is the game of swashbuckling adventure set in the 16th and
that we've used for this campaign is based on ICE's Middle
Earth Roleplaying (MERP) system. Versions 1.0 to 4.0 of the
rules, despite containing a number of important differences
to MERP, were very recognisable.
version 5.0 At Rapier's Point rules, however, is a major departure,
particularly with regard to Character Generation. See below
for the Version 5.0 rules (in PDF format only).
Rapier's Point - Version 5.0
4.0 - Character Generation
for generating a Player Character (PC) for At Rapier's Point
can be viewed by clicking on one of the links below:
to download the At Rapier's Point character sheet (currently
Changes have we made to the basic MERP rules and why?
The original inspiration for At Rapier's Point came from
the ICE sourcebook of the same name. Unfortunately the sourcebook
was designed for use with Rolemaster, a game system which
we never really liked due to its unnecessary complexity.
As a result we decided to use MERP as the basis for the system
we'd use to play this campaign. Obviously significant alterations
needed to be made to MERP to make it suitable for use in an
historical swashbuckling setting. So what was changed and
what was added?
addition to the six basic attributes of Agility, Constitution,
Strength, Intelligence, Intuition and Presence, we added
Quickness and Willpower.
- The small
list of skills from the original MERP rules was significantly
expanded and 3 new skill categories created: Social Skills,
Academic Skills and Priest Skills.
- The MERP
racial backgrounds were obviously surplus to requirements, so
instead we decided to use social backgrounds. Characters can
now be peasants, urban poor, artisans, bourgeoisie, or aristocrats.
- The six
original professions were replaced with a new list of twenty,
including Dissident, Duellist, Spy, Scholar and Priest.
- Instead of the 'background options' we decided to introduce
Edges and Hindrances for characters.
In addition to the above changes to the character generation
rules we also introduced:
Points. Characters can use these in a variety of ways to improve
their own skill rolls or reduce the effect of actions by NPCs.
- New rules
to deal with Healing.
- We are
currently working on a new magic system to replace the awful
one in the original MERP rules.
- Similarly we're looking at simplifying the rules for Experience