Professions Cheatsheet
Professions Cheatsheet
A quick-reference table of all Rolemaster professions across the core books and Companions, drawn from extracted chapter text. Prime requisites are taken directly from the source text; OCR artefacts are noted where applicable.
Realm codes: Ess = Essence · Chan = Channeling · Ment = Mentalism
Core Professions — Character Law & Campaign Law §4.0 (pp.57–59)
| Profession | Alias | Type | Prime Reqs | Description |
|---|---|---|---|---|
| Fighter | Warrior | Arms | ST / CO | Trained warrior; best weapon and armour costs; no magical ability. |
| Thief | Scout | Arms | QU / AG | Skilled in stealth, locks, and traps; versatile arms user. |
| Rogue | — | Arms | ST / AG | Hybrid fighter/thief; good weapon access and subterfuge skills. |
| Warrior Monk | Martial Artist | Arms | QU / SD | Unarmed combat specialist; adrenal and martial-arts focus. |
| Magician | Mage | Pure Ess | EM / RE | Arcane caster; cheapest Essence spell list costs. |
| Illusionist | — | Pure Ess | EM / RE | Essence caster specialising in illusion and light magic. |
| Alchemist | — | Pure Ess | EM / RE | Essence caster; crafts magical items and compounds. |
| Cleric | — | Pure Chan | IN / ME | Divine caster; healing and protection focus. |
| Animist | — | Pure Chan | IN / ME | Divine caster; nature and animal magic. |
| Healer | — | Pure Chan | IN / ME | Divine caster; dedicated to wound and body repair. |
| Mentalist | — | Pure Ment | SD / PR | Mind-power caster; self-alteration and mental attack. |
| Lay Healer | — | Pure Ment | SD / PR | Mentalism healer; body control and wound recovery. |
| Seer | — | Pure Ment | SD / PR | Divination and detection focused Mentalism caster. |
| Sorcerer | — | Hybrid (Ess+Chan) | EM / IN | Blends Essence and Channeling; access to both realms' lists. |
| Mystic | — | Hybrid (Ess+Ment) | EM / PR | Blends Essence and Mentalism. |
| Astrologer | — | Hybrid (Chan+Ment) | PR / IN | Blends Channeling and Mentalism; cosmic/fate magic. |
| Monk | — | Semi (Arms+Ess) | EM / SD | Martial caster who blends physical training with Essence. |
| Ranger | — | Semi (Arms+Chan) | IN / CO | Wilderness warrior with minor Channeling ability. |
| Bard | — | Semi (Arms+Ment) | PR / ME | Performance, lore, and minor Mentalism; versatile social class. |
Rolemaster Companion 1 — §4.1 (pp.42–45)
| Profession | Variant of | Type | Prime Reqs | Description |
|---|---|---|---|---|
| Paladin | Fighter | Semi (Arms+Chan) | ST / IN | Warrior bound by a code of honour; divine grace augments combat. |
| Burglar | Thief | Arms | AG / IN | Lock-and-trap specialist variant of Thief; improved infiltration. |
| Barbarian | Fighter | Arms | CO / ST | Savage warrior; high constitution focus, primitive weapons. |
| High Warrior Monk | Warrior Monk | Arms | AG / SD | Elite unarmed combatant; enhanced adrenal and martial costs. |
| Archmage | — | Pure (all 3 realms) | PR / IN / EM | Master of all three realms; equal access to Ess/Chan/Ment lists. |
| Nightblade | — | Semi (Arms+Ment) | PR / AG | Assassin-mage; stealth and Mentalism blended with arms skill. |
| Druid | Animist | Pure Chan | ME / IN | Nature channeler; closer ties to plants and the natural world. |
| Delver | — | Semi (Arms+Ess) | EM / AG | Dungeon-focused arms user with Essence support. |
Rolemaster Companion 2 — §2.1–2.4 (pp.4–11)
| Profession | Alias | Type | Prime Reqs | Description |
|---|---|---|---|---|
| Dancer | — | Arms | AG / QU | Acrobatic non-spell user; movement and performance skills. |
| Scholar | — | Arms | IN / RE | Lore-focused non-spell user; academic and research skills. |
| Trader | Merchant | Arms | AG / PR | Social and mercantile non-spell user; appraisal and negotiation. |
| Beastmaster | — | Semi (Arms+Ess or Ment) | ST / PR or ST / EM | Animal handler and tamer; arms user with animal-magic support. |
| Dervish | — | Semi (Arms+Chan) | IN / AG | Whirling warrior; arms and Channeling blend. |
| Warrior Mage | — | Semi (Arms+Ess) | ST / EM | Frontline fighter with Essence casting ability. |
| Necromancer | Death Mage | Hybrid (Ess+Chan) | EM / IN | Undead and death magic; blends Essence and Channeling. |
| Warlock | Chaos Mage | Hybrid (Chan+Ment) | IN / PR | Entropy and chaos magic; blends Channeling and Mentalism. |
| Witch | — | Hybrid (Chan+Ess) | IN / EM | Nature-dark magic; blends Channeling and Essence. |
| Conjuror | — | Pure Ess | EM / RE | Summoning-focused Essence caster. |
| Sage | Lore Master | Pure Ment | PR / ME | Knowledge and divination Mentalism caster. |
| Runemaster | — | Pure Ess | EM / RE | Rune-inscription Essence caster; enchanted writing and symbols. |
| Shaman | — | Pure Chan | IN / ME | Spirit-world Channeling caster; commune with ancestral forces. |
Rolemaster Companion 3 — §2.1–2.6 (pp.5–17)
Non-Spell Users (§2.1, pp.5–9)
| Profession | Variant of | Prime Reqs | Description |
|---|---|---|---|
| Bounty Hunter | Ranger & Fighter | AG / CO | Tracker and hunter; outdoor survival and combat skills. |
| Assassin | Rogue | QU / AG | Stealthy killer; Rogue variant with enhanced stealth and ambush. |
| Bashkar | High Warrior Monk | ST / CO | Powerful unarmed combatant; Fighter+Monk hybrid focus. |
| Farmer | "No Profession" & Fighter | ST / SD | Rural survivor; broad practical skills with basic combat. |
| Duelist | Fighter | ST / QU | One-on-one melee specialist; quick, precise armed combatant. |
| Cavalier | Fighter | unclear (OCR) | Code-of-chivalry mounted warrior variant of Fighter; see RMC3 §2.17. |
| Craftsman | "No Profession" | ST / CO | Artisan; must choose one craft area; all related skills at reduced DP cost. |
| Gypsy | Trader | AG / IN | Wandering diviner; outdoor skills, animal handling, and subterfuge. |
| Sailor | Rogue | ST / AG | Maritime adventurer; sailing, swimming, and outdoor Rogue skills. |
Semi-Spell Users (§2.2, pp.10–14)
| Profession | Variant of | Type | Prime Reqs | Description |
|---|---|---|---|---|
| Warrior | Fighter | Semi (Arms+Chan) | ST / CO | Devout fighter with minor Channeling; prayer in combat. |
| Crafter | "No Profession" | Semi (Arms+realm) | AG / IN or AG / EM or AG / PR | Magic-using craftsman; realm chosen at creation determines prime reqs. |
| Noble Warrior | Paladin | Semi (Arms+Chan) | ST / PR | Aristocratic warrior with Channeling; social standing and combat. |
| Chaotic Lord | Ranger | Semi (Arms+Chan) | ST / IN | Wild, unpredictable arms user drawing on chaotic Channeling force. |
| Macabre | Necromancer | Hybrid semi (Ess+Chan) | EM / IN | Death-magic semi-caster; macabre and undead arts. |
| Montebanc | Rogue & Bard | Semi (Arms+Ment) | PR / AG | Trickster-performer; illusion and subterfuge blended with arms. |
| Moon Mage | Dervish | Semi (Arms+Chan) | PR / AG | Moon-phase magic; variant Dervish with lunar Channeling focus. |
| Sleuth | — | Semi (Arms+Ment) | IN / RE | Investigator; deduction, perception, and minor Mentalism. |
Special / Framework (§2.3)
| Profession | Variant of | Type | Prime Reqs | Description |
|---|---|---|---|---|
| The Professional | "No Profession" | Arms | varies by specialty | Specialises in one chosen skill or skill group (2/* DP cost); all other costs identical to "No Profession". Prime requisites are the stats that govern the chosen professional skill(s). Cannot specialise in Primary, Combat, or Magical skills. |
Pure-Spell Users (§2.6)
| Profession | Alias | Type | Prime Reqs | Description |
|---|---|---|---|---|
| Crystal Mage | — | Hybrid Pure (Ess+Chan) | EM / IN | Crystal-working mage blending Essence and Channeling. |
| Magus | — | Pure Ess or Pure Chan or Hybrid | EM / RE or IN / RE or EM / IN | Versatile pure caster; exact realm determined by variant chosen at creation. |
| Dream Lord | Illusionist or Shaman | Hybrid (Ess+Chan or Ess+Ment) | EM / PR or IN / PR | Dream and sleep magic; variant depends on chosen realm pairing. |
Rolemaster Companion 4 — §2.1–2.5 (pp.4–7)
| Profession | Variant of | Type | Prime Reqs | Description |
|---|---|---|---|---|
| Arcist | Archmage | Pure (all 3 realms) | PR / IN / EM | Refined all-realm caster; more structured Archmage variant. |
| Astral Traveller | — | Hybrid (Ess+Ment) | EM / PR | Planar traveller; astral projection and dimension magic. |
| Houri | — | Semi (Arms+Ment) | PR / ME | Charm and seduction specialist; social and Mentalism focus. |
| Enchanter | — | Hybrid (Ess+Ment) | PR / EM | Enchantment and binding magic; blends Essence and Mentalism. |
| Leader | Fighter | Arms | PR / CO | Charismatic warrior; command, morale, and arms skills. |
Rolemaster Companion 5 — §2.1–2.3 (pp.4–6)
| Profession | Alias | Type | Prime Reqs | Description |
|---|---|---|---|---|
| Forcemage | — | Pure Ess | EM / RE | Magician variant focusing on kinetic and force-based magic. |
| Maleficant | Houngan | Hybrid (Chan+Ment) | PR / IN | Curse and hex caster; blends Channeling and Mentalism for ill-effect magic. |
| Wizard | — | Pure Ess | RE / EM | Scholarly Essence caster; knowledge and formula-based magic. |
Rolemaster Companion 6 — §2.2–2.3 (pp.7–13)
Gothic Fantasy Professions (§2.2, pp.7–10)
| Profession | Variant of | Type | Prime Reqs | Description |
|---|---|---|---|---|
| Romantic | Fighter | Arms | AG / EM | Dashing, individualistic adventurer; equal parts fighter and social charmer; coach-robber to lord's banquet guest. |
| Free Thinker | Scholar | Arms | ME / RE | Rationalist intellectual who rejects the supernatural; technology-focused knowledge specialist. |
| Seeker | Bard & Alchemist | Hybrid (Ess+Ment) | PR / EM | Searches for lost magical items using divination and lore; blends Essence and Mentalism. |
| Creator | Lay Healer & Necromancer | Hybrid (Ment+Chan) | PR / IN | Creates life or sentience in non-living material; gothic horror archetype (cf. Frankenstein); blends Mentalism and Channeling. |
| Cultist | Rogue & "evil" Cleric | Semi (Arms+Chan) | AG / IN | Temple guardian who pairs arms and minor conjuration; usually serves under a professional Cleric. |
Science Fantasy Professions (§2.3, pp.11–13)
⚠️ These professions are designed for Science Fantasy / Space Master crossover campaigns. Skills costs reference Space Master skill categories not present in standard Rolemaster.
| Profession | Variant of | Type | Prime Reqs | Description |
|---|---|---|---|---|
| Hero | Fighter & Armsman | Arms | ST / AG | Baseline Science Fantasy warrior; comfortable with both fantasy and scientific weapons. |
| Generalist | No Profession & Electrical Tech | Arms | varies | Versatile Science Fantasy jack-of-all-trades; pilots to powerful leaders. |
| Science Mage | Archmage & Research Scientist | Pure (all 3 realms) | IN / EM / PR / ME / RE (3 stats may be raised to 90) | Bridges magical and scientific knowledge; variant Archmage with reduced magical specialisation. |
| Power Master | Arcist & True Telepath | Hybrid (Ess+Ment+Psionics) | IN / EM / PR | Understands manipulation of magical and psionic energies more than any other profession; near-crippling specialisation outside those fields. |
Rolemaster Companion 7 — §2.1–2.6 (pp.4–10)
| Profession | Variant of | Type | Prime Reqs | Description |
|---|---|---|---|---|
| Arms Master | — | Semi (Arms+Ment) | ST / PR | Military specialist; base spells improve combat ability, weapon skill, and camp organisation. |
| Elementalist | Warrior Mage | Semi (Arms+Ess) | EM / CO | Transforms into elementals and manipulates the environment; indirect elemental attacks rather than bolts. |
| Tarotmage | Runemaster | Pure Ess | EM / RE | Essence caster whose power flows through tarot symbolism; must personally craft five symbolic foci (rod, cup, sword, pentacle, deck). |
| Shadow Mage | Necromancer | Hybrid (Chan+Ess) | EM / IN | Draws power from the dark side of Fey magic; in direct opposition to Moon Mage and light-based professions. |
| Doppelganger | Mentalist | Pure Ment | RE / PR | Shape-shifting Mentalism caster who can alter form, size, and appearance to match almost any living or non-living thing. |
| Witch Hunter | Ranger | Semi (Arms+Chan) | IN / ST | Dedicated tracker and hunter of heretical spellcasters; combines Ranger outdoor skills with Channeling-based divination and subduing. |
Notes
- Prime requisites are the two (or three) stats that grant bonus Power Points or reduced DP costs for a profession.
- Variant professions share a base class's DP costs for most skills; differences are explicitly listed in each entry.
- "No Profession" (no prime requisite) is a legal character option and serves as the baseline for several variant classes.
- Companions 6 & 7: Both contain full profession chapters. Companion 6 includes Gothic Fantasy (§2.2) and Science Fantasy (§2.3) professions; the latter require Space Master for full skill cost tables. Companion 7 introduces six distinct professions (§2.1–2.6).
- OCR quality: Companion 3 has heavy two-column OCR interleaving; Cavalier prime requisites were not recoverable from the extracted text — consult RMC3 §2.17 directly.