Maelstrom (role-playing game)

Firearms (readily available in Europe at this time) are conspicuously absent from the setting, mentioned only in passing in the initial rulebook.

The Maelstrom Companion provides guidelines for the in-game purchase and use of period firearms, as well as new livings and other developments.

Using the advanced rules, a character may well collapse from particular types of mortal wounds, or in combat from sheer exhaustion, especially if wearing heavy armour.

Treatments from a Doctor, Herbalist, or a Barber-Surgeon will increase the rate of healing – or possibly decrease it if a roll vs skill is critically failed.

In some cases a character may be expected to refrain from using skills previously acquired on entering a new living.

One example noted in the rule book is that of a mercenary becoming a priest and being expected to eschew previous experience with weapons.

Following is a partial list showing a range of the Livings a character may choose from, from both the core rulebook and the Maelstrom Companion.

With an optional rule in place, excessive use of magic, particularly in a single area, can cause instabilities in reality.

In Maelstrom, a campaign success is possible without a single player or non-player character mage in the party.

The game rules allowed the option of playing the entire campaign without any supernatural element, if desired.

Players of fantasy rpgs will find a host of immensely useful information on 'real' late-Medieval life and society which could be a great help in developing campaign backgrounds, especially for city adventures.