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STOCK #9100 Character & planetary oP ee. Pe emilee iad wy Pucks Ife. PLAYER CHARACTER RECORD sxu | svat. | apMon skiuyasuTy | BONUS | BONUS | PENALTY | rrems | misc {} TOTAL NAME: Level: AGE _ (CLASS / PROFESSION: rece ‘BASE HITS: TOTAL HITS: oem PSION PONTS: HEIGHT: BAMOR TYPE Hare EVES: DEFENSIVE BONUS VERSUS, Energy Projecto Miele Melee Guanes I ‘Shia emer Bonus TOTAL EXPERIENCE. stats _|rep| por} moo} oev. er! poms: ea AG 4 50. . ME, fe ‘St ou PR. Wy EM set | Skt PSION USTS +8 [eto | 11-20] 25 | 30 | 50 fees wreven | Spoken MONEY: Emmons: ‘Monit (eashy WEAPON, ‘skit ] STAT] WEAPON] ARMOR ‘TOTAL BONUS VERSUS AT BONUS | GONUS} “BONUS | PENALTY| Level | ems | Misc FUTURE LAW TABLE OF CONTENTS PARTI PREFACE PART Il CHARACTER GENERATION RULES 1.0 INTRODUCTION 1-1 Features of Future Law Character Generation 12 Betintions 413 Row to Use Future Low 2.0 MENTAL AND PHYSICAL CHARACTERISTICS (STATS) 2.1 Temporary and Potential tats 22 Development sta 23 Prmarysus 24 Statonuses "Zat stat Bonus Functions 242 Seat Bonus Table 3.0 SKILLS AND SKILL RANKS aM i i 5 4.0 PROFESSIONS 41 Asronaute 42 Machine Technicians 45 Reseach Scents £4 Feld Scents 45 Telepoens 5.0 EXPERIENCE AND ADVANCING LEVELS 3.1 perience Guidelines 3.2 Experience Pot Chart 33 AGhracters Level 5.4 Advancing Level 6.0 RACE AND CULTURE 7.0 BACKGROUND 7.1 Background Options 172 Background Option Table 18.0 KEEPING TRACK OF A CHARACTER Player character Record Sonuees Copyright © 1985, 1986 by Iron Crown Enterprises. reserved 2nd U.S. Edition, 1986 9.0 THE ROLE OF THE CHARACTER 10.0 CREATING THE CHARACTER 104 the Temporary Stats 102 2 Profession and Othe Factors 103, 10.4 Adolescent skilDevelopment 103 no Sul Derlopment 108 Pal corace reparon TOS Stat Effect Table 10.87 Shi Level Bonus Table 10.80 Playe-character Record 10.89 Playe-charcter Wortsheet 10.9 PhyalalAppesrance 1.0 12.0 NON-PLAYER CHARACTERS. QPTIONAL RULES FOR SPACE MASTER 12.1 An Aerate Stat Gain Method 122 Optional Level Advancement Rules {ERT Para ha veneer at PART Ill TELEPATHY RULES 14.0 CONCEPT AND DESCRIPTION 15.0 LEARNING LISTS 16.0 CASTING PSIONS 16.1 sion Casting apabities {6s ern apatites 16.12, Bom ems 16-121 Pon Mubipgers 163122 Poon Ades 17.0 TACTICAL CONSIDERATIONS FOR PSION CASTING 1711 ate Round Seguence 172 Oper acon 173 Une Secnce Moats 18.0 RESOLVING PSION EFFECT 10. Spec Dee Rote Al rights 'No reproduction without author's permission, 19.0 TABLES 19.1 Psion Atack Table 20.0 PSION LISTS. PART IV CREATING AND RUNNING A ‘SPACE MASTER CAMPAIGN. 21.0 HISTORY 22.0 POLITICS 224 The Tenn Emre 22:2 Encounter chart 23.0 ECONOMY 24.0 TECNOLOGICAL LEVEL 25.0 STELLAR SYSTEM GENERATION ‘AND MAINTENANCE 2521 Wind Tobie 25.22 Temperature Table 25:23 Precpration Tabi PART V A SPACE MASTER ADVENTURE 26.0 INTRODUCTION 27.0 THE CHARACTERS. 27. The 212 Won Payer Characters 28.0 THE SETTINGS. 20.1 Rypeion 282 The yperiuttle 23 COLE me 28.4 The THD Relay Base 29.0 ADVENTURE REFERENCE mi ‘rt some nen 383 Nowra Gharcer Summary Sheet PART VI SPACE MASTER AIDS. PART VII REFERENCE DATA 30.0 GLOSSARY 31.0 INDEX Stock #9100 SBN 0-915795-36-1 Produced and distributed by IRON CROWN ENTERPRISES, Inc. P.O. Box 1605, Charlottesville, VA 22902 PARTI PREFACE ‘This booklet is Future Law, a Science-Fiction Role Playing sup- plement produced by Iron Crown Enterprises. It encompasses the development process for 13 primary professions anda multitude of specialized character sub-classes. Future Law also contains exten sive rule guidelines for character backgrounds, sill development, Telepathic phenomena, and introducing non-human characters in to the science-fiction setting. A star system generation rules section allows the Gamesmaster to quickly randomize new locales for his, players to adventure in. ICE also presents, with this package, a backdrop setting for the upcoming line of ICE's Space Master campaign and adventure modules. ‘A plethora of Gamesmaster and Player aids can also be found herein; covering microbial and chemical polsons, robotic computer ‘programs, experience point guidelines, random events, and more. Sheets for tallying experience points, recording character statistic, ‘and quantifying combat unitspecsare aso supplied. Anew concept ‘rom CE, introduced in thispackage, isthe PCGame and Claim Sheet. Using this sheet, the player can keep track of hispsion, exhaustion {and hit points, his encumberance and temporary stats, and his ac tions performed over the course of the game session, At the end of, the session the player could give the sheet to the Gamesmaster who ‘could then evaluate the character's performance and award the ap- propriate experience point The character, experience, and claim sheets found herein may be photocopied for non-commercial personal use only Future Law, when used with its companion book, Tech Law, is complete Science fiction Role Playing system. Together, these two books constitute ICE's Space Master package. Both Future Law and Tech Law may be used as SF supplements for the Rolemaster, game system or many of the other Science-fction Role-Playing systems on the market today. PART Il CHARACTER GENERATION RULES 1.0 INTRODUCTION Future Law is 2 complete set of rules and guidelines for generating, maintaining, and detailing the capabilities of character tobe used in science-fiction role playing (SFRP) game. It ispartof the Space Master system, which aso includes Tech Law (@ SFRP combatsystem). However, itcan be adapted and used with many other role playing systems. Its important to note here that ‘Space Master is complete within itself as a Scienceficton Role- playing system, although it is fully integrated with the rest of Rolemaster t0 unite Science Fiction with Fantasy. The basic piilosophies of combat, psions(Tlepathic powers) and Character development are the same in Space Master 2s in Rolemaster. Future Law is designed to provide both the Gamesmaster and the player with tremendous flexibility. Charactersplayingunder this system are abletoadvanceinskil areas according to their desire and cosveffectveness; restrictions are few. The many character classes are designed to indicate a mental state and life style which was molded by a player's earl life. These classes dictate the ease with which a particular skis developed, but they donot generally actto prohibitdevelopmentin any given category. Thus, aplayerisallow. ed toenhance his powerin certain kill areas which would notbe ac cesible to his character class under other systems. Only the "cost” intime and lost opportunities in “easly developed! skill categories act to bias the selection process. Future Law’s unique approach to experience allows characters to select the psion lists and skills they wish to improve before em- barking on anew evel. Aplayer mustmakechoicesandplanahead Under Future Law, wise budgeting of sil development becomes another important aspect ofthe FRP game. Future Law also provides a unique approach to stats. Players familiar with Rolemaster will soon recognize the system. Under these guidelines each statis quite important, andno one or two stats clearly dominate. Rarely will a character be without flaws. A character must choose his strengths and weaknesses. There are 10 stats used in Future Law. They provide detail and flavor an re- rmainrelatively simple work wth. By dividing them into two 5 stat groupings—development stats and primary stats—a Gamesmaster or player needs work with fewer characteristics atany given time. One grouping is used to compute level advancement; the others emphasized during day to day adventure, 4.1 FEATURES OF FUTURE LAW CHARACTER GENERATION PERSONAL CHARACTERISTICS — As in most FRP systems, each character's physical and mental capabilites are described by setof characteristics called ‘Sats. In Character Law there are 10stat, each represented by a number between 1 and 100 (1-100), with t being the worst and 100 being the bes (certain rare circumstances, could resuit in a stat above 100). The stats include 4 physical characteristics: strength, constitution, quickness, and agity They also include 4 mental characteristics: intuition, empathy, ‘memory, and reasoning. Finally, there are two tats included that represent characteristics partially mental and partially physical Presence and Self Discipline. These stats are described in etal in Section Two, Each stat mayafectthe ability ofthe character to perform specific actions, How stats affect abilities is discussed in Section Two. Each stat has two values (1-100). The ‘ultimate’ (called poten tal) value reflects the highest value genetically thatthe character's, stat can obtain. The "temporary" value represents the value ofthe ‘characteristics current level. The temporary stats can rise (due to ‘character advancement and other factors) and fll (due toinjury, old age, etc). However, the potentials rarely change, Of course, the ‘temporary stat for 8 particular stat can never be higher than the Potential forthe same stat. For example, @ character could have a strength of 80 (temporary) and a potential of 92; and the 80 would be his effective strength for combat purposes (circumstances could raise or lower the BO but never above 92). This feature is described in detail in Section 2.1 EXPERIENCE LEVELS — While adventuring, each character will teach stages of development called experience levels (or just “levels") As each new level is reached, the character will become ‘more powerful and skilful in is chosen areas of expertise, Ideally {for realism, the character would develop after each activity or ex- perience. However, thisissometimes difficult to arrange in practice. It necessitatés stopping attion in the game, performing book: keeping, calculating how valuable the experience was, and deter- ‘mining what the character learned. Thus, we limit these factors by allowing a character to develop only at discrete intervals called levels this factor is common to many FRP systems). Levels are discussed further in Section Five SKILLS AND SKILL RANKS — As a character advances in levels, he and develops certain abilities called sil, His capability in cach sil affects his chances of accomplishing certain actions and ac tivities (e.g. fighting, maneuvering, psion casting, etc). The key features of skills in ths system are: 1) Any character may develop any skill regardless of character class (see Sections Three and Four). However, depending upon the specific character's training in early life, certain skills require more or less effort relative 10 other characters. How much effortisrequired todevelopa skill is dependent upon the character class chosen by the player. 2) Depending updn the values of certain stas (Section Two), each character has a total amount of “efor” to devote to skill development on each level 3) Each character has complete regdom in how to allocate his “effort” among the various skllshe decides to develop. Trait costs will be the same for characters ofthe same class and will tnd to reduce the degree of variation, Yet, this “costeffectiveness will directdevelopmentonly along vaguely similar lines. ‘The skill chartprovides alist of skillsand how much “effort” each ‘one takes to develop for each ofthe character clases. These killsare the basic ones required by normal play, and a Gamesmaster can easily ade more ifhis specific game requires others. Skills are further ciscussed in great detail in Section 3.0. PROFESSIONS (character classes) — Each character has a profession (character class) which reflects what his training and inclinations ere in eary life. Each profession requires different “effors” 10

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