborne actions for 10-(SDbonus)/10 days. You may not makeattacks during this dive.

Spectacular failure - You are stuckeven worse (or become stuck), and areat -20 until you get out. Furthermore,you have sprained whatever appendageis stuck, and will be at -10 to allrelated actions until healed. You maytry again in 15 minutes.

Your foolish attempt will automaticallybe noticed by anyone who checks withhostile intent; furthermore, theirreaction will always be very bad. Younow have a permanent -10 to attempts tofalsify this person's writing, this seal, orwhatever..

-26 or down:

BLUNDER

You suffer penalties as Blunder, buthalved in severity and duration. Youmay not make attacks while in thisdive.

You are stuck worse than before (orbecome stuck); -10 to further attempts.You may re-roll in 10 minutes..

No one can be fooled by your unskilledforgery..

-25 to 04:

ABSOLUTEFAILURE

None of your maneuver succeed, andyou may not make any attacks.

You fail to get through/escape. Re-rollin five minutes..

Anyone examining your document doesso at +30, with an additional +5 perminute of examination.

05 TO 75:FAILURE

As Failure, but your maneuver(s) willautomatically succeed, next round, ifyou don't attempt anything else. Youmay attack with 25% of your normalOB

You still aren't through/out. Re-roll inone minute..

Examination of your document is at +0,with +5 per extra minute of examination.

76 TO 90:PARTIALSUCCESS

As Partial Success, but you may selectone of your maneuvers to succeed thisround. You may attack at 50% of yournormal OB

You get halfway through/out. You mayre-roll next round..

If someone examines your document, thePerception is penalized by 25% of yourFalsification bonus. This penalty ishalved for every minute of examinationafter the first.

91 TO 110:

NEAR SUCCESS

Your maneuvers succeed. You did it!!!!!!!! Perception versus your forgery has apenalty of 50% of your Falsificationbonus, and will not be reduced byextended examination

111 TO 175:SUCCESS

As Success, but your next Flyingmaneuver will be at +10

You make it look easy. Anytime youjuggle this exact combination, andconditions remain the same, you get anadditional +75 bonus.

The spirit of Xerox is alive in you! If thedocument is examined, the penalty is

100% of your Falsification bonus, andwill not be reduced.

176 UP:

ABSOLTESUCCESS

Flight Attitude:Power Climb Up - 1/2 speed, freedecelerationClimb Up - 1/4 speed, forward 1/2speed, free decelerationLevel Flight - Forward full speedDive - Forward full speed, down fullspeed, free accelerationPower Dive - Down double speed, freeacceleration

Adjust speed by +/- 10'/round - NomaneuverAdjust altitude by +/- 10' No maneuverMove 10' left or right No maneuverTurn 60 degrees +0Shift attitude up/down one step +0Accelerate by 1/2 maximum speed +0Slow or stop +0Evasive Maneuvering +0Aerial melee +0Each +0 maneuver beyond the first -10

Modifiers:Human, dwarf +0Half-elf +5Elf +10Hobbit +20Wearing rigid leather -10Wearing chain mail -20Wearing chain and plate -30Wearing plate armor -40(Halve penalties for armor if it is non-encumbering, ignore if it is not on theaffected are, for example: when thecharacter is trying to squeeze his armthrough a crevice while wearing a chainshirt but no greaves)Trying not to touch surface -20Taking hits -20Taking criticals -40

Forge signature -10Forge handwriting style, per page -5Forge writing style, per page -5Forge official document, per page -10Forge official seal -30Each generation removed (i.e. copies ofcopies) -20Make changes and maintain authenticity

(eg. change name on ID papers)-20Per page/signature of this personsuccessfully falsified previously +1Distinctiveness of handwritting, style,ornateness of seal/document, etc. +0..-30

SPECIALMODS

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TRICKERY DISGUISE FALSIFICATION

Blunder - You drop the objectinvolved, making a lot of noise, andbreaking the object if possible.Everyone notices this..

Spectacular failure - Who do you thinkyou're fooling, anyway? Your disguiseis penetrated by the first hostile personwho cares to do so.

Your foolish attempt will automaticallybe noticed by anyone who checks withhostile intent; furthermore, theirreaction will always be very bad. Younow have a permanent -10 to attempts tofalsify this person's writing, this seal, orwhatever.

-26 or down:

BLUNDER

You make a noise (and/or grab thevictim, if picking pockets); everyonenearby may make a +30 Perceptionroll to notice your attempt.

Only the blind will fail to notice thatyou aren't who you pretend to be.Everyone gets +30 to their Perceptionrolls.

No one can be fooled by your unskilledforgery.

-25 to 04:

ABSOLUTEFAILURE

You weren't stealthful at all; anyonewho makes a +0 Perception roll spotsyour action

Only unconcerned observers won't seethrough your concealment; theirPerception rolls will be at +0

Anyone examining your document doesso at +30, with an additional +5 perminute of examination

05 TO 75:FAILURE

You may stop your attempt (and give apenalty of 10% of your Trickery bonusto any Perception attempts), orgrab/drop the object and be noticedautomatically.

Your lame attempt at disguisingyourself provides 10% of your Disguisebonus as a penalty to Perceptionattempts.

Examination of your document is at +0,with +5 per extra minute of examination.

76 TO 90:PARTIALSUCCESS

As Partial Success, but 25% forstopping the attempt, or a +0Perception attempt to see you grab/dropthe object.

Not good, but not bad. 25% of yourDisguise bonus is used to penalizePerception attempts.

If someone examines your document, thePerception is penalized by 25% of yourFalsification bonus. This penalty ishalved for every minute of examinationafter the first.

91 TO 110:

NEAR SUCCESS

As Near Success, except that stoppingyields a 100% penalty andtaking/dropping the object gives 50%.

Penetrating your disguise will require aPerception attempt with 50% of yourDisguise bonus as a penalty

Perception versus your forgery has apenalty of 50% of your Falsificationbonus, and will not be reduced byextended examination

111 TO 175:SUCCESS

You may grab/drop the object with a100% Trickery penalty to Perceptionattempts

Absolute Success: Even your motherwouldn't recognize you. The penalty toPerception will be +25 of your Disguisebonus

The spirit of Xerox is alive in you! If thedocument is examined, the penalty is

100% of your Falsification bonus, andwill not be reduced.

176 UP:

ABSOLTESUCCESS

Wearing normal gloves -10Wearing armored gloves -20Item coin sized +10hideable in fist +0softball/dagger sized -10forearm/shortsword sized -20broadsword/leg sized -30body length -40requires two hands to carry -20makes noise -10uncomfortable to hold -10painful to hold -20causes hits if held -30causes critical if held -50fragile -10actively resists -30

Modifiers:Per inch taller -5Per inch shorter -10Per build/frame category adjustment(Thin-Slight-Slender-Average-

-Stocky-Heavy-Stout-Huge) -5Disguised as opposite sex -20Cover/add visible scar or mark -5Half-race to full or vice versa -10Disguise as different sub-race -5Change skin color -10face/limbs -20whole body -30Using actual character's trappings +5 to+30Plausible concealment used +5 to +30

(Veil, visored helm, full plate, etc.May negate some penalties.)

Forge signature -10Forge handwriting style, per page -5Forge writing style, per page -5Forge official document, per page -10Forge official seal -30Each generation removed (i.e. copies ofcopies) -20Make changes and maintain authenticity

(eg. change name on ID papers)-20Per page/signature of this personsuccessfully falsified previously +1Distinctiveness of handwritting, style,ornateness of seal/document, etc. +0..-30

SPECIALMODS

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Roll (E -D100)

Foraging Smithing/Crafting Runesmithing Alchemy*

-25 orless

You seem able to findnothing but weed today, -50 to find herbs rest oftoday.

Total failure, must meltdown and remakeweapon from the start.

Blunder: The rune engravementbecomes totally wrong, you mustspend 24 hours removing the runebefore the material is usableagain

Blunder: An unknown evil spirit isbeing drawn from the void to possessthe item instead of the spell. Whenusing the item, it will cast evil spellsinstead with reversed effect.

-25 to 04 You belive to have foundthe exactly right herbwhich you were lookingfor, only one dosehowever. But it´s not atall what it really is (GMdiscretion).

Failure, next roll will bemodified with –50. Iffinished it´s –10 OB

Absolute failure: You can´t reallyfocus when engraving the runebecause of some disturbance, therune can be removed in 2 hoursbut you suffer a –25 runesmithingpenalty for 2 days.

Absolute failure: The ritual can´t bemade more wrong. Any spells must beremoved, in a reversed process whichwill take 5 x spell lvl hours

05-75 Failure you don´t findany herbs execptcommon and rountineones. –10 for rest of dayif searching for herbs.

Failure, next roll will bemodified by –25, Iffinshed it´s –5 OB

Failure: The procedure is motmade properly and the rune hasno effect. You must remove therune and try again. Removing therune will take 12 hours –lvl ofmaker. But at least it will take 1hour.

Failure: Mental lapse, unknownpowers causes you to break mentally.The spell you tried to inscribe isremoved automatically, but your in acoma for 20 hours.

UE 66 Suddenly from nowhere aherb you can´t regocnizeappears to your eye. Onedose(GM decide).

You create the weaponbut it became a littleweird (-5 to OB)But instead it got aspecial feat.

The rune somehow manages toappear right but is it really therune you tried to engrave?(GMdiscretion). The rune is finished.

Did you really inscribe that spell?Random the spell instead from thesame spell list.

76-90 You know that anyminute now the herbyou´re looking for willappear, +5 and roll again

Near sucess, Continuewiht a +5 bonus, ifcomplete it´s +0 OB

Partial sucess: The rune isn´tworking properly. There seems tohave been some kind of sideeffect (GM discretion). Removethe rune at the same amount oftime as above. If not done,continue with -10

Partial sucess: Circumstancesprevents you from completing theritual. Try again now with a +10bonus or remove the rune at the costof time as in Absolute failure. Youhave a +5 bonus for 3 days whenusing Alchemy.

UE 100 You find a herb youthought that it can´t befind here, but cries outwith joy, A herb which iseither, EH,SF or A tofind is now yours. Onedose

You manage to dosomething verySpecial with the weapon(GM decide) whichcompletes it.+ 0 OB

The rune somehow glows with astrange faint light. Some veryspecial additional powers havebeen inscribed in the same rune(GM decides). The rune isfinished.

Instead of being filled with charges itbecome instead a daily spell item.3 times/day it may be used.

91-110 It must be heresomewhere. +10 and rollagain.

Near success, continuewith a +10 bonus, Ifcomplete it´s +0 OB

Near success: Almost perfect.Finnish the rune by makinganother roll with at +10modification. But no higher resultthan Success can be made. If notdone, continue with -5

Near success: The spell is inscribedbut has only half the normal powers.Removal takes time as in Absolutefailure.

111-160 Success you find 1D4doses of the herb/s you´relooking for.

Success, continue with a+15 bonus, If finishedit´s +0 bonus but +2durability,

Success, the rune has beenproperly engraved. If not done,continue with +0

Success, the spell is inscribed with2D10 charges –lvl of spell.

161-210 Greater success, you find1D8 doses or the herb/syou´re looking for + 1D4of some which youaccidentally find, Oneseverity harder.

Greater success, continuewith a +20 bonus, Ifcomplete it´s +5 OB.

Greater success, the rune hassuccessfully be made but someextra power has also been added

(GM discretion) If not done,continue with +5

Greater success, the spell is inscribedwith 5D10 charges –lvl of spell or itmay be cast once/day.

211-250 This must be your luckyday 1D20 doses of theherb/s you're looking forlies all within stretchreach.

Well done!, continuewith +25 bouns, Ifcomplete it's +5 OB, and+5 durability, may alsohave something special(GM decide)

You´re an apprentice no more:The rune hasn´t just beenengraved but the rune seems tohave twice it´s normal power. Ifnot done, continue with +10

A great alchemist thou art, 1D100charges, or it can be cast 3 times/dayor have 15 spell points to beused/each day.

251+ Someone above wantsyou to find something,1D100 doses of theherb/s you’re looking for.

You´re really amastersmith, the weaponis +10 OB & +10durability and may haveseveral special feats

You´re surely a master: The runehasn´t just been engraved but therune seems to have thrice it´snormal power. The rune isfinished

You´re work will be remembered forages. 3D100 charges can be cast 10times/day, or use 50 pp/day. If spelllvl beneath 5 it may have infinitecharges.

- Normal Difficulty+20 for each ranger or animist who´saiding in search+2 for each searcher extra+50 if searching an area previouslysearched within 6 months. –50 forsearching at night. –25 for elves or otherbeings with nightvision.

- difficulty for materials-25 to +15 depending onenvironment, tools+5 (max +25) for eachassistantOne roll for each 3pounds thatweapon/armor weights,ie3 rolls for a broadswordor morning star while 6rolls for a two-handedsword.

-50 to +50 for environment &tools+5 (max +10) for each assistant1x lvl roll/s is needed to inscribethe rune properly.Environment: Moria (+10),sacred place in Moria (+25), +5 iswihtin a smithy with nodisturbance.

-50 to +50 for environment & tools+5 (max +25) for each assistant1x lvl roll/s is needed to inscribe therune properly. Assistants must at leasthave 40 in Alchemy skill and must beof same realm.

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*: The charges or daily use is of course also modified by the type item. If it´s a rod, staff, rune paper or anything else. Rules for this can be found in the MERP 2ndEdition main book on page 72-73.

ALCHEMY & RUNESMITHING MODIFICATIONSSpell Lvl or Rune Lvl Runesmithing Alchemy

1 -10 -102 -20 -203 -30 -304 -40 -405 -50 -506 -60 -607 -70 -708 -80 -809 -90 -90

10 -100 -100

Table for How many Runes or Spells an Item may containMaterial Runes SpellsAdarcer 3 1Arborang 2 0Arheled 1 2Celeb 1 1Cranor 3 2Eog 5 5Galvorn 7 5Itildin 1 5Itilnaur 4 3Kregora 2 6Laen 4 4Mal 1 2Mithglin 3 2Mithin 3 1Mithrarian 2 7Mithril 4 2Ogamur 3 2Tasarang 3 2

RUNESMITHINGLvl Rune Group Types of runes1 Lesser runes A +10 bonus versus any race. The Item can only be wielded by a particular race. Can transfer

Defence to attack or vice versa at a maximum of 10 x times/day.2 Minor runes A +10 to +30 bonus to any secondary skill. +10 to +25 to any attack x times/day. Or everytime in

the first round of a battle. Can transfer Defence to attack or vice versa at a maximum of 25 xtimes/day.

3 Enhancement runes Never fumbles, ages, etc. Windproof, waterproff, resistant against fire, wind, etc.4 Melee runes Wielder always strike first in combat. Hits as opponent had lesser armor.5 Missile runes Returns to wielder after being thrown, hits another target, etc. Can fire x shots/round with ot

without extra penalty.6 Elemental runes Causes additional x criticals with different severity. Immune to special sort of attack. Floats on

water, in air, etc.7 Detection & Holy runes Detects races, evil, dragons, etc. Holy versus anything. Never breaks.8 Battle runes When anyone stands within x range they gain/loose extra bonus.9 Slaying runes Slaying versus anything. +30 bonus versus anthing x times/day.

10 Power runes Causes double damage to any special race or other. Hits as opponent had no/lesser armor. Doubletriple first round in battle. Never breaks.

Of course these runes are simply examples and it’s totally up to the GM to decide the outcome of a runesmithing attempt.

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THE LORE TABLE

This table is for determining the extent of a character’s knowledge on a particular subject. Each skill level equates toa Knowledge tier, and each Knowledge tier covers the subject matter to a particular depth. The higher the tier, thegreater the character’s knowledge on that particular subject. The individual GM must decide which factors of thesubject are learned on which tier, dependent on his particular world scheme and character development. Competencyin a given lore is usually to be attained at a Knowledge tier of 6 or 7.

Tier Knowledge

1 Allows basic recognition of the general type of the subject.

2 Allows basic recognition of the specific type of the subject.

3 The scholar may recall knowledge of the major points (scechy outline) on the subject.

4 The scholar remembers all major points pertaining to the subject.

5 Allows the scholar knowledge of basic details on the subject.

6 The scholar recalls full technical summary on the subject.

7 The scholar understands full technical summary on the subject.

8 Scholar may begin to form basic inferences and create accurate analogies on the subject.The scholar also has technical knowledge on similar subjects.

9 Allows the scholar to form multiple inferences and create accurate analogies to the subject.The scholar also has technical knowledge on similar subjects.

10 Scholar has obscure knowledge pertaining to the subject.

11+ 11-20 are reserved for those who wish to learn in depth knowledge on a particular individualor object within the subject.

Skill development modifiers and knowledge condition:1. Character knows a related subject ........................................................................Knowledge tier x ½2. Character has writings but no teacher...................................................................Dev. cost x 1.53. Character has teacher but no writings...................................................................Dev. cost x 1.54. Character has no teacher or writings.....................................................................Impossible development