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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.