Last Updated: Wednesday, 8 November, 2006
   
 

 

 

At Rapier's Point is the game of swashbuckling adventure set in the 16th and 17th centuries.

The system 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.

The new 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).

At Rapier's Point - Version 5.0

At Rapier's Point - v5.0 Rules (278kb)
At Rapier's Point - Edges & Hindrances only (48kb)
At Rapier's Point - v 5.0 Character Sheet (58kb)

 

Version 4.0 - Character Generation

The rules for generating a Player Character (PC) for At Rapier's Point can be viewed by clicking on one of the links below:

(PDF version, MS Word version)

Character Sheet:

Click here to download the At Rapier's Point character sheet (currently version 9.1).

What 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?

Character Generation

  1. In addition to the six basic attributes of Agility, Constitution, Strength, Intelligence, Intuition and Presence, we added Quickness and Willpower.
  2. 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.
  3. 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.
  4. The six original professions were replaced with a new list of twenty, including Dissident, Duellist, Spy, Scholar and Priest.
  5. Instead of the 'background options' we decided to introduce Edges and Hindrances for characters.

New Rules

In addition to the above changes to the character generation rules we also introduced:

  1. Courage Points. Characters can use these in a variety of ways to improve their own skill rolls or reduce the effect of actions by NPCs.
  2. New rules to deal with Healing.
  3. We are currently working on a new magic system to replace the awful one in the original MERP rules.
  4. Similarly we're looking at simplifying the rules for Experience Points.

 

 

 

 

 
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