Character Law
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31/Oct/2006 10:15AM
Here's a story you might not see in an Average D&D game.

A party enters an inn. The party is composed of five adventurers: a paladin, a thief, a mage, a cleric, and a fighter. The paladin, seeing a beautiful female, walks up to her and in the most noblest way possible he says, "Ah, fair damsel, what lovely lips you have."

The damsel knocks him in the mouth and calls our favorite Paladin a lecher. All the fighter talks about is how he will be a king some day, the mage is constantly "somewhere else", and the cleric is brandishing a big sword and prays to his god, the God of War, a thanksgiving for his blessing. And the thief, a cad by any other way, can't seem to hold on to things. He's constantly dropping them.

What's wrong with the above party? Well, they're human! The Paladin is a lecher, he has a lecherous flaw that seems to be getting him into trouble. The fighter is a Megalomaniac, since all he can think about is becoming the King of the land. The mage is absent minded, he can't concentrate on his surroundings. The cleric has recieved a blessing from his god, the God of War. And the thief is a complete klutz.

These personality quirks aren't found in an average party, but they are found in a good party of players who are striving to play their characters with human flaws and characteristics.

These flaws, and talent, are found in ICE's book, Character Law. Rather the first part expands on the RMFRP game in great detail, adding races and professions to the game, the last part: the one containing the talents and flaws, are of use to any game.

From the ever popular "Blessed by War God" talent to the not often taken "Disbeliever in Magic"; from Megalomania to the Dark Temptation; these talents and flaws can add to any game that is not GURPS.

A reprint of the popular Talent Law from Rolemaster the Standard System, Character Law follows in GURPS footsteps and expands the talents and flaws sections of Rolemaster. With a little modification, a talented and clever GM can expand the way players make their Characters in such games as Call of Cthulu, Beyond the Supernatural, Feng Shui, Dungeons and Dragons, Pendragon, and Legend of the Five Rings.

Imagine playing an Arcanist who has made an arcane discovery. A Parapsychologist with an empathy for animals, a Fighter who is a pyromaniac, a Samurai who is overconfident, or a knight who is lecherous.

The possibilities with Character Law, and a little GM discretion, can make unique characters not just for the Fantasy Genre, but for all Genres. ICE has lived up to their reputation in reprinting Talent Law and creating a good product for everyone who roleplays, not just Rolemaster players.

I reccommend that you go and pick up a copy of Character Law and start adding depth to new characters created by your players. The part containing the Talents, Flaws, and Special wealth and status makes this book a good investment.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

Original: Character Law

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