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Character Creation Overview

Character Creation Overview

A lean step-by-step guide to creating a new Rolemaster character.
Full walkthrough with examples: Character Law & Campaign Law (CL&CL) §10.0, pp. 73–76.


Step 1 — Roll Stats (CL&CL §2.0, pp. 37–40; §10.1, p. 73)

  1. Roll two full sets of 10 × d100. Any roll below 40 becomes 40.
  2. Choose the set you prefer. Assign the 10 scores freely to the 10 stats in any order.
  3. For each score, roll another d100 and consult Table 15.1.1 (p. 38) to determine the stat's potential (its natural ceiling through play).

The 10 Stats — the first five also provide Development Points (DP):

DP Stats Primary Stats
Constitution Strength
Agility Quickness
Self Discipline Presence
Memory Empathy
Reasoning Intuition

Stat bonuses and DP values: Companion I (C1) p. 49 — Smoothed Stat Bonus Distribution table.

Prime Requisite swap: After choosing your profession (Step 3), you may replace your 2 lowest temp/potential scores with 90/90 — but only into your profession's prime requisite stats. Both temporary and potential become 90.


Step 2 — Choose a Race (CL&CL §6.0, pp. 65–68)

Choose from Table 15.5.1 (p. 65). Greater Orcs and Trolls are not available.

Each race provides:

  • Stat modifiers (bonuses/penalties to specific stats)
  • Resistance Roll (RR) modifiers (vs. magic, poison, and disease)
  • Recovery rate (wound healing multiplier)
  • Hit dice type for Body Development rolls
  • Maximum hit points

Step 3 — Choose Profession & Realm (CL&CL §4.0, pp. 57–59)

Choose one of the 19 professions. Three things to compare:

  1. Prime Requisite stats — the 2 stats eligible for the 90/90 swap (Step 1).
  2. Level bonuses — bonus per level for skill categories (e.g., Fighters get +3/level to weapon skills; see Companion II (C2) p. 102, Table 11.6).
  3. Skill costs — how many DP each skill costs to develop (see C2 pp. 104–111, Table 11.8; skill descriptions at C2 pp. 23–43).

Spell User Types

Type Access
Non-Spell User Open lists of chosen realm only; spells up to level 5
Semi-Spell User Base lists to level 10; Open lists to level 5
Hybrid Spell User Base + Open lists to level 10; Closed lists to level 5
Pure Spell User Any list in their realm to level 10

Realms of Magic: Channeling (divine), Essence (arcane), Mentalism (mind).
Non-Spell Users must still choose a realm during character creation.

Spell List Acquisition: Invest 10 ranks (cumulative across levels, using the Spell List Acquisition skill) to unlock one spell list. Maximum 1 new list unlocked per level. DP cost per rank depends on profession. See CL&CL §3.0, pp. 41–56 and Spell Law for spell list descriptions.

Weapon Skill Categories

Six categories; costs vary by profession. You assign which cost tier applies to which category:

One-Handed Edge · One-Handed Crushing · Two-Handed · Bows · Thrown · Pole Arms

A weapon requiring two types of use (e.g. a hand axe for melee and throwing) must be developed under both relevant categories separately.


Step 4 — Base Hit Points (CL&CL §3.8; §10.1)

Starting Base Hit Point Value (SBHPV) = Constitution ÷ 10, rounded up.

Final hit points = BHPT + (BHPT × Con bonus ÷ 100), rounded up.

BHPT = SBHPV + all Body Development dice rolled in Steps 5a/5b.
Body Development skill is in the Athletic category; it has no level bonus. Cost varies by profession.
Hit points cannot exceed your racial maximum.


Step 5a — Adolescence Skills (Level 0) (CL&CL §10.4, p. 73)

Calculate your DP totals from the 5 DP stats (C1 p. 49):

  • Primary DP — spend on Primary Skills (see list below)
  • Secondary DP = Primary DP × 0.4, rounded up — spend on all other (Secondary) Skills

First: assign the profession's weapon category costs across the six weapon categories.

Primary Skills:

  • Maneuvering in Armor — Soft Leather, Rigid Leather, Chain, Plate
  • Weapon Skills — one rank per category
  • General Skills — Climbing, Swimming, Riding, Disarm Traps, Pick Locks, Stalk & Hide, Perception
  • Magical Skills — Spell List Acquisition, Runes, Staves & Wands, Channeling, Directed Spells
  • Special Skills — Ambush, Linguistics, Adrenal Moves (Balance, Landing, Leaping, Adrenal Defense), Martial Arts (Strikes, Sweeps & Throws), Body Development

All remaining skills are Secondary Skills.

Skill rank cost notation:

  • 2/5 — first rank costs 2 DP, second costs 5 DP (max 2 ranks per level)
  • 2/* — each rank costs 2 DP; unlimited ranks per level
  • Single number (e.g. 6) — one rank purchasable per level at that cost

Maximum 3 ranks in any single skill per experience level (except skills marked *).

Roll any Body Development ranks gained now as hit dice and add to SBHPV for a running BHPT.


Step 5b — Apprenticeship Skills (Level 1) (CL&CL §10.5, p. 74)

Repeat Step 5a using the same DP totals (Primary and Secondary are not combined with adolescence DP).
After this phase your character is 1st level with 10,000 XP.

If you invested any DP in spell lists, make a Spell Gain Roll after each phase.


Step 6 — Background (CL&CL §7.0, p. 69)

Work with the GM to define starting background: history, family, special abilities, languages, starting gold, and any special items. The GM sets the framework; the player may have input.


Step 7 — Final Preparation (CL&CL §10.7, p. 75)

  1. Equipment: Start with 2 weapons (must have ≥ 1 rank in each), clothing, cloak, boots, and normal personal effects.
  2. Starting money: Per GM (see CL&CL §7.2).
  3. Encumbrance: Total gear weight (excluding clothes and armor); penalties apply if over weight allowance (CL&CL §7.2).
  4. Total all bonuses for each skill:
    • Skill rank bonus → Table 15.2.2 (CL&CL)
    • Stat bonus(es) for that skill → Table 15.1.3 (p. 38) + Table 15.1.4
    • Professional level bonus (if applicable)
    • Item and special bonuses
  5. Develop your persona — see CL&CL §9.0, p. 72.

Quick Reference

Source Topic
CL&CL §2.0, pp. 37–40 Stats, stat bonuses, development points
CL&CL §3.0, pp. 41–56 Skills and ranks
CL&CL §4.0, pp. 57–59 Professions (base 19)
CL&CL §6.0, pp. 65–68 Race and culture
CL&CL §7.0, p. 69 Background options
CL&CL §10.0, pp. 73–76 Full character creation walkthrough
CL&CL Table 15.1.1, p. 38 Stat potentials
CL&CL Table 15.1.3, p. 38 Stat bonuses + DP values
CL&CL Table 15.2.2 Skill rank bonuses
CL&CL Table 15.5.1, p. 65 Race abilities
C1 p. 49 Smoothed stat bonus + DP table
C2 p. 102, Table 11.6 Master level bonus table (all professions)
C2 pp. 104–111, Table 11.8 Master DP cost table (all professions)
C2 pp. 23–43 Skill descriptions
Spell Law Spell lists and descriptions