New Character classes

By Andy Joel

Three new character classes are presented. The animorph is able to transform into a limited number of beasts, and is quite different to any other rolemaster class. The other two classes are variants of the rogue, one more like a bard, the other like a ranger.

The Animorph

The animorph character class is based on the ranger, but learns magic-related skills as a rogue and animal-related skills as a beastmaster. Prime requisites are CO and SD.

Bonuses:

In addition the animorph can learn two new skills

Morph (-) (special) 8/*

Each rank in morph allows the character to assume the form of a new species. In the new beast form the character retains his gender, his proportional age, injuries (hits are adjusted proportionally) and quite possibly mannerisms and traits. He loses all his skills (temporarily, primarily due to a lack of hands), except transforming and languages (though he will be unable to speak). He gains the natural abilities of the beast (using values set down in the Rolemaster rules, such as Creatures and Treasures). He will be able to communicate with others of the species in whatever limited fashion they communicate. Note that certain creatures (cats for example) can apparently tell if another of their number is an animorph. The character will gain many instincts and desires of the beast, for example a man transformed into a dog will shake himself to get dry, want to mark his territory, desire a bitch in heat, have a fear of baths and will want to chase cats (SD manoeuvers may be required to do otherwise, becoming more tricky the longer the character stays in beast form). The animorph must meditate and study with an example beast for the best part of a week before he can take its shape.

Transforming (SD/CO) (concentration) 4

The transforming skill aids a character as he changes from man to beast and back again. It is added to the tranformation roll. Note that clothing and equipment does not transform. Transforming into a similar sized or larger creature will result in a impact critical (severity depends on strength of clothing).

Transformation roll

 
Roll Result
<-200 Oh dear. The character is stuck in the beastial form (takes 3 rounds to transform if originally in human form), and loses all conscious thought, memories, etc. As a sentient being the character no longer exists, and the beast acts under the control of the GM (will be confused for d4 rounds, then probably try to run off).
-100 to -51 After four rounds of severe pain the tranformation is half completed - and sadly stuck there. Character is an ugly mixture of both forms, and will suffer a penalty of at least -35 to all actions until he corrects it. Sadly, further rolls on this table are at -60 for the next hour, -50 the next hour, -40, etc.
-50 to -1 After six rounds it is apparent the transformation will not work. Further attempts for the next hour at -50.
0 Character ends up in the beastform, whichever way he was attempting (takes 5 rounds), but loses 20 hits and is stunned 2 rounds. The beastform becomes joined to the character. Henceforth he cannot change to any other form, and may change to this form in moments of stress.
1-20 Over a couple of rounds all is going well, but then the body rebels and the process reverses. After five further rounds you are back to where you started (less 12 hits), with a severe headache (-20 to actions, -40 to transform for 1 hour).
21-50 Over a couple of rounds all is going well, but then the body rebels and the process reverses. After three further rounds you are back where to started (less 12 hits).
50-80 Getting nowhere after a round, abandon the attempt.
81-100 Eventually the transformation is accomplished, after five minutes of agony. Takes 25 hits and at -20 for 1 hour.
101-120 The transformation is accomplished, but at some cost, and takes 9 rounds. Character loses 25 hits
121-140 The transformation is accomplished, but at some cost, and takes 6 rounds. Character loses 20 hits
141-160 The transformation is accomplished, but at some cost, and takes 5 rounds. Character loses 15 hits
161-180 The transformation is accomplished, but at some cost, and takes 4 rounds. Character loses 10 hits
181-200 The transformation is accomplished, but at some cost, and takes 3 rounds. Character loses 5 hits
201+ A smooth transition, taking only 2 rounds.

 

Modifiers

 
Roll Result
-10 for every full hour continuously in beast form
-50 if beast is 50x size or greater, or 1/1000 size or smaller.
-40 if beast is 25x to 50x size, or 1/250 to 1/1000 size
-30 if beast is 10x to 25x size, or 1/100 to 1/250 size
-20 if beast is 5x to 10x size, or 1/25 to 1/100 size
-10 if beast is 2x to 5x size, or 1/5 to 1/25 size
-10 to transform to non-mammalian vertebrate (fish, bird, reptile or amphibian)
-30 to transform to an invertebrate
+40 to transform to a learnt creature
+0 to transform to a creature currently touched but not learnt
-20 to transform to a creature in eyesight but not learnt
-50 to transform to a well-known creature that has not be learnt
-80 to transform to a poorly known creature

An example: Flower the animorph is sixth level, and has learnt (though the morph skill) seven beast forms. He has seven ranks in transform, giving a bonus of 50 (=7x5+15). The beast forms he knows are: rat (-30 as 1/50 size), herring gull (-15 as 1/30 size and -10 as a bird), bear (-15 as 5x size), spider (-30 as 1/200 size and -30 as an invertebrate), horse (-15 as 8x size), wolf (no penalty) and viper (-30 as 1/45 size and -10 as reptile).

If Flower wishes to transform to a rat he has an overall bonus of 60 (=50+40-30). It will be noticed that Flower must still roll over 20 to be successful, and will still be liable to lose hits. This is quite reasonable, as the transformation will usually be stressful, and losing hits can be considered a vague equivelent to a spell caster using power points (while a wizard is limited in the number of spells he can cast by his available power points, the animorph is limited by the number of hits).

The Minstal and the Trapper

These two classes offer non-spell casting variations of the bard and the ranger, respectively, and are both based on the rogue.

The minstal is a guardian of lore and an entertainer, with skill at arms and skill at music. The ranger is adept at living off the land, has a good understanding of nature and is skilled at herbs, but again is useful in combat.
  Minstral Trapper
Prime reqs. AG/EM CO/AG
Bonuses Academic +5
Body dev +5
Combat +10
General +10
Linguistics +10
Social +10
Athletic +10
Body dev +10
Combat +10
General +5
Outdoors +15
 
Skills Most skills as rogue
Academic skills as bard
Linguistic skills as bard
Outdoors skills as bard
Perception as bard
Subtefuge as bard
Play instrument #1 1/2
Play instrument #2 1/2
Play instrument #3 1/4
 
General skill as ranger
Outdoors skills as ranger
Perception as ranger
Subtefuge as ranger
Fauna lore 1/2
Flora lore 1/2
Herb lore 1/2
Use/remove poison 1/3
Animal healing 1/3