If you happened to look at the alternative character
generation system described in the previous post, you might have noted that a
number of the Background Options and Skill Unlocks expanded the capabilities of
particular skills. More specifically, Meditation, the Lore skills and
Channeling are operating in ways quite outside the original scope of the Rolemaster Classic rules. Why?
Simply put, the aim is to keep a lid on skill bloat and to
allow for a more - ‘mysterious’ is the
word, I guess - exercise of magic than
just spell lists. The powers so created are intended to be quite low-powered (certainly
when compared with mid-level spells), and are quite limited in their number of
daily uses. For those familiar with Pathfinder, they represent a mix of supernatural
and extraordinary abilities.
Looking more closely at the individual skills and how they
are used, the most obvious change is in the Channeling skill: I’ve chosen to reduce this to its most fundamental
concept – that of projecting or manipulating power – in order to broaden its applicability.
In addition to its standard role of sending power points and spells, it gains
the following uses:
• It
can be used to recharge items that have run out of power points
• It is
used as a measure of one’s capability to project power or create magical
effects. The higher your number of ranks in Channeling, the greater the potential
range of effects.
• At
the highest levels of implementation, it can be used to drain foes of various resources
(Exhaustion Points, Hits, Power Points and, ultimately, temporary stats), and
to share your own resources with your allies.
•
Channeling can be used – as per RMFRPChanneling Companion – to pray for divine intervention.
• In
very rare circumstances, it can be used with great risk to siphon away power
from an elemental attack.
These uses will be explained in greater depth and detail
where required as part of a particular Background Option or Skill Unlock.
The next set of skills that I’m taking liberties with are
the various Lore skills. Simply put, as part of a Skill Unlock, particular
forms of knowledge can aid in the deployment of unusual – or even magical –
abilities. I’ve also elected to consider some Lore skills as equivalent to
practical skill. Ritual Lore is one such for the Primal Ranger build. Although
there are plenty of solid arguments for a separation of skills between ‘know-how’
and ‘know-that’- type skills, my aim, as stated above, is to keep the number of
skills down. That’s why you might find a Skill Unlock that requires, say, 10
ranks in Perception and 5 ranks in Disarm Traps and grants a permanent +15 to Perception
rolls, but only to detect traps. So, skills like Demon/Devil Lore might, in
combination with Spell-mastery in a summoning spell, grant bonuses to summoning
a particular type of devil.
Meditation is another skill that is somewhat expanded: there
are various different Meditation skills in RM2 and RMFRP, but not in RMC. These
will be incorporated under the one skill, but can only be attained when certain
other skill rank prerequisites are met. Also, I treat Meditation as the go-to
skill for any efforts to focus the mind – and to use the mind ‘out in the world’.
The hope here is that builds are thereby rendered unique,
and the temptation to make a cookie-cutter Ranger might be countered by the
pull towards making an Explorer, with heightened social and language skills, or
a Botanist, who can craft low-level potions, manifest a thorny armor, and has a
way with all plants. That’s the hope, anyways.
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