I always liked the Druid as introduced in Rolemaster Companion I. It represented a far more militant 'nature-based' archetype than the core rules Animist (which profession I also liked a lot, but it did different things). It looks as if the pending new edition of Rolemaster is - partially, at least - merging the two professions, but there is no such profession for RMFRP, so here is my take on it. It's a little different to the RoCoI Druid, due to my desire for it to be even more 'red in tooth and claw'.
DRUID
Although similar to the Animist, the Druid is a Hybrid
spell-user of the realms of Channeling and Essence with a somewhat ‘rawer’
relationship with the natural world, reflecting a primal and militant mindset.
Peerless in the wild, they are often the object of considerable anxiety by
those who dwell in settled lands, a not unjustified position given their stern
nature and their use of animal parts to power their spells.
Druid Spell Lists
Druids learn the following six Base Lists, and can learn
Open and Closed Channeling and Essence Lists at a higher cost.
Corpist
Casting: (Essence Companion, p.80)
obtaining and utilising animal specimens for use as magical catalysts.
Hunting
Mastery: (Channeling Companion,
p.102): magical enhancements of the caster’s capacity to track and kill.
Magic
Staff: (Essence Companion, p.105):
creating and enhancing a magical staff.
Nature’s
Movements/Senses: (Spell
Law – of Channeling, p.29) enhancing
abilities and senses.
Stone
Mastery: (Channeling Companion,
p.111) manipulating and wielding the
power of stone.
Tree
Mastery: (Channeling Companion,
p.114) manipulating and wielding the
power of trees.
Prime
Stats: Empathy and Intuition
Armor-Heavy |
11 |
Power Awareness |
2/7 |
Armor-Light |
7/7/7 |
Power Manipulation |
6/12 |
Armor-Medium |
10 |
Power Point Development |
6 |
Artistic-Active |
2/5 |
Resistance |
10 |
Artistic-Passive |
2/5 |
Science/Analytic-Basic |
3/7 |
Athletic-Brawn |
6 |
Science/Analytic-Specialized |
8 |
Athletic-Endurance |
3 |
Self Control |
6 |
Athletic-Gymnastics |
3 |
Special Attacks |
15 |
Awareness-Perceptions |
6 |
Special Defenses |
30 |
Awareness-Searching |
2/7 |
Subterfuge Attack |
16 |
Awareness-Senses |
2/6 |
Subterfuge-Mechanics |
5 |
Body Development |
6/14 |
Subterfuge-Stealth |
3 |
Combat Maneuvers |
14 |
Technical/Trade-General |
3/7 |
Communications |
3/3/3 |
Technical/Trade-Professional |
8 |
Crafts |
4/10 |
Technical/Trade-Vocational |
5/12 |
Directed Spells |
3/7 |
Urban |
4 |
Influence |
2/7 |
Weapon-1 |
4 |
Lore-General |
1/3 |
Weapon-2 |
6 |
Lore-Magical |
2/7 |
Weapon-3 |
20 |
Lore-Obscure |
3/6 |
Weapon-4 |
20 |
Lore-Technical |
2/6 |
Weapon-5 |
20 |
Martial Arts-Combat Maneuvers |
18 |
Weapon-6 |
20 |
Martial Arts-Striking |
9 |
Weapon-7 |
20 |
Martial Arts-Sweeps |
9 |
|
|
Outdoor-Animal |
1/5 |
|
|
Outdoor-Environmental |
1/4 |
|
|
Everyman
Skills: Alchemy, Creature Lore, Fauna
Lore, Intimidation, Terrain Mastery.
Occupational
Skills: none.
Restricted
Skills: all Urban skills.
Profession Bonuses
Awareness Group |
+5 |
Power Manipulation |
+5 |
Lore Group |
+5 |
Spell Group |
+5 |
Outdoor Group |
+15 |
Subterfuge Group |
+10 |
Power Awareness |
+5 |
|
|
|
|
|
|
Spells-Arcane Base Lists (Other) |
12 |
Spells-Own Realm Closed |
4/4/4 |
Spells-Arcane Closed |
8/8 |
Spells-Own Realm Open |
4/4/4 |
Spells-Arcane Open |
5/5 |
Spells-Own Realm Other Base |
10/10 |
Spells-Other Realm Base |
60 |
Spells-Own Realm Own Base |
3/3/3 |
Spells-Other Realm Closed |
25 |
Spells-Own Realm TP List |
4/4/4 |
Spells-Other Realm Open |
12 |
Spells-Other Realm TP List |
8/8 |
|
|
Spells-Restricted |
6/6/6 |
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