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<blockquote data-quote="SableWyvern" data-source="post: 4400263" data-attributes="member: 1008"><p>First, you'll need to be aware RM is deadly. Your level 40 fighter can be killed by a peasant child who gets a lucky swing in with his club. Unlikely, but always a real possibility.</p><p></p><p>Secondly, while RM does use an arcane power source, what you mention as arcane is actually essence (which maps to D&D Arcane). Arcane in RM is an add-on power source that combines essence, mentalism and essence (in different fashions, depending on the edition).</p><p></p><p>There are a fair number of charts -- one for each of the main weapons, and another ten or so for critical hits. If the GM/group is organised, the game still runs fairly quickly though.</p><p></p><p>Mentalism generally involves mental effects, and spells that effect the caster or a single target. A Monk character sounds right up your alley, and if the GM is using RMSS and the Martial Arts companion, there is a Mentalism using monk available. It's also pretty easy to shift the default Monk from essence to mentalism. Monks are semi-spell users, meaning that they are decent combatants and general skill users, which magic that enhances their mundane abilities. Monk spells tend to revolve around crazy athletic and movement abilities, as well as defence.</p><p></p><p>The classes (professions) in the RMSS core rules are as follows:</p><p></p><p><strong>Arms</strong></p><p>Fighter</p><p>Thief</p><p>Rogue (Fighter/Thief)</p><p>Warrior Monk (Martial Artist)</p><p></p><p><strong>Channeling</strong></p><p>Animist (nature priest)</p><p>Cleric</p><p>Ranger (traditional D&D ranger with more magic)</p><p>Paladin</p><p></p><p><strong>Essence</strong></p><p>Magician (wizard/elementalist)</p><p>Illusionist (conjures very real illusions)</p><p>Dabbler (Magic using Ninja/thief type)</p><p>Monk</p><p></p><p><strong>Mentalism</strong></p><p>Mentalist (Psion)</p><p>Lay Healer (Healer)</p><p>Bard</p><p>Magent (magic using assassin)</p><p></p><p><strong>Hybrids</strong></p><p>Healer (Channeling/Mentalism): Very potent self-healing abilities, and can take on the wounds of others.</p><p>Mystic (Essence/Mentalism): Illusions and information gathering</p><p>Sorcerer (Essence/Channeling): Destroy stuff with magic</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 4400263, member: 1008"] First, you'll need to be aware RM is deadly. Your level 40 fighter can be killed by a peasant child who gets a lucky swing in with his club. Unlikely, but always a real possibility. Secondly, while RM does use an arcane power source, what you mention as arcane is actually essence (which maps to D&D Arcane). Arcane in RM is an add-on power source that combines essence, mentalism and essence (in different fashions, depending on the edition). There are a fair number of charts -- one for each of the main weapons, and another ten or so for critical hits. If the GM/group is organised, the game still runs fairly quickly though. Mentalism generally involves mental effects, and spells that effect the caster or a single target. A Monk character sounds right up your alley, and if the GM is using RMSS and the Martial Arts companion, there is a Mentalism using monk available. It's also pretty easy to shift the default Monk from essence to mentalism. Monks are semi-spell users, meaning that they are decent combatants and general skill users, which magic that enhances their mundane abilities. Monk spells tend to revolve around crazy athletic and movement abilities, as well as defence. The classes (professions) in the RMSS core rules are as follows: [b]Arms[/b] Fighter Thief Rogue (Fighter/Thief) Warrior Monk (Martial Artist) [b]Channeling[/b] Animist (nature priest) Cleric Ranger (traditional D&D ranger with more magic) Paladin [b]Essence[/b] Magician (wizard/elementalist) Illusionist (conjures very real illusions) Dabbler (Magic using Ninja/thief type) Monk [b]Mentalism[/b] Mentalist (Psion) Lay Healer (Healer) Bard Magent (magic using assassin) [b]Hybrids[/b] Healer (Channeling/Mentalism): Very potent self-healing abilities, and can take on the wounds of others. Mystic (Essence/Mentalism): Illusions and information gathering Sorcerer (Essence/Channeling): Destroy stuff with magic [/QUOTE]
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