Thursday 21 December 2017

Making More of Talents II: Getting Around Professional Limitations in RMFRP

As I've probably mentioned, I get a little disgruntled with the limitations of professions in Rolemaster. Despite assertions that any character in RM can do anything, as long they have enough development points, this simply isn't so. The system, whilst flexible, carries within it many limitations. I've used my own modified system of talents to create greater versatility for the RMFRP version. One of the possibilities I rather liked was the idea of characters taking talents to reflect early training that they later chose to abandon. Rolemaster doesn't allow for multi-classing (the conceit is that profession development costs reflect innate aptitudes, not training, so you certainly cannot multi-class), so talent packages of the type shown below are about as close as one can get.
The idea for Profession Training Talent Packages is based loosely on an optional rule from the old Arms Companion (now sadly unavailable). The following sample packages (there are lots more) give a rough outline of what they look like.

Fighter Training (cost: 32 Talent Points)

To qualify for this package, you must not be a Fighter, Swashbuckler, Barbarian or Magent.

Although you elected to follow a different path, in your early years, you dabbled in combat training. Eventually, you decided that such things were not for you, but you have not forgotten your old skills. You may nominate one weapon which you develop as if it were an Everyman skill. In addition, you gain +10 to one Weapon Group, one Armour Group, one non-Restricted Combat Maneuver and one non-Restricted Special Attack.

Illusionist Training (cost: 32 Talent Points)

To qualify for this package, you must not be an Illusionist, and must take Essence as your Realm (or be an Essence hybrid spellcaster).

Although you elected to follow a different path, in your early years, you dabbled in the magic of Illusion. Eventually, you decided that such things were not for you, but you have not forgotten your old skills, retaining some knowledge of magic and illusion spells, as well as knack for crafting fine effects when creating your illusions and phantasms. You gain 10 ranks that you may share between 2-4 spell lists. Two of these must be Illusionist Base Lists. Should you choose any other lists, they must be Open or Closed Essence lists. You also gain special +5 bonuses to the Power Awareness and Lore-Magical skill categories. Finally, you may learn your two chosen Illusionist Base Lists and the Spell Artistry skill as Everyman skills. 

Mythic Training (cost: 32 Talent Points)

To qualify for this package, you must not be a Mythic, and must take Channeling as your Realm (or be a Channeling hybrid spellcaster).

Before you settled on your current path, you explored the way of the Mythic, and gained a grounding in the skills and some of the magic needed to track down the foes of your faith. You gain 3 ranks in one Mythic Base List and 3 ranks in one Open Channeling list. To better smite your profane foes, you also gain a +10 bonus to your primary weapon. You are also trained in the arts of Influence (gaining a +10 to that skill category), and in sniffing out enemies: you gain a special +5 bonus to the Awareness-Searching skill category, and may nominate one skill from that category as an Everyman skill.

Note that simply gaining 'free' ranks in spell lists doesn't mean they are necessarily any cheaper to develop (although the Illusionist training option does provide for that by making the Illusionist Base Lists chosen Everyman skills - by which is meant one gains 2 ranks for every single rank paid for). Incidentally, I used the Ranger Training Talent to create the NPC Mythic, Harotanu (coming soon...although you'll possibly only see her in her Pathfinder incarnation, due to IP concerns, unless I elect to rebuild her using some system like Labyrinth Lord or Fantasy Hero, or import the excellent RM alternative spell system Project BASiL from the Rolemaster Blog).

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