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This work is made for the game(s) of the DCMetro Rolemaster Group, shared out
to the various GMs who wish to use it, and the Players in those games. It is not
meant for any sort of commercial use, nor intended to infringe on any copyright.
The only reason that the Creative Commons tag has been used is to make it clear
that my personal work cannot be resold without my permission, I make no claim
to anything owned by Iron Crown Enterprises.
Through the years, Rolemaster has spawned an enormous number of professions, and this
group has been the cause of quite a few of them! They’ve come from the games of many different GMs
who created them at different times, often for different versions of Rolemaster and sometimes just for
different scenarios. While it looks neat to have so many choices, the truth is that many of the
professions are of very limited scope (too limited to be a viable Player option) or simply don’t make
much sense in most people’s world schemas. Some professions have morphed over time, from version
to version, book to book, changing realms, being revised, or even having complete duplicate names
which describe different skill sets and spell lists. To call the entire mass, ‘confusing’, is an
understatement. And yet, it’s too rich a trove of intellectual creativity to throw away wholesale.
With that in mind, the number of Rolemaster professions in my game which are worthwhile to
maintain skill costs for, has been deliberately culled down to those which are viable for Player
Characters. Others may still find use as NPCs (or Monsters – is there a difference!?) but it’s not worth the
while to do the work of keeping them in the stable of options for the Players. That is the purpose of the
Rolemaster Professions Wrap-Up chart.
An added benefit is that the spell lists from professions which are not deemed viable in the
game can always be parceled out as treasure to be found by the Players. The base lists of Essence
Wizard, for example, make splendid Closed Essence list treasures for an Illusionist or Magician. Waste
not, want not. Professions which are superceded by better concepts or duplicated, only need one set of
skill costs and can either have different base lists, or be rolled into a single profession with a wider
choice of base lists.
As always, if any Player really wants to play one of the eliminated professions, check with your
GM and see if he’ll let you do it, and if he has time to generate all the data you’ll need make the
attempt. This is what I’ve found to work very well in my game, it may not work for others.
Concentration
Subterfuge
Perception
Evaluation
Academic
Linguistic
Survival
General
Combat
Magical
Medical
Athletic
Animal
Prime
Lethal
Social
Profession Requisite
Barbarian CO / ST +2 +1 +2 +2 +1 +1 +3
Dancer AG / QU +3 +1 +1 +2 +3 +2
Non-Spell-Users
Fighter CO / ST +2 +2 +3 +1 +2 +1 +1
Warrior CO / ST +1 +3 +3 +1 +3 +1
Hunter CO / IN +2 +1 +1 +3 +2 +3
Arms
Rogue AG / ST +1 +2 +2 +1 +2 +1 +2 +1
Assassin AG / QU +1 +2 +1 +1 +3 +1 +3
Thief AG / QU +1 +1 +2 +2 +2 +1 +3
Scholar RE / IN +3 +2 +2 +1 +3 +1
Trader AG / PR +1 +1 +3 +2 +2 +3
Warrior Monk SD / QU +1 +2 +3 +3 +1 +1 +1
Layman (No Prof) None +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1
Animist ME / IN +3 +2 +1 +3 +1 +2
Cleric ME / IN +3 +1 +3 +2 +3
Pure
Druid ME / IN +3 +1 +2 +1 +3 +1 +1
Channeling
Healer ME / IN +1 +1 +2 +3 +3 +2
Shaman ME / IN +2 +2 +2 +3 +2 +1
Dervish AG / IN +3 +2 +1 +2 +1 +1 +2
Inquisitor SD / IN +1 +2 +1 +1 +3 +3 +1
Semi
Monk (Channeling) SD / IN +3 +2 +1 +1 +1 +1 +1 +2
Paladin / Champion CO / IN +1 +1 +3 +1 +1 +1 +1 +1 +2
Ranger / Pathfinder CO / IN +2 +2 +1 +2 +2 +3
Conjuror RE / EM +2 +1 +3 +2 +3 +1
Force Mage RE / EM +1 +1 +3 +2 +3 +2
Pure
Illusionist RE / EM +2 +2 +1 +3 +3 +1
Essence
Magician RE / EM +3 +2 +2 +3 +2
Rune Master RE / EM +3 +1 +2 +3 +3
Tarot Mage RE / EM +2 +1 +1 +1 +3 +1 +2 +1
Dabbler AG / EM +1 +1 +1 +1 +2 +1 +1 +1 +3
Semi
Elementalist CO / EM +2 +1 +2 +2 +1 +1 +2 +1
Monk (Essence) SD / EM +1 +2 +3 +1 +1 +1 +1 +2
Warrior Mage CO / EM +2 +2 +3 +1 +1 +1 +2
Lay Healer SD / PR +2 +1 +1 +3 +3 +2
Pure
Mentalist SD / PR +2 +3 +1 +3 +2 +1
Loremaster SD / PR +3 +2 +3 +3 +1
Mentalism
Shifter SD / PR +2 +2 +1 +3 +3 +1
Arms Master CO / PR +2 +3 +1 +2 +1 +2 +1
Bard ME / PR +1 +1 +2 +3 +1 +1 +3
Beastmaster AG / PR +3 +2 +2 +1 +1 +3
Semi
Magent / Nightblade AG / PR +1 +3 +1 +3 +1 +3
Monk (Mentalism) SD / PR +1 +2 +3 +1 +1 +2 +2
Sleuth RE / PR +1 +1 +1 +3 +2 +2 +1
Astrologer IN / PR / SD +2 +3 +1 +2 +2 +2
Spell-Users
Enchanter PR / EM / SD +2 +2 +2 +1 +2 +3
Hybrid
Mystic EM / PR / SD +2 +3 +2 +3 +2
Necromancer EM / IN / SD +3 +1 +1 +1 +2 +2 +2
Sorceror EM / IN / SD +3 +1 +2 +2 +2 +2
Witch IN / EM / SD +1 +1 +1 +2 +2 +1 +2 +2
Archmage IN / EM / PR / SD +3 +3 +2 +4
Semi Pure
Arcane
Wizard IN / EM / PR / SD +4 +4 +4
Chaotic IN / EM / PR / CO +2 +2 +2 +3 +3
Mage Hunter IN / EM / PR / CO +2 +2 +2 +3 +3
Note: These level bonuses apply to the skills shown in the 'Related Skill Cost Categories' chart, with some important exceptions; they do not apply to Ambush , Body Development , or Power Point
Development skills.
Note: When applying the level bonus to the Base Attack Roll or Elemental Attack Roll, the level bonus can only be used once. If the caster uses List Mastery , Spell Mastery , or Directed Spell , which incorporates
the level bonus, that is the only instance of level bonus which applies to the roll.
Note: After 20th level all level bonuses increase at a lower rate. +3 level bonuses drop to +2, +2 bonuses drop to +1, and +1 bonuses go away entirely. At 30th level, +2 bonuses drop to +1, and +1 bonuses go
away entirely.