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Rolemaster
Rolemaster
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Rolemaster.
The current logo for the Rolemaster game system, used since 2003.
DesignersColeman Charlton, John Curtis, Pete Fenlon, Steve Marvin
PublishersIron Crown Enterprises
Publication1980 (Arms Law)
1982 (Character Law)
1984 (first complete edition)
1999 (fourth edition)
GenresFantasy
SystemsRolemaster Standard System
Rolemaster role-playing game character sheet and dices

Rolemaster (originally Role Master) is a fantasy tabletop role-playing game published by Iron Crown Enterprises in 1980. The game system has undergone several revisions and editions since then.

Description

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Rolemaster uses two ten-sided dice

Rolemaster is a fantasy role-playing game system that has been characterized as highly complex, with a large number of charts and tables to be consulted for every action.[1]

Character creation and development

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Rolemaster characters have ten attributes such as physical strength, memory, self-discipline, and agility with scores between 1 and 100. These scores can be determined either through a point-buy system or randomly. Each attribute is then used to relevant skill bonuses.

Skills are purchased in Ranks; the more ranks a character has in a skill, the more able they are at actions covered by that skill.

Task resolution

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When a player wishes to attempt an action, the player rolls percentile dice, applies relevant modifiers, and looks the result up on the appropriate chart to determine the result.

Combat

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An attacking combatant rolls percentile dice, adds their Offensive Bonus to the total, adds modifiers, and subtracts the defender's Defensive Bonus. The total is then applied to a table for the attacker's weapon. The attack total is cross-indexed with the type of armor (if any) worn by the defender and the result will be a number of concussion hits dealt, which are then subtracted from the defender's running total. If sufficient hits are dealt, the defender may become unconscious.

In addition to concussion hits, some dice rolls will result in a critical hit, which can vary in type and severity. The system of tables details what part of the body has been damaged, describing, as one reviewer noted, "various horrific wounds in graphic detail."[2]

Publication history

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Rolemaster has a total of five editions.

First edition (RM1): 1980–1982

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This edition includes five books: Arms Law, Claw Law, Spell Law, Character Law and Campaign Law. These were available initially as individual books, and later as combined volumes and in boxed sets.

Second edition (RM2): 1984–1994

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In 1984, an initial boxed set was issued containing both expanded and revised rules. The box included Spell Law, and a combined Arms Law & Claw Law, Character Law, as well as the Vog Mur campaign module for the Loremaster setting.

Shortly after the first box, a new boxed set was released, containing all of the previous contents as well as The Cloudlords of Tanara, a detailed setting and adventure supplement. The supplement introduced ICE's original Loremaster setting, which would later develop into the more sophisticated Shadow World.

Several additional supplementary books were published individually for the second edition, including three Creatures & Treasures books, and many companion books that expanded the core rules.

Rolemaster Standard System: 1994

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In 1994 the game was revised and re-released as Rolemaster Standard System (RMSS). The biggest changes were to character generation, particularly in the number of skills available and the method for calculating bonuses for skills.

Many supplementary rulebooks and accessories were subsequently published.

Rolemaster Fantasy Role Playing: 1999

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In 1999 the game underwent a slight restructuring when Rolemaster Fantasy Role Playing (RMFRP) was released, but this was mostly a rearranging of material with very few changes to the rules themselves.

The older single-volume Spell Law was divided into three separate books, Of Essence, Of Channelling and Of Mentalism, each of which expands that realm of power with additional professions and spell lists.

Rolemaster Unified: 2022

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Rolemaster Unified is a new edition based on a number of revisions from RMSS/RMFRP editions.

Variant systems

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Iron Crown Enterprises (ICE) went defunct in 2000, and in 2001, they sold the intellectual rights to Rolemaster to the London-based company Aurigas Aldebaron, while the ICE brand name was licensed to a U.S.-based company named Mjolnir LLC.[3] In 2016, the licensing went to Guild Companion Publications, with whom Aurigas Aldebaron merged. From 2017, the merger changed its name to Iron Crown Enterprises, effectively returning to its original, well-known publisher name.[4]

Throughout the various ownership and publisher name changes, Rolemaster remained sufficiently popular that the original books eventually sold out and went out of print. This led to several reprints by the new owners and publishers, resulting in three variants of the original Rolemaster game system.

In 1995, the boxed set Rolemaster: The Basics was issued as a simplified version of the Rolemaster Standard System. The box contains rulebooks with all rules necessary for playing this simplified variant of the game.[5]

In 2007, the second edition (RM2) rules system was revitalized and issued under the name Rolemaster Classic, or RMC for short. The revitalization was published by Guild Companion Publications and included new versions of all the old core rulebooks of Arms Law, Spell Law, Character Law, and Creatures and Treasures, but also an updated Rolemaster Companion and a new Combat Companion from 2008.[6][7]

Also in 2007, Rolemaster Express, or RMX for short, was issued by Guild Companion Publications. It is a simplified version of the Rolemaster Classic System, with all necessary rules combined into a single book.[8][9]

Reception

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Ronald Pehr reviewed Rolemaster for Fantasy Gamer magazine and stated that "As an experienced gamer, I admire Rolemaster, appreciate the work that went into it, and could learn to enjoy playing it more often. If you've got a campaign world and want a fascinating set of rules to bring that world to life, Rolemaster is going to appeal to you. If you're not currently involved in fantasy role-playing — and don't have a lot of money to spend on it — Rolemaster is not for you."[10]

In the August 1984 edition of Dragon (Issue #88), Arlen Walker queried whether the hefty $48 price tag for the second edition boxed set was worth the money, and provided a long and in-depth examination of the box's contents. Walker had quibbles over the combat system, which seemed to generalize rather than individualize weapons; and he felt the book on animal encounters had very little information about the actual animals. Walker concluded, "Is the Rolemaster system worth the $48, then? The answer is a resounding 'maybe.' If you want a freer, more open game than you are currently playing, I’d say it is probably worth it. Even with the inconsistencies noted it still allows more freedom of choice than almost any other game. Although the physical size of the game is rather imposing, the actual mechanics run rather smoothly and simply."[11]

Walker also reviewed the separately published books Character Law, Campaign Law, Spell Law, Claw Law and Arms Law.

  • Character Law Although Walker liked the ability to move randomly generated ability scores around to produce the most beneficial results for the character class sought, he disagreed with the system of rolling dice ten times in order to generate character abilities, and then raising two of those abilities up to 90, if they were not already 90 or better. Walker felt this created a monochrome cast of characters and non-player characters. Walker liked the different ways that characters could gain experience points, such as travel, having religious experiences such as visions, and for coming up with a brilliant idea — although he thought this one would probably lead to arguments over which player had originally voiced the germ of the idea. But he didn't like the idea that characters get experience points for dying.
  • Spell Law Walker was impressed with the variety of spells detailed in Spell Law, numbering over two thousand. He found that the "spell-casting system is somewhat more complicated than in other games, but not unplayably so."
  • Arms Law He had quibbles about Arms Law — combat was very fast and lethal due to the high amount of damage inflicted by a single blow, and he believed that new players used to other role-playing systems should be made aware of this. Walker also questioned why a character could not parry with a two-handed weapon, although he realized it was probably "a concession to speed of play."
  • Claw Law Walker criticized the lack of descriptions of the animals covered in Claw Law, saying, "The animal descriptions have little if anything to do with animals. Calling them descriptions, in fact, is probably overstating the case dramatically... We are told nothing else about the animal, including what it looks like, where it can be found, and how it will behave if found." Walker went on to question why "Historical Weapons" were found in this book, which was supposed to be about damage from animals and monsters, rather than in Arms Law. He also criticized the lack of variety these weapons represented, since to calculate damage and other combat-related numbers for these exotic weapons, referees were simply referred to equivalent weapons in Arms Law. "For example, if you wish to have your character use a Katana, you use the same chart as if he were using a broadsword. The cover blurbs (for Arms Law) say, 'Because a mace is not an arrow or a scimitar...' yet this section says a broadsword is both a long sword and a sabre (as well as a Katana) and a dart is a dagger, because they use the same tables."
  • Campaign Law Unlike the first four books, Walker had high praise for Campaign Law, saying, "Whether you’re looking for a new system to run or not, Campaign Law is definitely worth the $10 price of admission. The information and guidelines this book will give you on fleshing out and filling in a consistent campaign world are almost invaluable. All I can say is that if this book had been available when I first began running campaigns, it would have saved me at least a year of development time."[11]

Troy Christensen reviewed Rolemaster for Different Worlds magazine and stated that "I found ICE's game lacking the special magic which distinguishes a good game from the bad. I found it just to be another high-priced game with tiring, overused rules. I cannot recommend this game to any serious role-player, I can suggest that it might be worth your while to purchase 'Spell Law' if you are interested in gaining new spells for your present role-playing game."[12]

Rick Swan reviewed various editions of the game system:

  • In his 1990 book The Complete Guide to Role-Playing Games, Swan thought that the second edition game system "reads more like a collection of supplements than an integrated system ... it's still extraordinarily complicated and by no means for beginners." Swan concluded by giving the game a rating of 2.5 out of 4, saying, "Rolemaster lacks the flavor of classic fantasy RPGs such as Advanced Dungeons & Dragons and Runequest, coming off as a dull collection of numbers and tables."[1]
  • In the September 1995 edition of Dragon (Issue 221), Swan reviewed the updated 144-page Arms Law book that had been released in conjunction with the revised Rolemaster Standard System edition. Swan still found the complexity of the Rolemaster system astounding, saying, "With its tidal wave of numbers, formulas, and tables, the Rolemaster game always struck me as the kind of fantasy RPG that calculus professors play on their day off." Swan found Arms Law to be "mainly a book of tables — more than 100 pages worth." He gave the book an average rating of 4 out of 6, and recommended it only for the mathematically inclined: "If you read computer manuals for fun, if you get misty-eyed thinking about your high school algebra class, if you wonder why your friends complain about something as trivial as filling out tax forms, then Rolemaster ought to be right up your alley. Arms Law is as good a place as any to begin your investigation."[13]
  • In the July 1996 edition of Dragon (Issue 231), Swan reviewed the new supplement Arcane Companion that had been published in conjunction with the revision of the magic system in the Rolemaster Standard System edition. Swan reiterated that the Rolemaster system was a mathematician's delight: "Saturated with charts and numbers, it's for players who buy pocket calculators by the crate... If you're the kind of guy who needs his fingers to do arithmetic, this ain't your kind of game." Despite this, Swan found Arcane Companion to be "not only comprehensible, but entertaining, thanks to the designers’ efforts to infuse the facts and figures with vivid imagery." Swan concluded that because this supplement was so solidly linked to the Rolemaster system, it could not be ported to another game system, but "experienced players should welcome this ambitious expansion with open arms. And if you’re among those who’ve dismissed Rolemaster as not worth the effort, sneak a peek at Arcane Companion; it might tempt you to reconsider."[14]

In a 1996 reader poll conducted by UK games magazine Arcane to determine the 50 best roleplaying systems, Rolemaster was ranked 15th. Arcane editor Paul Pettengale commented: "Often used as an archetypal example of a complex roleplaying system, Rolemaster is a fairly numbers-heavy game that also relies on the use of a lot of tables. Most notable are its notorious 'critical hit' charts, which are subdivided by damage type and describe various horrific wounds in graphic detail. If you're looking for a highly detailed and fairly complex system, Rolemaster has a great deal to recommend it. The rules are fairly well organised and very flexible, easily adaptable to a wide variety of situations. On the other hand, if you're not one for tables and calculations, it's probably not going to ring your bell."[2]

Scott Taylor for Black Gate in 2013 rated Rolemaster as #6 in the top ten role-playing games of all time, saying "Also attributed to the frame of the Middle-Earth Role-Playing Game, which was the 2nd most popular fantasy RPG of the 1980s, I.C.E.'s Rolemaster must certainly make a showing as something of a heavyweight in the industry, even if it no longer exists as an entity".[15]

Other reviews and commentary

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Publications

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These are some of the many publications connected with the four editions of the Rolemaster game.

Rolemaster first edition

  Loremaster

Rolemaster second edition

  Shadow World

  Genre Supplements

Rolemaster Standard System
  • Arms Law (1994)
  • Spell Law (1995)
  • Creatures & Monsters (1995)
  • Gamemaster Law (1995)
  • Rolemaster Standard Rules (1995)
  • Player Guide (1995)
  • Arcane Companion (1996)
  • Treasure Companion (1996)
  • Races & Cultures: Underground Races (1996)
  • Castles & Ruins (1996)
  • Talent Law (1996)
  • Weapon Law - Firearms (1996)
  • Martial Arts Companion (1997)
  • Essence Companion (1997)
  • Channeling Companion (1998)
  • Mentalism Companion (1998)
  • ...and a 10-Foot Pole (1999)
  • 10 Million Ways To Die (1999)

  Shadow World

  • Curse of Kabis (1995)

  Generic

Rolemaster Fantasy Role Playing
  • Arms Law (1999)
  • Character Law (1999)
  • Spell Law: Of Essence (1999)
  • Spell Law: Of Channeling (1999)
  • Spell Law: Of Mentalism (1999)
  • Gamemaster Law (1999)
  • Creatures & Monsters (1999)
  • Rolemaster Fantasy Role Playing (1999)
  • Treasure Companion (2000)
  • School of Hard Knocks - The Skill Companion (2000)
  • Channeling Companion (2000)
  • Fire & Ice: The Elemental Companion (2002)
  • The Armory (2002)
  • Mentalism Companion (2003)
  • Construct Companion (2003)
  • Races and Cultures (2004)

  Shadow World

  • Shadow World Master Atlas (2001)

  Aernth

  • City of Archendurn (2002)
  • Dún Crú (2009)

  The Echoes of Heaven[18]

  • The Echoes of Heaven Campaign Setting (2006)
  • The Last Free City (2006)
  • On Corrupted Ground (2007)
  • Bestiary (2007)
  • In His Name (2014)
  • The Day Before Apocalypse (2014)

Supplementary publications

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Several publications and magazines with supplementary game material has been issued under the ICE brand over the years.

For the Rolemaster Standard System, Rolemaster Annual 1996 and Rolemaster Annual 1997 included new additional rules for that game system, including new professions, races, spelllists, and errata.

For the Rolemaster Fantasy Role Playing system, Guild Companion Publications (GCP) issued Rolemaster Quarterly from April 2006 to August 2007. The magazine was dedicated to presenting optional rules and play material, and a total of seven magazines were published.[19]

Several Electronic Roleplaying Assistants (ERAs) have been issued for use with the RMC, RMSS and RMFRP systems since 2005. They are computer applications, developed for use with Windows, Mac OSX and Linux, helping players and game masters running the game digitally, including character creation and management.[20]

See also

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References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Rolemaster is a fantasy developed and published by Iron Crown Enterprises (), first released in as a modular set of rulebooks designed to enhance realism and depth in . Known for its intricate, skill-based mechanics and emphasis on detailed simulation, Rolemaster allows players to create highly customizable characters through professions, races, and development points, while featuring open-ended dice rolls for unpredictable outcomes in combat and skill checks. The game's core components originated as individual supplements—such as Arms Law for weapon combat tables, Claw Law for unarmed and monster attacks, Spell Law for magic systems, and Character Law for creation—intended initially to integrate with existing RPGs like Dungeons & Dragons, but quickly coalesced into a comprehensive standalone fantasy system. Over its history, Rolemaster has undergone multiple editions to refine its rules: the First Edition (RM1, 1980–1982) introduced the foundational boxed sets; the Second Edition (RM2, 1984–1994) expanded professions and spells with revised core books; the Rolemaster Standard System (RMSS, 1995) revamped skill categories and character generation for greater balance; Rolemaster Fantasy Roleplaying (RMFRP, 1999) reorganized RMSS into a single core rulebook alongside supplements; Rolemaster Classic (RMC, 2006) streamlined RM2's mechanics; and the latest, Rolemaster Unified (RMU, released starting with Core Law in 2022 and followed by Spell Law in 2023, Treasure Law in 2024, and Creature Law Volume One in late 2024), unifies elements from prior versions with 23 races, 22 professions, and 25 skill categories for modern play. Central to Rolemaster's appeal is its gritty, lethal combat system, which uses percentile dice and extensive tables to resolve attacks, incorporating hit location, critical wounds (ranging from stuns and bleeding to instant death), and weapon-specific effects, making even low-level encounters dangerous. Magic is divided into three realms— (arcane power drawn from the environment), Channeling (divine power from gods), and (psionic abilities of the mind)—each with hundreds of spell lists that scale in complexity and power. The official is Shadow World, a high-fantasy realm blending epic lore, ancient gods, powerful artifacts, and moral ambiguity between forces. Despite ICE's financial challenges and bankruptcy in the early 2000s, the system remains actively supported through print-on-demand releases, digital tools, and community-driven expansions, including ongoing RMU publications as of 2025.

Overview

Core Concept and Design Philosophy

Rolemaster is a fantasy game system published by Enterprises (ICE), renowned for its emphasis on gritty realism and tactical depth in simulating complex interactions within a medieval-inspired world. The system prioritizes detailed outcomes over abstract simplification, allowing players to engage in open-ended scenarios where character actions have nuanced, often unpredictable consequences. This core concept emerged from ICE's foundational works in the early 1980s, positioning Rolemaster as a skill-based alternative to class-restricted systems like , with an initial release as a combat supplement in 1980 that evolved into a full standalone RPG by 1982. At its heart, Rolemaster's design philosophy adopts a simulationist approach, aiming to model real-world physics, , and tactics through intricate that reward strategic planning and player creativity. Central to this is the percentile dice (d100) resolution system, which uses open-ended rolls—rolling again and adding the result for rolls of 96-00—to accommodate edge cases, critical successes, and catastrophic failures, ensuring that no outcome is predetermined by fixed ranges. This philosophy, co-developed by creators like Terry K. Amthor and Olivia Johnston, extends to innovations such as extensive tables and charts for resolving attacks, spells, and maneuvers, which factors like weapon type, armor, and attacker skill to produce varied, realistic results rather than uniform damage. The system's modular rules further embody this philosophy by enabling customization, with professions serving as archetypal frameworks that define skill development costs and aptitudes, fostering diverse character builds without rigid classes. For instance, the Rolemaster Unified Edition (RMU) includes 22 professions, spanning realms of arms, , channel, and , each tailored to encourage specialized yet adaptable playstyles. This structure, rooted in the RPG boom, reflects ICE's commitment to depth over accessibility, appealing to players seeking immersive, consequence-driven narratives amid the era's proliferation of innovative systems like .

Setting and Genre Adaptability

Rolemaster's default setting is the high-fantasy world of Shadow World, situated on the planet Kulthea, which serves as the official backdrop for the game's campaigns. This setting features a rich cosmology including real deities, powerful magical essences known as Essænce that influence travel and power dynamics, and a diverse array of cultures, races, and dangerous creatures across multiple continents. Elements such as moral ambiguity between , along with ancient histories involving gods and cosmic forces, provide a detailed foundation for storytelling, though the setting is explicitly presented as optional to encourage player and gamemaster creativity. The core Rolemaster system is designed with genre neutrality in mind, allowing its detailed, skill-based mechanics to support a wide range of campaigns beyond traditional fantasy, including , horror, and historical genres through modular supplements and custom world-building. This adaptability stems from the game's open-ended structure, where gamemasters can tailor professions, skills, and lore to fit any milieu without requiring extensive rule overhauls. For instance, the system integrates seamlessly with non-fantasy environments by adjusting skill categories and optional rules, enabling campaigns in futuristic or gritty urban settings while maintaining consistent resolution methods. Iron Crown Enterprises expanded this flexibility with companion systems derived from Rolemaster's framework, such as Space Master for adventures involving laser weaponry, alien races, and interstellar exploration, and for narratives set in a dystopian 2090 rife with corporate intrigue and cybernetic enhancements. These variants demonstrate the system's portability, reusing core elements like character development and task resolution while introducing genre-specific modules for technology, , or . Supporting this adaptability, the Shadow World series of lore books offers extensive expansions on Kulthea's cosmology, history, and geography through volumes like the Master Atlas, which detail planetary features, pantheons, and cultural intricacies without imposing them as mandatory. These resources enable gamemasters to draw selectively for depth or inspiration, fostering hybrid campaigns that blend Shadow World's elements with entirely original worlds or other genres. The , with its essence-based lores, can thus integrate into diverse settings to enhance thematic consistency.

Gameplay Mechanics

Character Creation and Development

Character creation in Rolemaster begins with generating ten primary attributes, known as potential stats, on a scale from 1 to 100, which represent a character's innate capabilities in areas such as (governing physical dexterity), (endurance and health), (interpersonal and magical sensitivity), (perception and initiative), Logic (deductive reasoning), (recall and learning), Presence (charisma and leadership), (speed and reflexes), Reasoning (problem-solving), and Self-Discipline (willpower and concentration). The following describes mechanics from the Rolemaster Unified edition (RMU, 2022), which unifies and refines prior systems. These stats are typically determined through random rolls using multiple d10 dice (e.g., 10d10 + 600 points assigned across stats with increasing costs for higher values) or a point-buy system allocating 600 + 10d10 total points, ensuring a balanced starting temporary stat array that influences skill development and bonuses. The stat bonus, used in various calculations, is derived from the formula floor((stat value - 50) / 5), providing modifiers ranging from -10 (for stats below 50) to +10 (for stats of 100). Players then select a race from 23 available options in the Rolemaster Unified Edition (RMU), each granting specific stat bonuses or penalties, skill modifications, and cultural affinities; for example, Elves receive bonuses to and Presence but penalties to and Self-Discipline, reflecting their graceful but less resilient nature, while Dwarves gain advantages in and Self-Discipline suited to their hardy nature. Following race selection, a culture is chosen from 10 possibilities, such as Urban (favoring social and technical skills) or Rural (emphasizing and abilities), which affects starting skill ranks, development point costs, and background options like training packages that bundle related skills for efficiency. Next, players pick a profession from 22 core options, categorized by realm— (e.g., Mage, focusing on arcane manipulation with restrictions against using or Channeling), (e.g., , emphasizing psionic powers with no Essence access), or Arms (e.g., Fighter, excelling in combat without magical realms)—or hybrids like , which combines Essence and Channeling but limits power point pools and spell access. Professions determine skill category development costs (e.g., "Own " skills cost fewer development points than "" or "Restricted" ones), base power points for magic users, and overall advancement paths, with background options such as talents (innate advantages like extra development points) and flaws (drawbacks for balance) further customizing the character. During initial development, characters receive a pool of starting development points (typically 40-60, influenced by stats and ) to purchase skill ranks across 25 categories like Arms (combat), Lore (knowledge), and (sensing), where the bonus is calculated as development level (ranks invested) plus relevant stat bonuses plus profession and other modifiers. are grouped into categories, and progression follows a tiered structure: +5 per rank for the first 10 ranks, +3 for ranks 11-20, +2 for 21-30, and +1 thereafter, encouraging broad or specialized builds. Character advancement occurs through earning experience points from adventures, which grant levels and additional development points per session or level (often 40 base plus stat-derived bonuses, such as the average of five key stats divided by 5). These points are spent to increase ranks, gain stat improvements (via random rolls against potential caps), or acquire new talents, allowing gradual progression in a flexible system that integrates with task resolution for ongoing growth. This mechanics emphasize customization, where hybrid professions offer versatile but restricted paths, such as essence-based magic users facing penalties in non-Essence realms to maintain balance.

Task and Skill Resolution

In Rolemaster, task and skill resolution for non-combat actions primarily employs an open-ended percentile dice system, where players roll a d100 (two ten-sided dice, one for tens and one for units) and add modifiers derived from the character's skill bonus, relevant stat bonuses, and situational factors to determine against a target difficulty level. The open-ended mechanic allows for extreme outcomes: a natural roll of 96–100 prompts an additional d100 roll added to the total (potentially chaining further), while 01–05 subtracts the next d100 roll, enabling results from to extraordinary triumph and emphasizing the game's simulationist depth. Difficulty levels are quantified with modifiers applied to the roll, such as +30 for Routine tasks, 0 for Standard, -30 for Hard, and up to -50 or lower for Sheer Folly, allowing gamemasters flexibility in scaling challenges based on context. Skills in Rolemaster number over 100 and are organized into categories including Awareness/Perception (e.g., Detect Noise, Spot Concealment), Athletic/Movement (e.g., Jumping, Climbing), Crafts (e.g., Blacksmithing, Alchemy), Lore (e.g., Area Lore, Herb Lore), and Technical/Trade (e.g., Navigation, Appraisal), with resolution incorporating category-specific modifiers and potential stat influences like Agility for physical tasks or Intuition for perceptive ones. During character development, players allocate development points to advance skill ranks, which generate bonuses (e.g., +5 per rank for the first 10 ranks, +3 for ranks 11-20, scaling progressively), but resolution focuses on the cumulative total roll versus the adjusted difficulty to yield nuanced outcomes rather than binary success. Situational bonuses or penalties, such as +20 for favorable lighting in perception checks or -40 for poor tools in crafting, further refine the roll, promoting detailed environmental interaction. Resolution often consults maneuver tables, distinguishing between Static Maneuver Tables for immobile or mental tasks (e.g., via skill or research via Lore) and Moving Maneuver Tables for dynamic physical actions (e.g., or jumping), where the final roll determines the column consulted for results ranging from Total (-100% success chance, potential ) to Extraordinary (+150% or better, with bonuses to follow-up actions). These tables provide graduated outcomes, including time multipliers for task duration (e.g., double time on partial success) and subsequent action modifiers (e.g., -20 to related rolls on failure), with fumbles cross-referenced to critical failure charts that might result in or complication, such as a slipped grip during crafting leading to material waste. For instance, a attempt might yield "" for basic compliance or "Special " for gaining extra information, while a maneuver could range from secure ascent to a perilous slip requiring recovery rolls. This system underscores Rolemaster's emphasis on granular simulation for non-combat scenarios, such as stealthy infiltration using Subterfuge skills or in investigation, where repeated resolutions can chain into complex sequences without relying on or magical frameworks.

Combat System

The combat system in Rolemaster emphasizes tactical depth and realism, simulating the nuances of weapons, armor, and injuries through extensive tables and modifiers. Central to this is the Offensive Bonus (OB) and Defensive Bonus (DB) mechanic, where combatants allocate portions of their total skill and stat bonuses to offense or defense at the start of each round, influencing both attack potential and evasion. This allocation encourages strategic decision-making, as overcommitting to offense leaves one vulnerable. Combat proceeds in rounds, each lasting about 10 seconds, divided into phases for movement, actions, and strikes to allow sequential resolution. The order of acting is determined by initiative, calculated as the character's stat bonus plus a d10 roll, with ties resolved by further modifiers or discretion. Multiple actions per round are possible based on initiative results and character capabilities, such as additional strikes for high rolls. Attacks are resolved by rolling an open-ended d100, adding the attacker's OB (including relevant skill bonuses from character development), and subtracting the target's DB. The modified result is looked up on one of 29 weapon-specific attack tables, which factor in the opponent's armor type (from 20 possible varieties) to yield an outcome line indicating base damage and whether a critical strike occurs. For example, a sword attack might reference the "Long Sword" table, where results range from misses to high-damage hits against . Damage consists of concussion hits that deplete the target's points, reduced by armor absorption, plus any critical effects. If a critical is indicated, a d100 roll is made on a severity table (A for minor to E for devastating), selected by attack type (e.g., slashing, puncturing, crushing), to determine additional and special results like (ongoing hit point loss per round), (action penalties), or limb impairment. Total follows the formula: base from attack table + critical table result - armor absorption at the hit location. There are dedicated critical tables for various attack forms, including and creature assaults, to handle diverse scenarios. Armor is applied by specific body location, with each type (e.g., plate, ) having an absorption value that mitigates damage before it affects hit points or causes criticals. A d100 roll on the hit location chart determines the struck area—divided into regions like head (01-09), right arm (10-19), left leg (60-69), and so on—ensuring wounds reflect anatomical realism, such as reduced mobility from leg hits or vulnerability from unarmored areas. This system underscores Rolemaster's focus on detailed injury simulation over abstract hit points.

Magic and Spellcasting System

Rolemaster's magic and spellcasting system revolves around three primary realms of power: , Channeling, and , each representing distinct sources and styles of magical energy. Essence draws from the environment and universal forces, enabling manipulation of elements and physical phenomena, but requires free hands and vocalization while being disrupted by inert materials like metal. Channeling channels divine or spiritual power through intuition, focusing on healing, protection, and faith-based effects, necessitating a free hand, vocalization, and avoidance of metal armor. Mentalism harnesses the power of the mind via presence, suited for personal enhancements, illusions, and influences, with no need for gestures or incantations but vulnerability to head coverings that block mental focus. Spells are organized into lists categorized by type—Base (profession-specific, typically 6 per ), Open (accessible within a ), Closed (more advanced and restrictive), and Evil (dark magic under GM control)—with each containing up to 25 spells progressing from level 1 to 50, including milestones at levels 25, 30, 35, 40, and 50. For example, a Magician's Base list in Essence might include "Fire Bolt" at level 1 for directed fire damage or "Fire Ball" at higher levels for area effects, while a Cleric's Channeling Base list features "Holy Armor" for protective blessings. These lists encompass thousands of spells across utility, elemental, informational, and forceful categories, detailed in core Spell Law publications and companion volumes that expand options for specific professions or settings. Professions determine access, with pure casters (e.g., Magicians for Essence) gaining full base lists, while hybrids (e.g., blending Channeling and Essence) combine realms but face the strictest restrictions from both, such as dual requirements for vocalization and hand gestures. To cast a spell, the user declares the action, expends power points (PP) equal to the spell's level, and makes a roll using d100 open-ended plus relevant modifiers against a spell casting roll (SCR) target number, incorporating list ranks, stat bonuses, and situational adjustments. Casting time bases on preparation class (0 rounds for instantaneous effects, up to 3 rounds for complex rituals) and may extend for higher-level s or rituals that amplify effects through additional time and resources. Power points fuel this process and are calculated per based on the caster's level, multiplier, stat bonus (e.g., for , for Channeling, Presence for ), and development ranks; for a pure spellcaster, a common formula yields PP as (stat bonus + level) × 5, adjusted by and bonuses, with recovery occurring at a rate tied to ranks during rest periods. A level 5 with a +10 Presence bonus, for instance, might have 75 PP total. Spell failure occurs if the roll falls below the SCR, resulting in no effect and wasted PP, while critical fumbles (unmodified rolls of 01-05) trigger realm-specific tables that impose mishaps such as backlash , stunning, or unintended explosions—for example, a fumbled Fire Bolt might detonate on the . Spells exceeding the 's level incur additional penalties to the SCR, scaling with the difference (e.g., -20 per level above in some configurations), emphasizing preparation and progression. Acquisition involves learning from teachers, texts, or , with time costs varying by type—such as (spell level² + 5) days for an existing Open —requiring ranks equal to or exceeding the spell level and often or cultural approval for base lists. Distinctive elements include silent casting inherent to (no verbal or somatic components), cross-realm vulnerabilities where users may resist poorly due to mind-over-matter dynamics, and hybrid casters using averaged stat bonuses while adhering to compounded restrictions. Advanced options like Spell Mastery allow customization (e.g., altering a Fire Ball's appearance at medium difficulty) and rituals enable scaling effects, such as extending a spell's range through extra PP and hours of preparation, fostering tactical depth in spell use. Professions influence initial access to these mechanics, as detailed in character creation guidelines.

Publication History

Early Editions (1980–1994)

Rolemaster's first edition (RM1) originated as a series of modular supplements designed to enhance , , and character mechanics in existing games, beginning with the release of Arms Law in 1980. This 48-page booklet introduced a detailed system using dice (d100) for attack and damage resolution, featuring weapon-specific tables against various armor types and basic results. Claw Law followed in 1980, adding 48 pages of rules for creature attacks and further expanding the framework with additional tables. In 1981, Spell Law was published as a 112-page boxed set, providing a generic system with spell lists, power points, and failure/conceptual difficulties, adaptable to any fantasy RPG but tied to the emerging Rolemaster framework. By 1982, the system coalesced into a more unified first edition with the release of Character Law, a 52-page detailing character creation through potential statistics, races, and professions, using d100 rolls for development. This led to compiled boxed sets, such as Rolemaster Box #1 (220 pages, combining core rules) and Arms Law & Claw Law Box (Stock #1600), marking the transition from loose modules to a cohesive RPG. Known for its simulationist approach emphasizing realism in combat outcomes via open-ended tables and critical results, RM1 laid the foundation for Rolemaster's signature complexity, though it remained modular and lacked integrated campaign rules. The second edition (RM2), released starting in 1984, integrated these elements into a full standalone system with updated core books, including Arms Law & Claw Law (1984, revised 1989), Spell Law (1984, revised 1989), and Character Law & Campaign Law (1985, revised 1989). This edition expanded professions to 20 (including 15 spell-using variants: 9 pure, 3 semi, 3 hybrid) and skills to 28 primary with 43 optional secondary, enhancing character development through percentile-based learning (+5 per rank for spells). evolved with 30 weapon attack tables and 13 special attack tables, alongside expanded critical strike tables (10 types) for more varied injury descriptions, emphasizing detailed simulationism. The maneuver system, using static and moving maneuver tables for non-combat actions, was formalized to resolve with results ranging from fumbles to extraordinary successes, adding tactical depth. RM2's growth included seven Rolemaster Companion volumes (1986–1993) introducing optional rules for economies, herbalism, and advanced maneuvers, alongside supplements like Creatures & Treasures I–III (1985–1993), pushing the total publications beyond 20. Enterprises () emphasized detailed, realistic simulation throughout this period, with RM2's boxed sets (1984, revised 1989) solidifying Rolemaster as a comprehensive fantasy RPG.

Mid-Period Editions (1994–1999)

The Rolemaster Standard System (RMSS), released in 1994 by Enterprises (ICE), represented a significant consolidation of the game's rules following the expansive modular approach of earlier editions. It organized the core mechanics into four foundational : the Rolemaster Standard Rules for overall and character basics, Arms Law for combat and weaponry, Spell Law for magic systems, and Gamemaster Law for world-building and adjudication tools. This structure aimed to reduce the perceived complexity of prior versions by providing optional rules for customization, such as simplified skill progression through ranked development, while maintaining the percentile-based resolution system. For example, skill ranks allowed players to invest development points incrementally, offering more controlled character growth compared to the broader category-based spending in earlier systems. Building on RMSS, Rolemaster Fantasy Role Playing (RMFRP) emerged in 1999 as a refined focused primarily on fantasy settings, reorganizing the rules into a more accessible core book supplemented by specialized volumes. This edition streamlined elements inherited from the second edition's extensive expansions, such as condensing multiple attack tables into unified charts for edged, , and other types, thereby addressing table bloat that had accumulated over years of supplements. RMFRP emphasized core fantasy play by limiting initial spell lists to tenth level and introducing Training Packages—predefined bundles of skills and abilities for quicker character assembly—while retaining over 300 skills across 56 categories for depth. It also incorporated point-based options for character customization, including talent points to purchase advantages and flaws in the accompanying Character Law supplement, enhancing flexibility without overhauling the underlying mechanics. During this period, faced mounting financial pressures, culminating in a voluntary Chapter 7 filing in October 2000, which disrupted ongoing development and led to asset auctions. This instability prompted some releases to be handled through secondary channels, though RMFRP's core books were completed prior to the collapse. The editions' design choices, including step-by-step character creation guides and improved layout, targeted newer players seeking a balance between Rolemaster's renowned detail and ease of entry. Consequently, RMSS and RMFRP saw renewed availability in the early through warehouse clearances and digital formats, boosting accessibility for lapsed communities.

Rolemaster Unified Edition (2022–Present)

The Rolemaster Unified Edition (RMU), developed by Enterprises (ICE), represents an effort to consolidate and refine elements from previous editions into a streamlined system while preserving the game's signature depth and flexibility. Announced through community playtesting on the ICE forums starting in the late 2010s, RMU emphasizes unification of mechanics drawn from Rolemaster Fantasy Role Playing (RMFRP) and earlier versions, with a focus on to ease transitions for existing campaigns. The inaugural release, Core Law, which encompasses character creation, combat resolution (incorporating Arms Law elements), and basic alchemy rules, became available as a PDF on DriveThruRPG on December 3, 2022. Subsequent volumes followed, including Spell Law on March 20, 2023, providing comprehensive spellcasting systems across , channel, and realms, and Treasure Law on February 7, 2024. Key innovations in RMU include a revised set of 22 professions, offering diverse archetypal roles such as fighters, mages, and hybrids, alongside 23 races and 10 cultures to enhance character customization without overwhelming complexity. The edition refines core mechanics like the open-ended d100 roll system for balanced outcomes, reducing extreme variability while maintaining dynamic resolution for tasks, , and ; for instance, high-end rolls (96-00) still trigger additional for explosive results, but with streamlined modifiers to promote consistency. Integration with digital tools is a hallmark, supporting platforms like for virtual tabletops and ERA software for automated calculations, facilitating online play and reducing table lookup time. As of 2025, the Creature Law series remains incomplete, with Volume I—detailing over 400 archetyped monsters built on character-like stats—released digitally in August 2025, while Volume II, covering advanced and unique creatures, is pending. RMU's development process relied heavily on iterative community feedback via the ICE forums, where playtesters contributed to balancing professions, skills, and combat tables for broader accessibility. Products are distributed primarily through DriveThruRPG in PDF format, with limited print-on-demand options, reflecting ICE's independent publishing model. Currently, ICE provides ongoing support through official errata updates to address minor inconsistencies in released volumes, such as spell interactions and combat charts. Community-driven fan conversions, discussed on official forums, help bridge gaps in monster and treasure content until full completion of the Creature and Treasure Laws, ensuring active engagement as the edition evolves into 2025 and beyond. Iron Crown Enterprises (ICE) developed several official spin-offs and licensed variants of Rolemaster, adapting its core d100 resolution system to specific genres while modifying tables and elements for thematic fit. Space Master, released in , is a game that transplants Rolemaster's mechanics into interstellar settings, featuring rules for laser cannons, blasters, alien races, and spaceship combat. It includes adapted attack tables for futuristic weapons like phasers and plasma cannons, alongside generation systems for solar systems, planets, and starships, emphasizing tactical depth in zero-gravity and high-tech environments. A second edition followed in 1988, refining these elements for broader campaign support. CyberSpace, published in 1989, applies a revised Rolemaster framework to a cyberpunk genre set in 2090 AD, where megacorporate oppression clashes with urban sprawl hackers and street samurai. The system incorporates specialized tables for cybernetic enhancements, netrunning in virtual realities, and high-tech weaponry, while retaining the percentile-based skill and combat resolution central to Rolemaster. A second edition in 1992 expanded on global intrigue and technological decay, providing detailed sourcebooks for character cyberware and corporate espionage. In the 1990s, ICE produced licensed variants tied to popular franchises. Adventure Game, released in 1991, served as a successor to the earlier (MERP) system, simplifying Rolemaster's complexity for adventures in J.R.R. Tolkien's world while using adapted spell lists and combat charts suited to hobbits, elves, and orcs. It focused on narrative-driven quests, with percentile rolls for heroic feats and fellowship dynamics, and was supported by scenario packs until the Tolkien license ended in 1999. Rolemaster Express (RMX), issued in 2007, represents a streamlined official variant designed to introduce Rolemaster's essence without its full intricacy, featuring condensed combat tables, four core races and professions, and 30 essential spell lists. This d100-based system prioritizes accessibility for beginners, adapting core mechanics like skill development and task resolution for quicker play while preserving tactical options. Following ICE's bankruptcy filing in October 2000, with assets acquired by Aurigas Aldebaron LLC in 2001, the company revived under new ownership, leading to unofficial reprints and community-driven variants. Rolemaster Classic, released in 2006, is a reorganized reprint of the second-edition rules, incorporating optional companion materials into the core books for Character Law, Arms Law, and Spell Law to appeal to longtime fans. Community efforts post-bankruptcy include fan revisions of Rolemaster Standard System (RMSS), such as house-ruled skill categories and simplified critical tables shared on forums, though these remain unofficial and vary widely. The current ICE, reestablished as Iron Crown Enterprises, continues supporting these legacy variants through digital reprints.

Reception and Legacy

Critical Reception

Rolemaster's early editions in the 1980s received praise for their innovative detail and simulationist approach, particularly in a 1984 review in Dragon Magazine issue 88, which highlighted the system's flexibility, comprehensive skill mechanics, and extensive spell list of over 2,000 options that allowed for diverse mage builds without severe power imbalances. The review described it as offering "a great deal of flexibility and detail," appealing to players seeking realism in combat and character development. However, critics noted the overwhelming volume of charts and tables, which demanded significant preparation and could deter casual players, with specific flaws like arbitrary damage values and illogical economic pricing in supplements. Commercially, Rolemaster achieved notable success in the mid-1980s, with Iron Crown Enterprises selling around 5,000 copies of average titles and higher volumes for core books and companions, contributing to the company's growth alongside related systems like MERP. In the , the Rolemaster Standard System (RMSS, released 1995) was hailed by some for unifying and streamlining earlier rules, making character creation more accessible while retaining depth, as noted in reviews that appreciated its integration of optional mechanics from prior companions. A 1990 assessment by Rick Swan described the system as modular like supplements, offering robust but lacking seamless integration. Nonetheless, reception was mixed, with ongoing for its bloated complexity, high cost (around $65 for the set), and persistent "chart nightmare" that slowed play, even as it refined simulationist elements. The Rolemaster Fantasy Roleplaying (RMFRP, 1999) further streamlined RMSS into a single core rulebook, praised for improved layout and consolidated tables. The Rolemaster Unified Edition (RMU, 2022 onward) has been positively received for modernizing the classic framework, with a 2023 review in Cannibal + Halfling Gaming praising its granular mechanics that provide "unparalleled" detail and verisimilitude for number-crunchers, calling it a successful revival of 1980s design. On DriveThruRPG, the core book holds a 4.6 out of 5 rating from 66 reviews (as of November 2025), lauded for trimming excess while preserving depth. Critiques focus on its math-heavy nature slowing gameplay and niche appeal compared to lighter modern systems, alongside concerns over modular releases feeling incomplete. Rolemaster received no major , though creators like Terry K. Amthor were inducted into the Academy of Adventure Gaming Arts & Design Hall of Fame in 2024 in recognition of contributions to simulationist RPGs via Rolemaster and related works.

Community Impact and Influence

Rolemaster has fostered a dedicated fanbase since its inception, with active online communities sustaining discussions and resources for decades. The official Enterprises () forums, hosted at ironcrown.co.uk/ICEforums, serve as a central hub for players, featuring threads on gameplay, , and edition comparisons dating back to the early 2000s, though community engagement traces to the through early RPG sites. Additionally, the Rolemaster group boasts over 2,500 members (as of November 2025) and sees several posts weekly on topics ranging from campaign ideas to rule clarifications, reflecting ongoing grassroots involvement. Fan efforts extend to conversions for broader compatibility, such as adapting Rolemaster mechanics to d20 systems, and support for online play through virtual tabletop (VTT) tools tailored to the Rolemaster Unified (RMU) edition, including extensions for VTT and official integration with launched in 2024. The game's emphasis on granular mechanics has influenced the evolution of simulationist RPG design, contributing to trends seen in detailed systems like and HârnMaster, which similarly prioritize comprehensive tables for combat, skills, and world-building. Rolemaster's extensive use of charts and tables has also permeated broader RPG culture, inspiring the "chart meme" archetype where overly complex resolution systems are humorously critiqued as requiring endless lookups, a trope echoed in discussions of crunchy gameplay across the hobby. Despite its niche appeal stemming from the system's inherent complexity—which demands significant preparation and table consultation—Rolemaster has experienced a revival in the 2020s through accessible PDF releases on platforms like DriveThruRPG. Core RMU books, such as Rolemaster Core Law and Spell Law, have achieved "" status on the site, indicating substantial digital sales and renewed interest among veteran and new players alike. This resurgence has bolstered ICE's expansion of the Shadow World , with updated materials and retcons aimed at growing the setting's product line and user base, including new 2025 releases like Creature Law and Treasure Law. In contemporary gaming, the community addresses RMU's gaps through fan-created tutorials and homebrew content, such as the Electronic Rolemaster Assistant (ERA) tool for character creation and adventure management, which includes step-by-step guides for RMU implementation. This DIY ethos aligns with growing interest in old-school revival (OSR) circles, where Rolemaster's retro-clone potential and simulationist roots attract hobbyists seeking alternatives to streamlined modern systems.

Core Publications

Primary Rulebooks

The primary rulebooks of Rolemaster form the foundational core for each edition, providing essential rules for character creation, , magic, and gamemastering. These books evolved across editions to refine mechanics, expand options, and improve accessibility while maintaining the system's emphasis on detailed, chart-driven resolution. Early editions relied on modular "laws" that could be used independently or combined, whereas later versions consolidated rules into fewer, more integrated volumes. The first edition (RM1), released in 1982, comprised four core rulebooks: Arms Law, which detailed melee and ranged combat tables; Claw Law, covering unarmed and monster attacks; Character Law, covering character generation and development; and Spell Law, outlining the expansive with hundreds of spells. These volumes established Rolemaster's signature complexity, with Arms Law and Spell Law drawing from prior Enterprises supplements like those for . The second edition (RM2), published in 1984 and revised in 1990, expanded the core into a boxed set of five books, including Character Law & Campaign Law for world-building and organization alongside character rules, Arms Law & Claw Law for weapon and unarmed combat, Spell Law for magic, and Creatures & Treasures I and II for adversaries and rewards. Additional volumes like War Law and Sea Law are separate supplements sometimes considered essential for campaigns. This structure allowed greater customization, building on RM1's foundation while introducing more tactical depth in combat simulations. The Rolemaster Standard System (RMSS) of 1995 streamlined the core into four primary rulebooks: Rolemaster Standard Rules (a comprehensive introductory volume), Arms Law (combat mechanics), Spell Law (magic lists), and (adjudication and campaign tools). The subsequent Rolemaster Fantasy Roleplaying (RMFRP) edition in 1999 refined this further with Character Law (replacing the standard rules for development), Arms Law, Spell Law (divided into Of Essence, Of Channeling, and Of Mentalism for the three magic realms), and , emphasizing balance and usability over prior editions' sprawl. The Rolemaster Unified Edition (RMU), launched in 2022, adopts a modular approach with ongoing releases: Core Law (December 2022) integrates character creation with 22 professions, 23 races, and 10 cultures, alongside basic and skills; Arms Law (2023) expands on advanced melee, ranged, and large-scale fighting; Spell Law (2023) unifies the magic system with over 1,500 spells across realms; Creature Law I (September 2025) provides profiles; Treasure Law (2024) details items and artifacts; and Creature Law Volume Two (forthcoming) will add more creatures, with further volumes planned to consolidate the system for modern play. This edition prioritizes unified tables and with prior materials.

Supplements and Expansions

Rolemaster's supplements and expansions form a vast library of optional materials that extend the core rules, providing additional mechanics, settings, and adventures. Enterprises (ICE) produced over 100 such publications by 2001, spanning multiple editions and including mechanics-focused companions, setting-specific lore, and genre adaptations, many of which remain available as digital reprints through platforms like DriveThruRPG following 's revival in the 2010s. Setting supplements primarily revolve around the Shadow World campaign setting, a high-fantasy world on the planet Kulthea developed alongside Rolemaster since the 1980s. The series comprises over 20 volumes offering detailed lore, geography, cultures, and adventure modules, such as the Shadow World Master Atlas (first edition 1989, with later revisions up to the 4th edition in 1995), which provides a comprehensive overview of continents, gods, and magical essences; Emer III (1991), exploring the continent of Emer with political intrigue and demonic threats; and Haalkitaine: Capital of the Empire (1992), detailing the imperial city-state's society and layouts for urban campaigns. Earlier entries like Demons of the Burning Night (1987, ILE #1) introduce pacts with infernal entities and survival horror elements in volcanic realms. These works build on Rolemaster's magic and combat systems to emphasize epic-scale narratives involving gods, loremasters, and shadow entities. Mechanics expansions include the Companion series, which add optional rules, skills, spells, and professions to enhance character depth and variety. For instance, Rolemaster Companion (1986, for Rolemaster 2nd Edition) introduces over 100 new skills, expanded spell lists for lores and rituals, and variant rules for brawling and power projection, allowing customization beyond the standard professions. Subsequent volumes like Rolemaster Companion II (1987) and up to Companion VII (1991) further diversify with elemental companions, alchemy systems, and oriental-themed professions. Other notable expansions target specific subsystems, such as (1997, for Rolemaster Fantasy Roleplaying) offering advanced combat variants including maneuvers, environmental hazards, and tactical grids to simulate gritty battles. Genre-specific supplements adapt Rolemaster to non-fantasy settings, with Space Master serving as a prominent science-fiction line compatible with Rolemaster mechanics. Modules like Spacemaster Privateers (1988) detail interstellar piracy, ship-to-ship combat, and cybernetic enhancements using Rolemaster's percentile system for skill checks and critical hits. Additional Space Master expansions, such as Blaster Law (1985) for energy weapon tables and Future Law (1986) for psionic and technological professions, integrate Rolemaster's spell-like tech lists. Adventure packs, often tied to these lines, provide ready-to-run scenarios; examples include Tears of the Gods (1990s, Shadow World adventure) featuring divine artifacts and godly conflicts, and Star Strike (1990, Space Master) involving fleet engagements and alien encounters. While official output dominates, the Rolemaster community has produced unlicensed fan supplements, such as custom spell addendums and homebrew setting expansions shared on forums, though these lack official support and compatibility guarantees.

References

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