The World of Novi

Encyclopedia of Novi: PROFESSIONS

Copyright Lowell R. Matthews 199

During the late 39th Century A.R., the setting in which all Novi campaigns to date have been run, the Eastern Hemisphere (East for short) is in many ways more technologically advanced than is the West, site of the original Novi AD&D campaign. The East is currently experiencing an age of discovery and therefore has essentially the full range of RM professions available. The distinctive "Oriental" cultures of Kharlak, the Mintakan Empire, and the Mornikai domains feature specialized professions as detailed in a special section below.

Profession

Abbr.

Book

Class

Realm

Annuvia

Alchemist
The mage-engineer, the primary creator of magic items.

ALC

CL

Pure

E

Yes, M

Animist
The herbalist, a nature Channeler.

ANM

CL

Pure

C

Yes, D

Archmage
The first mage, uses primal forces of all three Realms.

AMG

RC1

Arcane

All

Yes, M

Arcist
Archmage using the individual spell development rules.

ARC

RC4

Arcane

All

Yes, M

Arms Master
Command specialist, essentially a Semi Leader.

ARM

RC7

Semi

M

No

Ashigaru
The basic Oriental Fighter.

ASH

OC

Non

—

No

Assassin
The classic infiltration and assassination specialist.

ASN

RC3

Non

—

Yes, A

Astral Traveller
The mage of dimensional travel.

ATR

RC4

Hybrid

E/M

No

Astrologer
Reader of the stars, essentially a Cleric-Seer.

AST

CL

Hybrid

C/M

No

Barbarian
The classic primitive, a survival specialist.

BAR

RC1

Non

—

Yes, Bn

Bard
The classic entertainer, uses music magic.

BRD

CL

Semi

M+

Yes, B

Bashkar
The berserker, specialist in frenzied fighting.

BSH

RC3

Non

—

Yes, Bn

Beastmaster
The master of animal familiars, also uses combat magic.

BMR

RC2

Semi

E+

Yes, R

Bounty Hunter
Fighter specializing in tracking.

BHR

RC3

Non

—

Yes, R

Burglar
Essentially a Thief-Acrobat.

BRG

RC1

Non

—

Yes, TA

Cavalier
The classic chivalrous Fighter.

CAV

RC3

Non

—

Yes, Cv

Chaotic Lord
The Black master of Chaos magic.

CHL

RC3

Semi

C

No

Cleric
The classic direct Channeler.

CLR

CL

Pure

C

Yes, C

Conjuror
The Gray mage of summoning and circles of power.

CNJ

RC2

Pure

E

Yes, M

Crafter*
Essentially a Semi Craftsman.

CFR

RC3

Semi

E+

Yes, M

Craftsman*
A craft specialist largely supplanted by the Professional.

CFM

RC3

Non

—

Yes, T

Crystal Mage
The material-component mage of Earth and Fire.

CMG

RC3

Hybrid

E/C

Yes, M

Dancer
Essentially a martial artist acrobat.

DNC

RC2

Non

—

Yes, Mk

Delver*
The mage-architect, essentially a Thief with Alchemist magic.

DLV

RC1

Semi

E

Yes, M

Dervish
Religious Dancer.

DRV

RC2

Semi

C

Yes, Mk

Doppelgänger
The mage of shape-shifting.

DPG

RC7

Pure

M

No

Dream Lord
The mage of dreams and dream realities; the C/M variant is called Spirit Dream Lord (SDL).

DRL

RC3

Hybrid

E/M+

No

Druid
Nature Channeler specializing in Earth and animal magics.

DRD

RC1

Pure

C

Yes, D

Duelist
Fighter specializing in ritual combat.

DUE

RC3

Non

—

Yes, F

Elementalist
The Warrior Mage of elemental forms.

ELM

RC7

Semi

E

Yes, M

Enchanter
The mage of charms, also the second-best illusionist.

ENC

RC4

Hybrid

E/M

No

Farmer*
The classic agriculture specialist.

FRM

RC3

Non

—

Yes

Fighter
The classic generic combat specialist.

FTR

CL

Non

—

Yes, F

Forcemage
The mage of physical forces, magnetism, and gravity.

FMG

RC5

Pure

E

Yes, M

Geisha
Oriental mistress of the arts and manipulation.

GSH

OC

Semi

M+

No

Gypsy
Essentially a Trader-Thief.

GYP

RC3

Non

—

Yes, T

Healer
The empathic religious healers, who heal by taking others' wounds onto themselves.

HLR

CL

Pure

C

No

High Warrior Monk
Essentially a Warrior Monk with greater specialization.

HWM

RC1

Non

—

Yes, Mk

Houri
Essentially a Rogue with seduction magic.

HOU

RC4

Semi

M

No

Illusionist
The classic mage of illusions.

ILL

CL

Pure

E

Yes, I

Kuge*
Members of the Oriental nobility who do not follow another profession; they are most often diplomats or bureaucrats.

KUG

OC

Non

—

No

Lay Healer
Essentially a magically enhanced surgeon.

LHR

CL

Pure

M

No

Leader
Command and tactical skills specialist.

LDR

RC4

Non

—

Yes, F

Macabre
The Black Warrior Mage of curse and sickness magics.

MCB

RC3

Semi

E/C

No

Magician
The classic mage of the elements.

MAG

CL

Pure

E

Yes, M

Magus
The mage of Spirit Runes and Command Words.

MGS

RC3

Hybrid

E/C+

No

Maleficant
The Black voodoo priest.

MLF

RC5

Hybrid

M/C

No

Mentalist
The classic mage of the mind.

MNT

CL

Pure

M

No

Monk
Essentially a magically enhanced Warrior Monk.

MNK

CL

Semi

E+

Yes, Mk

Montebanc
Essentially a Gray Illusionist-Thief.

MBC

RC3

Semi

M+

Yes

Moon Mage
Channeler of moon magic.

MMG

RC3

Semi

C

No

Mystic
The mage of subterfuge, also uses the elements.

MYS

CL

Hybrid

E/M

No

Necromancer
The classic Black mage of death magic and the Undead.

NEC

RC2

Hybrid

E/C

Yes, M

Nightblade
Essentially a Thief with Gray combat magic.

NBL

RC1

Semi

M

No

Ninja
The Oriental master infiltrator and assassin.

NIN

OC

Non

--

No

No Profession
Jack of all trades, master of none.

NPF

CL

Semi

One

Yes

Noble Warrior
The secular version of the Paladin.

NWR

RC3

Semi

M

No

Paladin
The classic magically enhanced religious warrior.

PLD

RC1

Semi

C

Yes, P

Professional*
The preferred class for noncombat specialists, Professionals can be masters of professions yet still relatively low level.

PRO

RC3

Non

—

Yes

Ranger
The classic wilderness Fighter, uses nature magic.

RNG

CL

Semi

C

Yes, R

Rogue
Essentially a Fighter-Thief.

ROG

CL

Non

—

Yes, F

Runemaster
The mage of the written and spoken word.

RUM

RC2

Pure

E

Yes, M

Sage*
The classic mage of information, a spell-using Scholar.

SAG

RC2

Pure

M

No

Sailor
The classic mariner.

SLR

RC3

Non

—

Yes, F

Samurai
The noble Oriental Fighter to whom honor is all.

SAM

OC

Non

--

No

Scholar*
The classic information specialist.

SCL

RC2

Non

--

Yes

Seer
The mage of vision.

SEE

CL

Pure

M

No

Shadow Mage
The Black Necromancer of the Fey.

SMG

RC7

Hybrid

E/C

Yes, M

Shaman
Channeler specializing in dealings with the spirit world.

SHM

RC2

Pure

C

Yes, C

Sleuth
The mage-detective, essentially a Rogue with detection magic.

SLU

RC3

Semi

C+

Yes

Sohei
An Oriental religious variant of the Warrior Monk.

SOH

OC

Non

--

No

Sorcerer
The Gray mage of destruction, physical, mental, and spiritual.

SRC

CL

Hybrid

E/C

Yes, M

Tarot Mage
The master of the mysteries of the Tarot.

TRM

RC7

Hybrid

E/C

Yes, M

Thief
The classic subterfuge specialist.

THF

CL

Non

—

Yes, T

Time Traveller
The mage of time travel.

TTR

Novi

Hybrid

E/M

No

Trader
The classic merchant and financial specialist.

TDR

RC2

Non

—

Yes, T

Warlock
The mage of fear and physical alterations.

WRL

RC2

Hybrid

E/M

No

Warrior
Essentially a primitive Fighter with greater specialization.

WAR

RC3

Non

—

Yes, F

Warrior Mage
Essentially a Fighter-Magician.

WMG

RC2

Semi

E

Yes

Warrior Monk
The classic master of the martial arts.

WMK

CL

Non

—

Yes, Mk

Witch
Essentially an Alchemist-Conjuror-Druid.

WTC

RC2

Hybrid

E/C

Yes, M

Witch Hunter
Essentially a Ranger specialized for hunting spell-users.

WHR

RC7

Semi

C

Yes, R

Wizard
The mage who manipulates the laws of magic.

WIZ

RC5

Pure

E

No

Wu Jen
The Oriental Black variant of the Conjuror.

WUJ

OC

Hybrid

E/C

No

Yamabushi
An Oriental religious variant of the Monk, or a magically enhanced Sohei.

YMB

OC

Semi

E+

No

 

The professions marked with an asterisk (*) are not usually chosen by adventurers. (Of course, even the "adventuring" professions are not equally adept at survival.) "Book" refers to the Rolemaster book in which the profession was introduced, namely Character Law, Rolemaster Companions I-V and VII (RC VI contains no new professions), the Oriental Companion, and the author's original creation (the Time Traveller) marked "Novi." The professions from the Elemental Companion are not in use because they do not fit properly into the Novi world-view (possibly excepting the largely "unexplored" continent of Soldunia), and neither do the Buddhist and Shinto Priests from the Oriental Companion. "Class" refers to the profession’s ability to use magic, being "Non" for nonmagical Arms specialists, "Semi" for those professions which combine combat or subterfuge ability with limited magic use, "Pure" for those Spell-Users which use only one Realm of magic, "Hybrid" for those which combine two Realms, and "Arcane" for those which use the primal magic which combines all three Realms.

Those Realms of magic are Essence, Channeling, and Mentalism. Essence mages or "Essentialists" manipulate the primal forces which bind the cosmos together, Channelers obtain power from supernatural beings (in Novi's case, the Creator and the Powers), and Mentalism mages or "Mentalismists" (distinct from the RM profession Mentalist) channel the Essence through their own minds to enhance their mental abilities in a manner similar to that of the Powers but on a mortal scale. The Realm of Mentalism, in particular, is poorly developed in Annuvia; however, it is still accessible through the Archmage and Arcist professions. Those professions marked with a plus sign (+) in this column have variants of differing Realms. These include Channeling and Essence Bards and Geishas; Channeling and Mentalism Beastmasters, Crafters, Monks, and Yamabushi; Essence Montebancs; Mentalism Sleuths; Pure Essence and Pure Channeling Magi; and Mentalism/Channeling Dream Lords. Of course, Mentalism variants are generally not available in Annuvia. There are many more RM professions allowed in Annuvia than there are in AD&D; however, many of the additions are simply small variations on or specializations of the standard AD&D classes, particularly Magic-User and Thief. The simplest solution would have been to simply declare that all Annuvian magic-users are Archmages.

 

Special Professions of the "Oriental" Cultures

The Oriental Companion suggests that the following standard or "Western" professions (through the RC V) should be allowed in an "Oriental" culture, with the appropriate cultural restrictions: Alchemist, Animist, Archmage, Arcist, Assassin, Astral Traveller, Astrologer, Burglar, Conjuror, Crafter, Craftsman, Delver, Dream Lord, Farmer, Forcemage, Healer, High Warrior Monk, Illusionist, Lay Healer, Macabre, Magician, Magus, Mentalist, Montebanc, Mystic, Necromancer, Nightblade, Noble Warrior, Professional, Rogue, Sage, Sailor, Scholar, Seer, Sorcerer, Thief, Trader, Warlock, Warrior Mage, and Wizard. It furthermore suggests that the following professions should not be allowed: Barbarian, Bard, Bashkar, Beastmaster, Bounty Hunter, Cavalier, Chaotic Lord, Cleric, Crystal Mage, Dancer, Dervish, Druid, Duelist, Fighter, Gypsy, Houri, Leader, Maleficant, Monk, Moon Mage, Paladin, Ranger, Runemaster, Shaman, Sleuth, Warrior Monk, Warrior, and Witch.

The "Oriental" cultures of Novi consist of the four main Novani (Human) cultures of the continent of Kharlak (the Khar Kang, Khar Sum, Khar Tam, and Khar Zin) and their cultural descendants in the Mintakan Empire and the mountainous Mornikai domains. "Western" influence is noticeable in the Almiran "colonies," but very low in Kharlak itself, where the suggestions of the OC are generally honored with one significant exception: the Cleric is not replaced by the OC Buddhist and Shinto Priests.