express additions - the eye · 2018. 1. 14. · express additions 2 issue #6 new races in this...

12
1 Express Additions Issue #6 E E E E E XPRESS XPRESS XPRESS XPRESS XPRESS A A A A A DDITIONS DDITIONS DDITIONS DDITIONS DDITIONS Issue #6 Express Additions Copyright © 2008 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission. Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902. Web: www.harphq.com and www.ironcrown.com. TABLE OF CONTENTS INTRODUCTION CREDITS Author: Tim Dugger Editing: Tim Dugger, Heike Kubasch Pagemaking, & Layout: Tim Dugger Artwork: Toren “MacBin” Atkinson, Jeff Laubenstein, Jennifer Meyer, Colin Throm ICE STAFF CEO: Bruce Neidlinger President: Heike Kubasch Editor/Jack-of-All-Trades: Tim Dugger Pagemaking: Sherry Robinson Web Master: Tim Dugger Office Cats: Rajah, Pheobe, & Matsi January 2008 Introduction ...................................................................... 1 New Races .......................................................................... 2 Corvari ....................................................................... 2 Idiyva .......................................................................... 2 Myotari ...................................................................... 2 Vulfen ......................................................................... 2 Racial Abilities ............................................................ 3 Professions ........................................................................ 4 Seer ............................................................................. 4 Healer ......................................................................... 4 Additional Secondary Skills ........................................ 4 Seer Base Lists ............................................................ 5 Healer Base Lists ........................................................ 7 Spell Notes ................................................................. 9 New Options ................................................................... 11 Spell Acquisition Overview ...................................... 11 Semi Spell Pick Expansion ........................................ 11 Cleric Spell Selection ................................................. 11 Rank Based Level Bonus .......................................... 12 Welcome to the sixth issue of Express Additions. In this issue, we bring you a number of things that I think you will really like. For both our RMX and RMC fans, we start off with 4 new races. Two of them are based on races presented in the RMC Creatures & Treasures, and the other two are based on the art that I selected to go with this section. Next, for our RMX fans, I bring in the Seer and the Healer professions for you to add to your game. And finally, we present you several new options. While these are primarily for RMC players, RMX players may find them useful as well, especially if they are using RMC Spell Law to expand their character’s spell capabilities. Enjoy!

Upload: others

Post on 01-Apr-2021

1 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

1Express Additions Issue #6

EEEEEXPRESSXPRESSXPRESSXPRESSXPRESS

AAAAADDITIONSDDITIONSDDITIONSDDITIONSDDITIONS

Issue #6

Express Additions Copyright © 2008 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission.Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.

Web: www.harphq.com and www.ironcrown.com.

TABLE OF CONTENTS INTRODUCTION

CREDITSAuthor: Tim DuggerEditing: Tim Dugger, Heike Kubasch Pagemaking, & Layout: Tim DuggerArtwork: Toren “MacBin” Atkinson, Jeff Laubenstein,

Jennifer Meyer, Colin Throm

ICE STAFF

CEO: Bruce NeidlingerPresident: Heike KubaschEditor/Jack-of-All-Trades: Tim DuggerPagemaking: Sherry RobinsonWeb Master: Tim Dugger

Office Cats: Rajah, Pheobe, & Matsi

January 2008

Introduction ...................................................................... 1New Races .......................................................................... 2

Corvari ....................................................................... 2Idiyva .......................................................................... 2Myotari ...................................................................... 2Vulfen ......................................................................... 2Racial Abilities ............................................................ 3

Professions ........................................................................ 4Seer ............................................................................. 4Healer ......................................................................... 4Additional Secondary Skills ........................................ 4Seer Base Lists ............................................................ 5Healer Base Lists ........................................................ 7Spell Notes ................................................................. 9

New Options ................................................................... 11Spell Acquisition Overview ...................................... 11Semi Spell Pick Expansion ........................................ 11Cleric Spell Selection ................................................. 11

Rank Based Level Bonus .......................................... 12

Welcome to the sixth issue of Express Additions. Inthis issue, we bring you a number of things that I thinkyou will really like.

For both our RMX and RMC fans, we start off with4 new races. Two of them are based on races presented inthe RMC Creatures & Treasures, and the other two arebased on the art that I selected to go with this section.

Next, for our RMX fans, I bring in the Seer and theHealer professions for you to add to your game.

And finally, we present you several new options.While these are primarily for RMC players, RMXplayers may find them useful as well, especially if theyare using RMC Spell Law to expand their character’sspell capabilities.

Enjoy!

Page 2: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

2Express Additions Issue #6

NEEEEEWWWWW RAAAAACESCESCESCESCES

In this issue, we bring you 4 new races. Two of themcome from the RMC Creature’s & Treasures and the othertwo are brand new. All four of the races would make forinteresting additions to any campaign setting.

Note: while the descriptions of the 2 C&T racesbelow are based on descriptions found in RMCCreatures & Treasures, I have taken a few libertieswith them to make them more playable overall.

C C C C CORORORORORVVVVVARIARIARIARIARI (B (B (B (B (BIRDIRDIRDIRDIRD-----MENMENMENMENMEN)))))

Size: 5’0" to 5’6" tall

Lifespan: 65 years

Special Abilities: Flight, Nightvision

Description: The Corvari are covered in dark feathers, andtheir bills are sharp and pointed. They have only 3digits plus a thumb on their hands, and their feet arejust like the claws of a normal bird. Their wings foldsnugly to their backs, leaving their hands and armsfree for other things. The Corvari flock together intotowns and villages high up upon the side of steepmountains and cliffs, often trading rare herbs andgame from the higher reaches for things that theycannot produce themselves.

IIIIIDIYDIYDIYDIYDIYVVVVVAAAAA (C (C (C (C (CAAAAATTTTT-----MENMENMENMENMEN)))))

Size: 5’0" to 6’0" tall

Lifespan: 70 years

Special Abilities: Nightvision, NaturalClaws, Natural AT 3, Superior SmellDescription: Short fur covers the

lithe, well–muscled form of the Idiyva(except at the face, the genitals, thepalms, and the soles of the feet). Smooth,brown suede–like skin emerges at thesefeatures. Green feline eyes give the Idiyvaexcellent night vision; fanged teeth revealtheir carnivorous nature. The toes oftheir feet anchor short, sharp talons, buttheir hands sport vicious 3" claws thatretract at the knuckle into the backs ofthe hands, leaving the fingers free at alltimes. The fighting instincts of a predatorlurk behind the civilized manners thatcharacterize most Idiyva, and the bloodycustom of a duel to the death remains anacceptable way to settle social differencesamong themselves.

MMMMMYYYYYOOOOOTTTTTARIARIARIARIARI (B (B (B (B (BAAAAATTTTT-----MENMENMENMENMEN)))))

Size: 4’6" to 5’6" tall

Lifespan: 70 years

Special Abilities: Flight, Sonar

Description: The Myotari are normally a reclusive race.This is because many other races tend to find theirbat-like features very scary or intimidating, althoughthe Myotari are normally a very peaceful race. TheMyotari have bat-like heads, their claw-like feet, andtheir large leathery wings. Their bodies, arms andhands are much like those of men, except that they arecovered in short brown or black fur. Many Myotari,when traveling outside their own lands will don ahooded mantle to hide their features and drape theirwings about themselves as if they were a cloak.

VVVVVULFENULFENULFENULFENULFEN (W (W (W (W (WOLFOLFOLFOLFOLF-----MENMENMENMENMEN)))))

Size: 5’0" to 6’0" tall

Lifespan: 40 years (wild); 60 years (civilized)

Special Abilities: Nightvision, Natural Claws, NaturalAT 4, Superior Smell

RACIAL STATS

snoitacifidoMsunoBtatS iravroC avyidI iratoyM nefluVTS 5- 0+ 0+ 01+

UQ 01+ 01+ 5+ 51+

RP 0+ 5+ 5+ 5-

NI 0+ 0+ 0+ 0+

ME 0+ 0+ 0+ 5-

OC 01- 0+ 0+ 5+

GA 51+ 01+ 51+ 0+

DS 0+ 5- 0+ 0+

EM 0+ 5- 5- 0+

ER 0+ 5- 5- 0+

snoitacifidoMRRecnessE 5- 0+ 0+ 02+

gnilennahC 5- 0+ 5- 02+

msilatneM 5- 0+ 0+ 02+

nosioP 01- 5+ 5+ 01+

esaesiD 02- 5+ 01+ 01+

reilpitluMyrevoceR x2.1 x1 x1 x5.0

*segaugnaLgnitratS# 2 2 2 2

stnioPtiHesaB 02 42 22 03

**knaRrepstiH 4 5 5 6

stih#xaM 001 021 011 051srehtollarofW3/S3;eugnotevitanrofnettirW5/nekopS6knaR=*

tnempoleveDydoBfoknarreP=**

Page 3: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

3Express Additions Issue #6

Description: Furred men with wolfish heads and tails.Wild Vulfen are often confused with werewolvesbecause of their nocturnal habits and theirbloodthirsty nature. However, there are pockets ofcivilized Vulfen and they can be quite charming. Eventhough they still have to struggle to overcome theirmore animalistic tendencies, it is rather easy to tell acivilized Vulfen from a wild one. The civilized Vulfenare cleaner, wear clothing, have a strong sense ofhonor, a good sense of humor, and a passion for lifethat is missing from their wild brethren.

Note: The Racial Stats Table contains the stats forcivilized Vulfen, which are slightly different fromthose of Wild Vulfen. Refer to RMC Creatures &Treasures for more information on wild Vulfen.

RRRRRACIALACIALACIALACIALACIAL A A A A ABILITIESBILITIESBILITIESBILITIESBILITIES

The above races have a number of unusual racialabilities. They are explained below.

Flight: Character is able to fly at a rate equal to 75’ perround plus the stride modification for height. This istheir Base Flight Rate (BFR). Flight may bemaintained for an amount of time equal to 1 minutefor each point of their Con stat (Temp score inRMC) without rest. Characters may use differentPaces with their flight, and the increased Pace reducesthe amount of time that may be spent in flight. Aflying character may carry up to half his weight whileflying, but only by flying at half speed. Characterswith flight may learn how to glide and ride thethermals, staying aloft for hours (at half speed).

Natural AT: A number of different races have specialcharacteristics, such as tough hide or scales or etc,that grant it a higher natural armor type than otherraces have. The entry in the racial description givesthe value of this natural armor type.

Natural Claws: Several races have natural claws that theymay use to attack foes. Character from these racesmay learn how use these claws by learning a skill thatcosts the same as the Martial Arts skill for theirprofession. These claws do a maximum of a Mediumattack, and they follow the rules in RMC: Arms Lawregarding unarmed attacks.

Nightvision: This ability allows a character to see outdoorsas well on a bright night as he would on a cloudy,overcast day. When indoors, this allows the characterto see 3x as far as normally allowed by a light source.

Sonar (Echolocation): Used primarily by sea creatureslike dolphins and whales, it is used by some landanimals like bats. Sound projected from thecreature bounces off objects and returns creating a“picture” of their environment. Creatures usingsonar will by unaffected by invisibility or darkness,and will “see through” illusions that do notincorporate feel as an element. ‘Silence’ and ‘Quiet’spells will behave like invisibility with a radius vs.this sense. Creatures with this sense inside theradius of a ‘Silence’ or ‘Quiet’ spell (Either cast onthem, or that they pass through) will have theirsonar “blinded” as long as they are within thesilence radius. Feel illusions (Phantasms) willappear as real objects to this sense as light illusionsappear to vision.

Superior Smell: Character has a superior sense of smelland gains +30 to all olfactory perception maneuvers.

Page 4: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

4Express Additions Issue #6

PROFESSIONSROFESSIONSROFESSIONSROFESSIONSROFESSIONS

SKILL COSTS

sllikS statS reeS relaeH

romrAnignirevuenaM

rehtaeLtfoS tS/gA */4 */2

rehtaeLdigiR tS/gA */5 */3

niahC tS/gA */6 01

etalP tS/gA */7 11

sllikSnopaeW

**degdEdednaH-enO gA/tS/tS 6 9

**gnihsurCdednaH-enO gA/tS/tS 51 02

**dednaH-owT gA/tS/tS 02 02

**elissiM tS/gA/gA 02 02

**nworhT tS/gA/gA 02 02

**smrAeloP gA/tS/tS 02 02

sllikSlareneG

gnibmilC gA 4 6

gnimmiwS gA 3 3

**gnidiR gA/mE 2 3

sparTmrasiD gA/nI 7 8

skcoLkciP gA/nI 7 8

ediH&klatS DSrogA 6 6

noitpecreP eR/nI 3/1 3

sllikSlacigaM

**stsiLllepS nIromE */2 */2

senuR nI/mE 6/2 6/2

sdnaW&sevatS nI/mE 6/2 7/3

**sllepSdetceriD gA 7/2 3

sllikSlaicepS

hsubmA — 9 9

**scitsiugniL — */1 */2

**sevoMlanerdA DS/rP 3 5

esnefeDlanerdA — 51 02

**strAlaitraM seirav 3 6

tnempoleveDydoB oC 6 3/1

sllikSyradnoceS

diAtsriF mE/DS 6/2 2/1

gnigaroF eM/nI 4/1 5/2

**lareneG:eroL eR/eM 2/1 3/1

gnikcarT eR/nI 5/1 5/3

setisiuqeRemirP rP/DS eM/nIhcus,sllikscificeps,laudividniotnidezilaicepsebtsuM-**

.egaugnalro,erol,tsillleps,nopaew1sa

sllikSyradnoceSlanoitiddA

llikS tatSstsoCPD

reeS relaeHscitaborcA uQ/gA 7/3 7/2

gnitcA mE/rP 6/2 7/2gnitfarC mE/gA 3 3

yznerF DS/mE 6 3lacigaM:eroL eR/eM 5/1 5/2erucsbO:eroL eR/eM 5/2 7/3

noitatideM DS/rP 2/1 2/1cisuM mE/gA 5/2 6/2

noitagivaN nI/eR 2/1 4/2gnigniS nI/rP 5/2 6/2

esiwteertS rP/nI 5/3 3yrekcirT uQ/rP 5/1 3

reeS relaeH

In this issue, we bring you two more Pure spellusers that you can add to your campaign, the Seerand the Healer.

SSSSSEEREEREEREEREER

Seers are information-gathering specialists. Seers arepure spell users of Mentalism who have concentrated onspells that gain information through the use of mentalspells. Their spells deal with recognition, and the controland modification of the senses.

Prime requisites: Self Discipline and Presence.

HHHHHEALEREALEREALEREALEREALER

Healers channel power to take wounds from othersand use the enormous recuperative power of their bodiesto heal the wounds once taken. Healers are Pure spellusers of Channeling who have concentrated on spells ofself-healing and the ability to take the injuries of othersupon themselves. Thus, a healer could heal a person bytaking his patient’s injury upon himself and then healingthis injury gradually.

Prime requisites: Intuition and Memory.

AAAAADDITIONALDDITIONALDDITIONALDDITIONALDDITIONAL S S S S SKILLSKILLSKILLSKILLSKILLS

The Additional Secondary Skills tables gives providesyou with the costs for the additional skills that wereadded to RMX in earlier issues of Express Additions.

Page 5: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

5Express Additions Issue #6

SSSSSEEREEREEREEREER B B B B BASEASEASEASEASE L L L L LISTSISTSISTSISTSISTS

SEER BASE

FUTURE VISIONSlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 IsnoitiutnI retsac - fles I)2)3 IIIsnoitiutnI retsac - fles I)4 ImaerD retsac peels fles I)5 VsnoitiutnI retsac - fles I)6 *IsnoitapicitnA retsac - '001 I)7)8 IImaerD retsac - fles I)9 *snoitapicitnAllepS retsac - fles I)01 XsnoitiutnI retsac - fles I

1. Intuitions I – Caster gets a vision of what will happenin the next minute if they takes a specified action.

3. Intuitions III – As Intuitions I, except caster gets togaze 3 minutes into the future.

4. Dream I – Caster has a dream relating to a topic decidedupon just before retiring; limited to once per night.

5. Intuitions V – As Intuitions I, except caster gets to gaze5 minutes into the future.

6. Anticipations I – Predicts most probable action of abeing in the next round; specifics are not learned (e.g.,attack in melee, cast a spell; but no detail on attacktarget or what spell).

8. Dream II – As Dreams I, except limit is 2 dreams/nighton different topics.

9. Spell Anticipations – As Anticipation, except if action isto cast a spell, the spell to be cast and target are learned.

10. Intuitions X – As Intuitions I, except caster gets togaze 10 minutes into the future.

SEER BASE

MIND VISIONSlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 InoitseuQ tegrat1 - '01 mF)2)3 IIInoitseuQ tegrat1 sdnr3 '01 mF)4)5 sthguohT dnr/tegrat1 )C(lvl/dnr1 '001 mI)6 *gnipyTdniM tegrat1 - lvl/'01 mI)7 IhturT retsac nim1 R'01 mI)8 yticareV tegrat1 C '001 mI)9)01 sthguohTrennI tegrat1 lvl/dnr1 '001 mI

1. Question I – Target must answer one single-conceptquestion. Question is asked and answered mentally.

3. Question III – As Question I, except target must answer3 questions (1/round).

5. Thoughts – Caster receives surface thoughts from target.Caster can concentrate on one target each round.

6. Mind Typing – Caster learns race, profession, and levelof the target.

7. Truth I – Caster knows when anyone within theradius is lying.

8. Veracity – Caster knows if the target is lying.10. Inner Thoughts – As Thoughts, except caster also learns

reasoning and thought patterns behind surface thoughts.

SEER BASE

PAST VISIONSlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 snigirO retsac - hcuot I)2 esruCtceteD retsac - hcuot I)3 IdniheBnoisiV retsac C hcuot I)4 eroLrewoP retsac - hcuot I)5 ediuGnoisiV retsac seirav hcuot U)6 noisiVmetI retsac - hcuot I)7 IIdniheBnoisiV retsac C hcuot I)8)9 IIIdniheBnoisiV retsac C hcuot I)01 gnivleD retsac - hcuot I

1. Origins – Gives a general idea of the place of originof an item.

2. Detect Curse – Determines if there is a curse is on an item.3. Vision Behind I – Caster gets a vision up to 1 min/

level into the past (includes sight and sound). Visionmust be associated with a place or item touched atthe time the spell is cast. Caster is in a trance as longas they concentrate.

4. Power Lore – Gives the origin of an item’s power.5. Vision Guide – When cast just before a Vision Behind

spell, it gives the caster the ability to scan the past by“feeling the temporal location of significant events.”

6. Item Vision – Gives a vision of a significant event inan item’s past,

7. Vision Behind II – As Vision Behind I, except timelimit is 10 min/level.

9. Vision Behind III — As Vision Behind I, except timelimit is 1 hour/level.

10. Delving — Gives significant details concerning anitem’s construction and purpose (not specific powers).

1. Animal Sight I – Caster can see through the eyes ofany non-intelligent animal in range. The animal mustbe seen or located via Presence or located via MindStore & Finding (for the initial contact only).

3. Animal Sense I – As Animal Sight I, except all of theanimal’s senses can be used.

5. Sight Merge I – As Animal Sight I, except any beingmay be used.

6. Animal Sight III – As Animal Sight I, except for the range.8. Animal Sense III – As Animal Sense I, except for the range.10. Sight Merge III – As Sight Merge I, except the range is 300’.

SEER BASE

SENSE THROUGH OTHERSlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 IthgiSlaminA retsac C '001 mI)2)3 IesneSlaminA retsac C '001 mI)4)5 IegreMthgiS retsac C '001 mI)6 IIIthgiSlaminA retsac C '003 mI)7)8 IIIesneSlaminA retsac C '003 mI)9)01 IIIegreMthgiS retsac C '003 mI

Page 6: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

6Express Additions Issue #6

SEER BASE

TRUE PERCEPTIONlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 *oecneserP lvl/R'01 C fles mI)2 noisullItceteD R'5 - '001 I)3 *erotSdniM tegrat1 - lvl/'01 mU)4 *sisylanAs'reeS tegrat1 - lvl/'01 mI)5 gnidniFroniM tegrat1 C lvl/'001 mI)6 *gnipyTdniM tegrat1 - lvl/'01 mI)7 IIIssenerawA R'03 C fles mI)8 raEgnoL retsac - lvl/'01 I)9)01 eurTssenerawA lvl/'01 C fles mI

SEER BASE

TRUE SIGHTlvL llepS tcceffEfoaerA noitaruD egnaR epyT

)1 thgisretaW retsac C fles U)2 thgisthgiN retsac C fles U)3 thgisdooW retsac C fles U)4 IhctaW retsac C '01 I)5 IeyEgnoL retsac C lvl/'01 I)6 elbisivnIeeS retsac C fles U)7 thgisenotS retsac C fles U)8 thgisnorI retsac C fles U)9 thgisnoisullI retsac C fles U)01 IIhctaW retsac C lvl/'01 I

1. Presence – Caster is aware of the presence of allsentient/thinking beings within their range.

2. Detect Illusion – Caster can check one object or place(up to a 5’ radius) and tell if it is an illusion or has anillusion on it.

3. Mind Store – Caster stores the mental pattern oftarget; can be used later to locate specific personthrough Finding. Target must have previously beendetected using Presence or Feel spells

4. Seer’s Analysis – Caster can determine one of thefollowing concerning a target: profession, race, or level.

5. Finding I – Caster gets direction & distance to anunshielded mind which they have a mental pattern offrom Mind Store.

6. Mind Typing – As Seer’s Analysis, except caster learnsrace, profession, and level.

7. Awareness III – As Presence, plus a general knowledgeof the actions of each being (e.g., being is casting a spell,but not what spell is being cast.

8. Long Ear – Caster’s point of hearing may be moved upto 10’/level away (moves at 10’/round); they must bephysically able to go there (e.g., they could not sendtheir point of hearing through walls or closed doors).Note that this means that someone could sneak up onthe caster undetected …

10. Awareness True – As Awareness III, except radius is10’/level.

1. Watersight – Caster can see through 10’/level of water(even murky water) as if it were day.

2. Nightsight – As Water sight, except caster can see innormal darkness.

3. Woodsight – As Watersight, except caster can seethrough l’/level of wood.

4. Watch I – Caster can pick a point up to 10’ away andthey will have a field of vision from that point; they canrotate but not move (there can be intervening objectssuch as walls). Note that this means that someonecould sneak up on the caster undetected …

5. Long Eye I – Caster’s point of sight may be movedindependently up to 10’/level away (moves at 10’/round); they must be physically able to go there (e.g.,they could not send their point of sight through wallsor closed doors). Note that this means that someonecould sneak up on the caster undetected …

6. See Invisible – As Watersight, except caster can seeinvisible objects.

7. Stonesight – As Woodsight, except caster can seethrough 6"/level of stone.

8. Ironsight – As Woodsight, except caster can see throughl”/level of iron or steel.

9. Illusionsight – As Watersight, except caster can seethrough all illusions.

10. Watch II – As Watch I, except point of vision can beup to 10’/level away.

Page 7: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

7Express Additions Issue #6

HHHHHEALEREALEREALEREALEREALER B B B B BASEASEASEASEASE L L L L LISTSISTSISTSISTSISTS

HEALER BASE

BLOOD WAYSlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 IgnittolC retsac - fles sH)2 IriapeRtuC retsac P fles sH)3 riapeRlesseVroniM retsac P fles sH)4 VgnittolC retsac - fles sH)5 IIIriapeRtuC retsac P fles sH)6 IriapeRlesseVrojaM retsac P fles sH)7 ‡gninioJ retsac P fles sH)8)9 gnittolCssaM retsac - fles sH)01 riapeRtuCssaM retsac P fles sH

1. Clotting I – Allows caster to stop bleeding at rate of 1hit/round; for 1 hr they can move at no more than awalking pace, or bleeding will resume at prior rate.

2. Cut Repair I – Allows caster to stop bleeding from 1wound that bleeds at rate of 1 hit/round.

3. Minor Vessel Repair – Allows caster to completelymend a damaged minor blood vessel (a vessel thatbleeds at up to 2 hits/rnd, not major arteries or veins).

4. Clotting V – As Clotting I, except caster can reduce theirblood loss rate by 5 hits/round; this can be spread over 1-5wounds (e.g., five 1/round wounds, one 3/round woundand one 2/round wound, one 5/round wound, etc.)

5. Cut Repair III – As Cut Repair I, ex-cept that castercan repair wound(s) that bleed(s) for up to 3 hits/round (total); three 1 hit/round wounds or one 3 hit/round wound or one 2 hit/round and one 1 hit/roundwound can be healed; may be spread over 1-3 targets.

6. Major Vessel Repair I – Caster can repair damage toany 1 artery or vein; a major vessel is one that bleeds at5 hit/rnd or more when severed.

7. Joining ‡ –Caster can reattach 1 severed limb; requiresuse of the other 3 Healer Joining spells in order tomake limb fully functional; recovery time: 1-10 days.

9. Mass Clotting – As Clotting V, except caster can stop anumber of hits/rnd equal to their level (e.g., a 9th lvlHealer could reduce their bleeding by 9 hits/round).

10. Mass Cut Repair – As Cut Repair III, except thatcaster can stop a number of hits/rnd equal to theirlevel (not major vessels).

HEALER BASE

BONE WAYSlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 riapeRerutcarFroniM retsac P fles sH)2 riapeRegalitraC retsac P fles sH)3 riapeRerutcarFrojaM retsac P fles sH)4 riapeRllukS retsac P fles sH)5 riapeRtnioJ retsac P fles sH)6 eurTriapeR.tcarFrnM retsac P fles sH)7 *‡gninioJ retsac P fles sH)8 eurTriapeRegalitraC retsac P fles sH)9 eurTriapeR.tcarFrjM retsac P fles sH)01 eurTriapeRllukS retsac P fles sH

1. Minor Fracture Repair – Caster can mend 1 simplefracture (not com-pound fractures, joint damage, orskull dam-age); recovery time: 1-10 hours.

2. Cartilage Repair – Caster can repair all cartilagecentered on 1 joint. Recovery time: 1-2 hours.

3. Major Fracture Repair – As Minor Fracture Repair,except that caster can also repair compound fractures;recovery time: 1-10 hours.

4. Skull Repair – Caster can mend any 1 skull fracture; theycannot mend shattered areas; recovery time: 1-10 hours.

5. Joint Repair – Caster can repair one damaged (but notshattered) joint; recovery time: 1-10 days.

6. Minor Fracture Repair True – As Minor FractureRepair, except recovery is instantaneous.

7. Joining ‡ – Caster can reattach 1 severed limb; requiresuse of the other 3 Healer Joining spells in order to makelimb fully functional; recovery time: 1-10 days.

8. Cartilage Repair True – As Cartilage Repair, exceptrecovery is instantaneous.

9. Major Fracture Repair True – As Major FractureRepair, except recovery is instantaneous.

10. Skull Repair True – As Skull Repair, except recovery isinstantaneous.

Page 8: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

8Express Additions Issue #6

HEALER BASE

MUSCLE WAYSlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 riapeRniarpS retsac P fles sH)2 riapeRelcsuM retsac P fles sH)3 riapeRnodneT retsac P fles sH)4 IIIriapeRelcsuM retsac P fles sH)5 IIIriapeRnodneT retsac P fles sH)6)7 *‡gninioJ retsac P fles sH)8 eurTriapeRelcsuM retsac P fles sH)9 eurTriapeRnodneT retsac P fles sH)01

HEALER BASE

ORGAN WAYSlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 riapeRlasaN retsac P fles sH)2 riapeRevreNroniM retsac P fles sH)3 riapeRraEroniM retsac P fles sH)4 riapeReyEroniM retsac P fles sH)5 riapeRevreNrojaM retsac P fles sH)6 riapeRraErojaM retsac P fles sH)7 *‡gninioJ retsac P fles sH)8 riapeReyErojaM retsac P fles sH)9 eurTriapeRevreN retsac P fles sH)01 riapeRnagrO retsac P fles sH

HEALER BASE

SURFACE WAYSlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 IlaeH retsac P fles sH)2 IfeileRnruB/tsorF retsac P fles sH)3 *IfeileRnutS retsac P fles sH)4 *InoitarenegeR retsac )C(P fles sH)5 IIfeileRnruB/tsorF retsac P fles sH)6 gninekawA retsac P fles sH)7 VlaeH retsac P fles sH)8 IIIfeileRnruB/tsorF retsac P fles sH)9 IIIfeileRnutS retsac P fles sH)01 *IInoitarenegeR retsac )C(P fles sH

HEALER BASE

TRANSFERRING WAYSlvL llepS tceffEfoaerA noitaruD egnaR epyT

)1 ecnerefsnarT tegrat1 - hcuot H)2)3)4)5)6)7)8)9)01

1. Sprain Repair – Caster can repair 1 sprain.2. Muscle Repair – Caster can repair 1 damaged muscle;

recovery time: 1-10 hours.3. Tendon Repair – Caster can repair 1 damaged tendon;

recovery time: 1-10 hours.4. Muscle Repair III – As Muscle Repair, except caster can

repair 3 damaged muscles.5. Tendon Repair III – As Tendon Repair, except caster

can repair 3 damaged tendons.7. Joining ‡ – Caster can reattach 1 severed limb; requires

use of the other 3 Healer Joining spells in order to makelimb fully functional; recovery time: 1-10 days.

8. Muscle Repair True – As Muscle Repair, exceptrecovery is instantaneous.

9. Tendon Repair True – As Tendon Repair, exceptrecovery is instantaneous.

1. Nasal Repair – Caster can repair any nose damageshort of complete nose loss.

2. Minor Nerve Repair – Caster can repair any minornerve damage in 1 area; recovery time: 1-10 hrs.

3. Minor Ear Repair – Caster can repair any external eardamage, including ear loss (regeneration takes 1-10 hrs.)

4. Minor Eye Repair – Caster can repair any minoreye damage (e.g., corneal scratch, removal offoreign object, etc.).

5. Major Nerve Repair – As Minor Nerve Repair, exceptcaster can repair any 1 area of major nerve damage;recovery time: 1-10 hrs.

6. Major Ear Repair – As Minor Ear Repair, except castercan also repair any inter-nal ear damage (e.g., restorehearing); recovery time: 1-10 hr.

7. Joining ‡ – Caster can reattach 1 severed limb; requiresuse of the other 3 Healer Joining spells in order to makelimb fully functional; recovery time: 1-10 days.

8. Major Eye Repair – As Minor Eye Repair, except castercan repair any eye damage short of complete eye loss;recovery time: 1-10 hr.

9. Nerve Repair True – As Major Nerve Repair, exceptthat recovery is instantaneous.

10. Organ Repair – Caster- can repair any damage to 1organ (except the brain) that has not been completelydestroyed; recovery time: 1-10 hrs.

1. Heal I – Caster is healed of 1-10 concussion hits.2. Frost/Burn Relief I – Will heal one area of mild

frostbite or a first degree burn.3. Stun Relief I * – Caster is relieved of 1 round’s worth

of accumulated stun effects.4. Regeneration I * – Reduces damage by 1 hit every round

as long as caster concentrates; if caster is unconscious thisspell will operate without concentration.

5. Frost/Burn Relief II – As Frost/Burn Relief I, except 2areas of mild damage or 1 area of moderate damage(e.g., 2nd degree burn) are healed.

6. Awakening – Caster is instantly awake.7. Heal V – As Heal I, except caster can heal 5-50

concussion hits.8. Frost/Burn Relief III – As Frost/Burn Relief I, except 3

areas of mild damage or 1 area of severe damage (e.g.,3rd degree burn) or a combination of I mild and 1moderate area can be healed.

9. Stun Relief III * – As Stun Relief I, except caster isrelieved of 3 rounds accumulated stun effects.

10. Regeneration II * – As Regeneration I, except 2 hitsare healed every round.

Note: This entire list is devoted to the transfer of woundsinflicted on another to the Healer . This list has no specificspells, rather its use is determined by the other five lists. Seethe Spell Notes on page 10 for this list for more details.

Page 9: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

9Express Additions Issue #6

SSSSSPELLPELLPELLPELLPELL N N N N NOTESOTESOTESOTESOTES

A number of the spells presented in this issue requirea few additional notes regarding how they may or shouldwork. This section will present those notes to you in theorder in which the lists appear.

FUTURE VISIONS

Intuitions: These spells show the caster the most probablecourse of events based on a single action taken by thecaster. The future is not laid out in a set pattern, andas the caster, and those around him deviate from thevision, the events will also deviate accordingly.

Dreams: The dreams given by these spells are filled withsymbolism and metaphors. GMs are encouraged tonever give a straight answer through the dreamsgranted by the various dream spells. But he shouldalso be sure to not give false information either.Example: Rob’s character Khale has decided toemploy a Dream spell to determine whether heshould take the next leg of his journey by sea or ifhe should purchase a horse and go by the overlandroute. Khale decides to cast the Dream spell andtry to get a little bit of insight.

That night Khale dreams of a sea-birdperched on a piece of driftwood that is washed upon a beach underneath an extremely stormy sky.

Upon waking, Khale realizes that the dream wasnot the definitive answer that he was seeking, so, sincehe didn’t like that stormy sky, he purchases a horse forthe overland trip. Meanwhile, Khale’s player, Rob,mutters under his breath about double-dealing GMs.

MIND VISIONS

Question: Since the questions are asked and answeredmentally, the caster does not need to know thelanguage of the target.

PAST VISIONS

Vision Behind: When these spells are cast, the caster’svision starts are the most extreme range of the spell(i.e. a 5th level caster casting Vision Behind II spell (10minutes per level) will have his vision begin 50 minutesin the past). The caster may then view the eventsshown by the vision in the order that they occurred, atthe speed in which they occurred. The spell, VisionGuide, allows for scanning for “significant events”within the vision range, but not scanning in themanner of watching a movie on fast forward.

The caster is limited by his normal visualfaculties and he sees things in the vision as he wouldhave seen them if he were present at the time thatthey took place. If the caster has Nightvision, he willsee the vision as if he had Nightvision. The VisionBehind spells will not allow the caster to cast spellsupon himself to give better visual capabilities (i.e. if

the caster does not have Darkvision, then casting aspell that gives Darkvision will not allow the caster tosee as if he had Darkvision during a Vision Behind).

SENSE THROUGH OTHERS

Animal Sight: These spells, along with the Animal Senseand the Sight Merge spells, allows the caster to usethe senses of the target. While they are using thetarget’s senses, their own senses are effectively non-existent and thus they will have no clue regardingwhat is happening at their present location,depending upon what senses they are using.

TRUE PERCEPTION

Presence: This spell tells the caster what presences arewithin the radius of the spell. It does not say wherethey are within the radius.

The dot (or small circle) next to the spell’s nameon the table means that the spell may be cast with noexpenditure of Power Points.

Long Ear: When using this spell, the caster’s point ofhearing is moved. This means that he loses hishearing where his body is.

TRUE SIGHT

Watch/Long Eye: These spells move the caster’s point ofvision. This means that he loses his sight at thelocation where his body is.

Page 10: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

10Express Additions Issue #6

TRANSFERRING WAYS

bleeding of 5 hits/rnd, and a serious skull fracture.The highest level healing spell required is SkullRepair True; so, Rana places the severed hand atRinglin’s wrist, holds it in place, puts their hand onRinglin’s head, and casts a single 10th levelTransferal (costs 10 PP). At the rate of one roundper wound, each of Ringlin’s wounds is transferredto Rana. Ringlin is subsequently in perfect health.Rana’s body immediately casts a 10th level SkullRepair True (10 PP) and 2 Cut Repair III spells tostop the bleeding, (2x3rd lvl = 6 PPs). Rana nowhas 14 PPs left: insufficient to completely repair thesevered wrist (Rana’s wrist is not actually severed,but it is completely useless until healed). She caststwo of the necessary four Joining spells: Blood andMuscle (2x7th lvl = 14 PP). Rana has no PPs leftand lapses into a regenerative coma until sheregenerates their PPs after eight hours. Then,Rana’s body casts the remaining two Joining spells,the fracture and muscle repairs necessary, and theconcussion relief spells. She then awakens, and ishealed, but is still subject to the recovery timeincurred by the spells.

This entire list is devoted tothe transfer to the Healer ofwounds inflicted on another; there-maining five Base Lists devotedto healing wounds on the Healer’sown body. This list has no specificspells, rather its use is determinedby the other five lists.

In order to transfer anynumber of wounds from a singletarget, the Healer must ascertainthe single most serious wound(meas-ured by the highest levelspell needed to heal it); then theycasts one Transferal spell of alevel corresponding to thathighest level healing spell.

Note: Under the spellacquisition rules forRolemaster, a caster may notcast a spell of a higher levelthan that to which he knowsthe list. This means that eventhough this list does not haveany specific spells, the casteris still required to learn ranksin the Transferring Ways list(if using the RMX spellacquisition rules) or make picks in this list (ifusing the core RMC spell acquisition rules).

At the caster’s discretion, all other wounds are alsotransferred to the Healer at a rate of one per round(they may not necessarily wish to absorb all of thetargets wounds at once and perhaps incapacitatehimself). Note that the Healer is able to transferwounds up to their level in severity even if they does notpossess the necessary spell list(s) to heal the damage.

Note that all Healer Base lists (except this one) aresubconscious, and the Healer’s body will automaticallyexpend points to heal their wounds as long as they isstill alive. If the Healer has insufficient power points toheal their wounds, they slip into a coma andregenerates their full PPs every eight hours until alltheir wounds are healed.

Example: Rana the Healer is 10th level, andbecause of a superior statistic and a x2 powermultiplier, has 40 power points. Ringlin the Fighterhas just suffered: a severed hand, a damaged arm(two severed muscles and a fracture), 80 hits,

Page 11: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

11Express Additions Issue #6

NEEEEEWWWWW OPTIONSPTIONSPTIONSPTIONSPTIONS

SSSSSPELLPELLPELLPELLPELL A A A A ACQUISITIONCQUISITIONCQUISITIONCQUISITIONCQUISITION O O O O OVERVERVERVERVERVIEVIEVIEVIEVIEWWWWW

Before we get into any of the specific options for spellcasters that we will be presenting in this issue, let’s firstrecap the core rules regarding what types of lists a castermay learn and to what level that list may be learned. Wewill then, over the course of the issue, give you a few moreoptions that can expand things in your game regardingspells and certain professions.

These rules presume that you have and are usingRMC Spell Law. The level maximums for the varioustypes of list come into play only when you are using thefull lists from RMC Spell Law as the spell lists in RMXonly go to 10th level.

PURE SPELL USERS

Pure spell users can have up to 10 Base lists, the sixgiven for their profession and 4 other lists. It isrecommended that these 4 additional Base Lists beselected from the Open and Closed lists of the caster’sown realm, but any actual restrictions are left up to theGM. He may learn these Base lists to 50th level. A Purespell caster may learn any Open or Closed spell list fromhis realm up to 20th level.

HYBRID SPELL USERS

Hybrid spell casters only have 6 Base lists, thoseprovided by the profession itself, and as always, Base listsmay be learned to 50th level. However, the Hybrid casterbelongs to 2 different realms of magic, and this allowsthem to learn Open and Closed spell lists from bothrealms up to a maximum of 10th level.

SEMI SPELL USERS

Semi spell users only gain 5 Base Lists from theirprofessions. And as always, these may be learned to 50thlevel. A Semi spell user may learn Open lists from theirrealm to 10th level, but they are not allowed to learn anyClosed Lists at all.

NON SPELL USERS

Non spell users must select a realm at the time ofcharacter creation. These characters have no Base lists, andmay only learn Open lists from their realm to 5th level.

EXISTING OPTIONS

In the core RMC Spell Law, there exist 2 options forexpanding what lists may be learned by a spell caster, andwhat level the lists may be learned to. In both options, theDP costs of spell list acquisition beyond the normallyallowed bounds are increased. These 2 options also grantaccess to spell lists and portions of spell lists that may notnormally be learned. In both cases, the expansions are forall types of casters. I think that it is important to note thatboth of these options also make all spell casters morepowerful overall.

In Express Additions #4, you are given an option to allowsemi spell users to select a sixth Base spell list, which wouldmake their number of base lists equivalent to semi spell usesfound in Rolemaster Fantasy Roleplaying (RMFRP). Thisoption was included to make it easier to convert professionsfrom one version of the game to the other.

SSSSSEMIEMIEMIEMIEMI S S S S SPELLPELLPELLPELLPELL P P P P PICKICKICKICKICK E E E E EXPXPXPXPXPANSIONANSIONANSIONANSIONANSION

Under this option, Semi spell users will get a slightlywider selection of spells overall by gaining an ‘A’ pick forClosed spells of their realm. This will allow them to learnthe Closed lists from their realm to 5th level.

This option grants the Semi spell users a largerversatility without it being a major increase in thepotential power level overall.

CCCCCLERICLERICLERICLERICLERIC S S S S SPELLPELLPELLPELLPELL S S S S SELEELEELEELEELECCCCCTIONTIONTIONTIONTION

The core rules allow for a Pure spell user to select 4additional lists to be Base lists for their profession. Thisallows the character to learn those lists beyond 20th level.The core rules put no restrictions on this, though they dorecommend that only Open and Closed lists from thecharacter’s realm be allowed to be selected.

Under this option, all Pure users may only select theiradditional Base lists from among the Open and Closedlists of their realm unless they get special permission fromthe GM to select one of the Base lists of anotherprofession from the same realm. However, Pure spellusers should never be allowed to select lists from otherrealms as Base lists.

Page 12: EXPRESS ADDITIONS - The Eye · 2018. 1. 14. · Express Additions 2 Issue #6 NEW RACES In this issue, we bring you 4 new races. Two of them come from the RMC Creature’s & Treasures

12Express Additions Issue #6

The Cleric, on the other hand, instead of beingallowed 10 Base lists is only allowed to have 8 Base lists.He is also allowed to select any Open, Closed, or Base listfrom the Channeling, Essence, or Mentalism realms as aBase list. The catch is that the lists selected must be able tobe associated to the deity that the Cleric worships, andthe GM has to approve any list selected as a Base list. TheCleric Base lists, with the exception of Life Mastery, arealways acceptable as a choice for a Base list.

Note: Life Mastery may only be selected by aCleric who worships a deity that is associatedwith death, life and/or rebirth.

The player must select and/or identify which 8 listswill be Base lists for his Cleric prior to character creation.He is not required to learn all of the lists at once; they justneed to be selected/set before the character begins play. Allselected Base lists are treated as Channeling spells in allrespects, regardless of what profession they cam from.

Example: Bob is creating a Cleric that worshipsTargus, the God of the Sea and of Storms. For his8 Base lists he selects Channels (Cleric Base),Communal Ways (Cleric Base), Protections(Cleric Base), Holy Vision (Astrologer Base),Starlights (Astrologer Base), Starsense (Astrologerbase), Water Law (Magician Base), and WindLaw (Magician Base).

RRRRRANKANKANKANKANK B B B B BASEDASEDASEDASEDASED L L L L LEEEEEVELVELVELVELVEL B B B B BONUSESONUSESONUSESONUSESONUSES

The way that level bonuses currently work, whenevera character picks up a new skill that is covered by a levelbonus, they get the full bonus immediately. This meansthat a 20th level Fighter who has 1 rank in a weaponautomatically has a +65 bonus under the core rulesbefore stat bonuses are added.

Some people believe that this is too powerful, that itcan give a huge bonus for little investment. This option isfor those individuals. It breaks down the level bonus thatcould be had at the level that 100 skill ranks could beattained, and gives that as a level bonus per rank(rounded to nearest whole number).

The table, Rank Based Level Bonuses, shows whatlevel bonus should be applied to a skill based on thenumber of ranks you have in the skill and the level ofbonus that the skill receives.

Since neither of the optional Level Bonus rules fromRMC Character Law have bonuses higher than thosefound in the core rules, that allow this table and this optionto be used with the core rules and either of the options.

RANK BASED LEVEL BONUSES

latoT sunoBleveLreP latoT sunoBleveLreP latoT sunoBleveLreP latoT sunoBleveLrePsknaR *1+/3+ 3+ 2+ 1+ sknaR *1+/3+ 3+ 2+ 1+ sknaR *1+/3+ 3+ 2+ 1+ sknaR *1+/3+ 3+ 2+ 1+

1 1 1 0 0 62 32 61 01 5 15 54 13 02 01 67 76 64 03 512 2 1 1 0 72 42 61 11 5 25 64 13 12 01 77 86 64 13 513 3 2 1 1 82 52 71 11 6 35 74 23 12 11 87 96 74 13 614 4 2 2 1 92 62 71 21 6 45 84 23 22 11 97 07 74 23 615 4 3 2 1 03 62 81 21 6 55 84 33 22 11 08 07 84 23 616 5 4 2 1 13 72 91 21 6 65 94 43 22 11 18 17 94 23 617 6 4 3 1 23 82 91 31 6 75 05 43 32 11 28 27 94 33 618 7 5 3 2 33 92 02 31 7 85 15 53 32 21 38 37 05 33 719 8 5 4 2 43 03 02 41 7 95 25 53 42 21 48 47 05 43 7101 9 6 4 2 53 13 12 41 7 06 35 63 42 21 58 57 15 43 7111 01 7 4 2 63 23 22 41 7 16 45 73 42 21 68 67 25 43 7121 11 7 5 2 73 33 22 51 7 26 55 73 52 21 78 77 25 53 7131 11 8 5 3 83 33 32 51 8 36 55 83 52 31 88 77 35 53 8141 21 8 6 3 93 43 32 61 8 56 75 93 62 31 98 87 35 63 8151 31 9 6 3 04 53 42 61 8 56 75 93 62 31 09 97 45 63 8161 41 01 6 3 14 63 52 61 8 66 85 04 62 31 19 08 55 63 8171 51 01 7 3 24 73 52 71 8 76 95 04 72 31 29 18 55 73 8181 61 11 7 4 34 83 62 71 9 86 06 14 72 41 39 28 65 73 9191 71 11 8 4 44 93 62 81 9 96 16 14 82 41 49 38 65 83 9102 81 21 8 4 54 04 72 81 9 07 26 24 82 41 59 48 75 83 9112 81 31 8 4 64 04 82 81 9 17 26 34 82 41 69 48 85 83 9122 91 31 9 4 74 14 82 91 9 27 36 34 92 41 79 58 85 93 9132 02 41 9 5 84 24 92 91 01 37 46 44 92 51 89 68 95 93 0242 12 41 01 5 94 34 92 02 01 47 56 44 03 51 99 78 95 04 0252 22 51 01 5 05 44 03 02 01 57 66 54 03 51 001 88 06 04 02

.levellanoitiddahcaeroflevelrep1+nehtdnalevelht02otlevelrep3+sniagohwretcarahcastneserpersihT-1+/3+-*