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Specific Books
Arcane Companion
Arcane Signs, Open Arcane
- All of the "Sign of" spells include the -20 RR mod from Sign
of Hesitation. [1/9/00]
- Sign of Fear's RR is based on Arcane, not Fear or Essence. [1/9/00]
Spell Triggers, Open Arcane
- Enhanced Sense Trigger should have the same area of effect and range
as Sense Trigger. [1/15/00]
Arms Law
Broadsword Attack Table
- Against AT 8, with a roll of 149, a broadsword should do 20 ES. [10/7/99]
Magic Criticals
- A magic bow is not sufficient to cause a magic critical, a magic arrow
is required. [10/18/99]
Slaying Criticals
- Bows of slaying impart their effect on the arrows they shoot, as an
exception to the ruling on magical criticals from bows. [2, 10/20/99]
Stun
- Simple: a round of stun means you are stunned until the end of the
current round. Realistic: you are stunned for three action phases, counting
only phases in which you have not acted. [10/29/99]
- If you are stunned before making an attack, that attack is foiled.
You may cancel it and try another action. [10/29/99]
Weapon Statistics
- For the weapons that have statistics, but no attack table, the maximum
damage is the same as the maximum damage on the appropriate weapon chart.
[11/5/99]
Channeling Companion
Priests
- The Priest of Peace refers to the Summonings spell list. As this doesn't
exist, use the Cleric base Summons list. [10/6/99]
Character Law
Profession Bonuses
- The profession bonuses to skills are the same as those in RMSR. If
you are only using the skills listed in RMFRP, use the bonuses listed there.
If you are using the full list of skills, use the ones listed in Character
Law. [12/7/99]
Creatures & Monsters
Not Affected by Stun
- Creatures not affected by stun still recieve penalties to actions,
if the GM decides those penalties are due to physical injuries and not
pain. [2, 10/16/99]
Only Hit by Magic Weapons
- A magic bow is not sufficient to hit a creature only hit by magic,
you need a magic arrow. [10/19/99]
- Creatures that can only be hit by magic weapons do not take damage
from falling. [10/24/99]
Treasure Codes
- The code given for a creature is the ammount a group of those creatures
would have. The size of the group is specified by the # Enc. entry. [R,
10/22/99]
Gamemaster Law
Withdrawl
- When using cold turkey withdrawl, roll on the Disease/Poison chart
to determine the number of days required. Then roll on the Withdrawl chart
for each day in that period. [11/20/99]
Martial Arts Companion
Weapon Styles
- Weapon Styles are developed as skills, and give the listed special
abilities if you have any ranks in the style. However, the special abilities
can only be used while attacking with the style bonus.
Of Channeling
Light's Way, Open Channeling
- Aura is not cumulative with Blur. [2, R, X, 11/8/99]
Blood Law, Closed Channeling
- Minor vessel repair includes repairing minor vessels and minor arteries,
not just capillaries. Such a minor vessel is anything that bleeds at less
than five hits per round. [1/11/00]
Summons, Cleric Base
- When a creature is summoned, the closest one of the appropriate type
will come to you at a reasonable pace. [10/6/99]
- The definition of immediate area depends on local geograph (that is,
a valley may be smaller than a plain). [10/6/99]
Cleansing, Healer Base
- The Transfer spell does not heal the wound, you must cast the appropriate
healing spell to do that. You do not have to heal the wound after transfering,
but you can't do it without another spell. [1/13/00]
Of Essence
Rune Mastery, Open Essence
- The caster of Rune X and the caster of the spell to be imbeded on the
rune paper must be the same person. [11/14/99]
- If a mentalism spell is put onto rune paper, it's a mentalism rune.
That is the relevant realm for determining bonuses to any read runes maneuver.
[11/14/99]
Gate Mastery, Closed Essence
- Each spell user can only have one familiar at any one time. [2, R,
10/20/99]
- The 10% of caster's mass for a familiar only applies at the time of
casting. However, there is a 20 lb. limit that always applies. [R, 10/29/99]
Lofty Bridge, Closed Essence
- To use the Leaping spell, you must have a firm base to leap off of
(at least firm enough to normally jump off of). Semi-firm bases may limit
the distance of the jump or disallow it completely, at the GM's discretion.
[11/17/99]
- Leaping provides no control for the jump beyond going the specified
distance and landing safely. [11/17/99]
- Flying is like walking or running, and takes up percentage activity
just like other movement. Complicated maneuvers may require a Flying moving
maneuver. [1/4/00]
Shield Mastery, Closed Essence
- Shield, Blur, and Enchanted Robes can all be combined. [12/28/99]
Spell Reins, Closed Essence
- Spell Bending works against all elemental attacks, not just directed
ones. [R, 11/10/99]
Spirit Mastery, Closed Essence
- For Word of Death you must specify a table that has an 'E' critical
on it, you cannot specify a collumn on the Large Creature Critical Table.
[12/26/99]
Gas Destruction, Sorceror Base
- Armor does not protect against the criticals done by Vacuum, unless
the critical result specifies such. [12/3/99]
Of Mentalism
Anticipations, Open Mentalism
- Anticipate Spell only works against actual spells, not innate creature
abilities that immitate or are similar to spells. [1/4/00]
- The normal DB in Anticipate Spell is whatever your DB would normally
be in that situation. Note that this is for area effects, and you get a
+20 vs. area effects in the RMFRP version of the spell. [1/4/00]
Attack Avoidance, Open Mentalism
- You may not combine a Shield spell with a normal shield. [R, 12/28/99]
Solid Manipulation, Closed Mentalism
- Chill/Heat solid can be used on weapons to cause criticals, but it
will also cause criticals to the person using the weapon. [1/10/00]
Spell Law
This section concerns general spell effects common to many spells.
For specific spells, see the appropriate Realm Book (Of Chanelling and such).
Bonus Spell Items
- PP multipliers increase the number of power points you can gain from
resting or other such activities.[12/10/99]
- PP multipliers affect when penalties for PP use come into play. A character
who normally has 50 PP, with a x2 multiplier, will not feel ill effects
until he has 75 PP left. [12/7/99]
- Losing the multiplier does not make you lose any extra points you gained.
[2, 12/10/99]
- Picking up a PP multiplier does nothing for you until you gain back
PPs. [12/10/99]
- PPs channeled to you while you have a PP multiplier do not get multiplied.
[2, 12/11/99]
- Losing a PP multiplier will change when your penalities for PP usage
occur. [2, 12/14/99]
- If you lose a PP multiplier and end up with more PPs than your current
limit, you will suffer no ill effects unless you are using the burnoout
rules from the Arcane Companion. [X, 12/16/99]
- You can gain the effects of a multiplier and an adder by gaining the
multiplied points one day, sleeping, and then using the adder the next
day. [12/16/99]
- Only one bonus spell item may be used between periods of rest. [R,
12/16/99]
EARs
- Armor has the following affect on ball attacks: half of the quality
bonus is applied against the EAR, a bonus for the helmet is applied against
the EAR, and the armor type determines which collumn to roll on. [12/3/99]
- You do not get a RR against EARs [2, R, 12/3/99]
Force Spells
- You get a RR vs. force spells. [R, 12/3/99]
Treasure Companion
Continuous Items
- For spells that affect targets, assume that each round the spell is
cast once each round, and targets each new target in the area of effect.
This means each target makes only one RR, unless it leaves the area of
effect and returns. [11/23/99]
Treasure Codes
- The "special" result for code Z means the treasure is GM's
choice. It should be something special to the players, ideally something
that has particular meaning to the story or campaign. It doesn't necessarily
have any particular monetary or tactical value. [11/23/99]
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