Tuesday, 16 August 2022

The Druid: A New(ish) Profession for RMFRP

 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

 

 

 

Monday, 15 August 2022

Fortnightly Fiends: The Straw Man

 The Elders of Nysste are a venerable - and slightly terrifying - order of Druid-Monks, sworn to preserve the ancient forest of Nysste (a stretch of primordial woodlands in the foothills of the High Esvels, north of the Kingdom of Helvaszoria). Their numbers, however, have long been insufficient to the task of defending the forest: few possess the level of commitment and love of the wilds to spend their lives in service to such an august - but inimical - land.

After various unsuccessful attempts to boost their numbers - through alliance with local Fey and one disastrous invitation to human settlers - the Elders chose to create the Straw Men, constructs imbued with intelligence and magical abilities to provide the first line of defense for the forest. The Straw Men are possessed of unbreakable loyalty to the Elders, and with their powers and spells and unswerving dedication to their task, have become an indispensable element of the order.

Straw Men, as their name suggests, are 7' humanoid figures crafted out of tightly bundled straw. They appear closely akin to Scarecrows, but instead of ragged clothing, they wear light robes and hoods of deep forest green, and in the shadow of their hoods, two points of pale verdigris burn steadily in place of eyes. They can not speak, only emitting a menacing hiss - as of a chill wind in dry grass - when casting spells.

Despite this air of peril, Straw Men are not particularly aggressive, preferring to operate unseen, using their Druidical powers and Illusionist spells to confuse and misdirect interlopers in the forest. They will not kill unless forced to do so, favouring instead a stunning attack that renders their opponents vulnerable to capture (whereupon they are delivered bound and helpless, to face the judgment of the Elders).

The Straw Men have a particularly feared ability to lay false trails, leading trespassers back out of the forest, or, in more serious cases, into a blind draw, where warriors of the order await. These trails exist only in the minds of those following them, and, should they fail in a Saving Throw against spells, the afflicted will refuse to accept any argument or evidence that seeks to persuade them of the false trail, for a period of 1-6 hours.

Straw Men, when they make recourse to violence, are capable of stunning a foe with their powerful bash, and they are particularly likely to use this attack - or their entangle spell - against foes wielding swords, axes, or fire. They are, however, more likely to withdraw if they can, using their false trail ability to confuse their foes.

The stat blocks below are for Blood & Treasure and Fantastic Heroes & Witchery




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