Irregular Realms

Copyright Tim Dugger 1998

 

Of the Realms

Throughout the history of RoleMaster, there have been only the three realms of magic, and the realm of arms. Since the inception of the RoleMaster Standard System, the realm of arcane magic has been added as well. This leaves a total of four realms of magic, and only one non-magic realm. The professions available in RoleMaster combine one or more of these realms to provide the focus of the various professions.

With nothing other than the realms of Arcane, Arms, Channeling, Essence, and Mentalism this give us a total of twelve possible combinations. These combinations exclude combining the Arcane realm with any of the three magical realms since the Arcane realm is composed of all three of the other magical realms.

Twelve combinations of the five realms does not seem to be enough to support the 39+ professions contained in the RMSR and all of the fantasy related books published since.

By splitting the realm of arms into four distinct realms, Arms, Discipline, Mundane, and Subterfuge, we increase the possible combinations from twelve to twenty-six. This still leaves some of the professions doubling up in a single realm or realm combination, but the differences between those are mainly in minor skill cost differences, and in the spell lists used as base lists for those professions.

 

New Realms

The following system is being presented as a means of limiting the available professional templates to twenty-six, while at the same time providing a system for creating unique and diverse professions from those same templates.

The following charts list the eight basic realms now available, Arcane, Arms, Channeling, Discipline, Essence, Mentalism, Mundane, and Subterfuge. Each of these represents a pure user of that realm. After this, we have combinations of each of two realms, with a few exceptions. The Arcane realm is combined with neither Channeling, Mentalism, nor Essence due to Arcane being the combination of the latter three realms.

The Mundane realm is not combined with any realm in the charts below, as it requires a different level of commitment than that needed by the other realms. Once a character commits to any realm other than the Mundane, this supercedes the level of commitment needed to excel in the normal occupations covered by the Mundane realm.

These charts also show the skill costs for each of the twenty-six realms.

 

 

Realm/Skill Cost Charts

Skill Category Name

Arcane

Essence

Channeling

Mentalism

Arms

Subterfuge

Realm Stats:

Em/In/Pr

Em/Re

In/Re

Pr/Re

St/Ag

Qu/Ag

Armor: Heavy

11

11

11

7/7/7

2/2/2

4/4/4

Armor: Light

9

9

2/2/2

4/4/4

1/1/1

2/2/2

Armor: Medium

10

10

10

6/6/6

2/2/2

3/3/3

Artistic: Active

2/5

2/5

2/5

2/5

2/5

2/4

Artistic: Passive

2/5

2/5

2/5

2/5

2/5

2/5

Athletics: Brawn

7

6

5

5

2/5

3/6

Athletics: Endurance

3

3

3

3

2/6

2/7

Athletics: Gymnastics

3

3

3

3/9

2/5

1/3

Awareness: Perception

4

6

6

5

2/9

2/5

Awareness: Searching

2

3

2/6

3

2/5

1/3

Awareness: Senses

1/4

3/7

3/7

3/7

2/6

2/5

Body Development

16

15

10

12

2/5

5/12

Combat Maneuvers

18

18

10

14

3/9

4/12

Communications

2/2/2

2/2/2

2/2/2

2/2/2

3/3/3

3/3/3

Crafts

4/10

4/10

4/10

4/10

4/10

4/10

Directed Spells

2/5

2/5

3

2/6

20

20

Influence

2/5

2/6

2/4

2/6

2/7

2/5

Lore: General

1/3

1/3

1/3

1/3

1/3

1/3

Lore: Magical

1/4

1/4

2/4

2/4

6

5

Lore: Obscure

3/6

3/7

3/7

3/7

3/7

3/7

Lore: Technical

2/6

2/6

2/6

2/6

2/6

2/4

Martial Arts: Combat Maneuvers

18

18

12

6

5/12

5

Martial Arts: Striking

9

9

6

3

3/5

3/7

Martial Arts: Sweeps

9

9

6

3

3/5

3/7

Outdoor: Animal

3

3

3

3

1/4

2/5

Outdoor: Environmental

3

3

2/7

3

2/5

2/6

Power Awareness

1/3

1/4

2/7

2/5

8

6

Power Manipulations

3/9

4/10

4/10

4/10

18

18

Power Point Development

4

4

4

4

20

15

Science/Analytic: Basic

1/4

1/4

1/4

1/4

3/6

3/6

Science/Analytical, Specialized

6/12

6/14

6/14

6/14

12

12

Self Control

5

6

5

3

2/6

2/6

Special Attacks

18

15

10

12

2/6

2/8

Special Defenses

30

40

40

25

35

35

Spells: Arcane

-

6/6

6/6

6/6

30

22

Spells: Other Realm Base

10/10

50

50

50

120

120

Spells: Other Realm Open

6/6

20

20

20

105

100

Spells: Other Realm Closed

5/5

10/10

10/10

10/10

90

80

Spells: Own Realm Open

4/4/4

4/4/4

4/4/4

4/4/4

40

35

Spells: Own Realm Closed

4/4/4

4/4/4

4/4/4

4/4/4

25

18

Spells: Own Realm Other Base

12/12

8/8

8/8

8/8

80

70

Spells: Own Realm Own Base

3/3/3

3/3/3

3/3/3

3/3/3

N/A

N/A

Subterfuge: Attack

16

15

15

15

6/10

2/6

Subterfuge: Mechanics

7

7

7

7

3/8

1/3

Subterfuge: Stealth

5

5

5

5

2/5

1/3

Technical/Trade: General

3/7

3/7

3/7

3/7

3/7

3/7

Technical/Trade: Profession

8

8

8

8

8

8

Technical/Trade: Vocational

5/12

5/12

5/12

5/12

5/12

5/12

Urban

4

3

3

3

2/4

1/2

Weapon: 1-H Krush

9

9

6

6

1/5

2/7

Weapon: 1-H Edged

20

20

7

8

2/5

3/8

Weapon: 2-Handed

20

20

9

15

2/7

4

Weapon: Missile

20

20

9

20

2/7

4

Weapon: Missile Artillery

20

20

9

20

2/7

4

Weapon: Pole Arms

20

20

20

20

5

6

Weapon: Thrown

20

20

20

20

5

6

 

 

Skill Category Name

Discipline

Mundane

Arc/Arms

Arc/Subt

Arc/Disc

Ess/Chan

Realm Stats:

SD/Qu

Varies

Em/In/Pr/Co

Em/In/Pr/Ag

Em/In/Pr/SD

Em/In

Armor: Heavy

10

4/4/4

6/6/6

7/7/7

11

11

Armor: Light

9

2/2/2

3/3/3

5/5/5

9

9

Armor: Medium

10

3/3/3

4/4/4

6/6/6

10

10

Artistic: Active

2/5

2/5

2/5

2/5

2/5

25

Artistic: Passive

2/5

2/5

2/5

2/5

2/5

2/5

Athletics: Brawn

2/5

3/6

3/7

3/6

2/6

7

Athletics: Endurance

2/6

2/7

2/7

2/6

2/6

3

Athletics: Gymnastics

1/3

2/6

3/6

1/5

1/5

3

Awareness: Perception

2/9

3/10

4/12

2/10

4/12

6

Awareness: Searching

2/5

2/6

2/6

2/6

2/6

3

Awareness: Senses

2/5

2/6

3/7

1/5

2/6

3/7

Body Development

4/10

4/12

6/14

6/14

6/14

15

Combat Maneuvers

4/9

4/12

4/10

4/12

5/12

18

Communications

3/3/3

2/2/2

3/3/3

3/3/3

3/3/3

2/2/2

Crafts

4/10

4/10

4/10

4/10

4/10

4/10

Directed Spells

20

3/6

4

12

9

2/5

Influence

2/7

2/5

1/5

2/4

2/7

2/6

Lore: General

1/3

1/3

1/3

1/3

1/3

1/3

Lore: Magical

6

3

2/4

2/4

2/4

2/5

Lore: Obscure

3/7

3/7

3/7

3/7

2/6

3/7

Lore: Technical

2/6

2/6

2/6

2/6

2/6

2/6

Martial Arts: Combat Maneuvers

3/8

6

6

6

4/10

12

Martial Arts: Striking

1/3

3

4

3

3/5

9

Martial Arts: Sweeps

1/3

3

4

3

3/5

9

Outdoor: Animal

2/6

2/5

2/7

2/6

2/7

3

Outdoor: Environmental

2/6

2/5

2/7

1/5

2/5

3

Power Awareness

8

4/7

2/5

1/5

1/5

2/5

Power Manipulations

14

8

6/12

6/12

6/12

4/10

Power Point Development

15

10

8

8

8

6

Science/Analytic: Basic

3/6

2/5

2/5

2/4

2/5

1/4

Science/Analytical, Specialized

12

8

8

8

8

6/14

Self Control

1/3

2/7

2/6

2/6

2/4

5

Special Attacks

2/10

5/11

4/9

4/9

4/9

15

Special Defenses

6/12

30

30

30

8

40

Spells: Arcane

25

15

-

-

-

5/5

Spells: Other Realm Base

120

100

60

60

60

60

Spells: Other Realm Open

95

80

12

12

12

25

Spells: Other Realm Closed

70

40

25

25

25

12

Spells: Own Realm Open

30

15

11/11

11/11

11/11

4/4/4

Spells: Own Realm Closed

20

10

16/16

16/16

16/16

4/4/4

Spells: Own Realm Other Base

60

30

25

25

25

10/10

Spells: Own Realm Own Base

N/A

N/A

6/6/6

6/6/6

6/6/6

3/3/3

Subterfuge: Attack

6/12

6/12

8

6/14

8

15

Subterfuge: Mechanics

3/9

3/6

6

5

6

7

Subterfuge: Stealth

2/4

2/6

2/7

2/5

2/7

6

Technical/Trade: General

3/7

3/7

3/7

3/7

3/7

3/7

Technical/Trade: Profession

8

8

8

8

8

8

Technical/Trade: Vocational

5/12

5/12

5/12

5/12

5/12

5/12

Urban

3/6

2/5

3/7

2/6

4

3

Weapon: 1-H Krush

4

3/6

2/5

3/5

3/9

9

Weapon: 1-H Edged

6

3/6

3/9

4/9

6

20

Weapon: 2-Handed

8

4

4/10

4

7

20

Weapon: Missile

8

5

4

6

8

20

Weapon: Missile Artillery

8

6

4

7

10

20

Weapon: Pole Arms

15

7

4

8

15

20

Weapon: Thrown

15

7

6

9

15

20

 

 

Skill Category Name

Ess/Ment

Ess/Arms

Ess/Subt

Ess/Disc

Chan/Ment

Chan/Arms

Chan/Subt

Realm Stats:

Em/Pr

Em/Co

Em/Ag

Em/SD

In/Pr

In/Co

In/Ag

Armor: Heavy

7/7/7

10

11

11

7/7/7

3/3/3

5/5/5

Armor: Light

4/4/4

8

5/5/5

9

4/4/4

1/1/1

2/2/2

Armor: Medium

6/6/6

9

10

10

6/6/6

2/2/2

4/4/4

Artistic: Active

1/4

2/5

2/4

2/4

2/5

2/5

2/5

Artistic: Passive

2/5

2/5

2/5

2/5

2/5

2/5

2/5

Athletics: Brawn

7

3/7

3/9

3/7

6

3/7

3/7

Athletics: Endurance

3

2/7

2/7

2/7

3

2/7

1/5

Athletics: Gymnastics

3

3/7

2/4

1/5

3

3/7

3/6

Awareness: Perception

3

4/12

4/12

4/14

6

5/14

3/12

Awareness: Searching

2/4

2/6

2/6

2/6

3

2/6

1/4

Awareness: Senses

2/6

3/7

3/7

3/7

3/7

3/7

2/5

Body Development

15

6/14

6/14

4/14

2/6

4/10

4/12

Combat Maneuvers

18

5/12

6/14

5/12

18

4/10

5/12

Communications

1/1/1

3/3/3

2/2/2

3/3/3

2/2/2

3/3/3

3/3/3

Crafts

4/10

4/10

4/10

4/10

4/10

4/10

4/10

Directed Spells

2/6

4

5

9

3

20

15

Influence

1/4

2/6

2/4

2/6

2/6

1/5

2/6

Lore: General

1/3

1/3

1/3

1/3

1/3

1/3

1/3

Lore: Magical

2/5

2/6

2/6

3/6

2/5

3/6

3/6

Lore: Obscure

3/7

3/7

3/7

3/7

3/7

3/7

3/7

Lore: Technical

2/6

2/6

2/5

2/6

2/6

2/6

2/6

Martial Arts: Combat Maneuvers

18

12

8

4/9

12

12

8

Martial Arts: Striking

6

4

4

2/5

6

6

4

Martial Arts: Sweeps

6

4

4

2/5

6

6

4

Outdoor: Animal

3

2/7

2/6

2/7

3

2/6

1/5

Outdoor: Environmental

3

2/7

2/6

2/5

3

2/6

1/3

Power Awareness

2/5

2/7

2/7

3/7

2/6

6

5

Power Manipulations

4/10

6/12

6/12

6/12

4/10

6/12

6/12

Power Point Development

6

8

8

8

6

8

8

Science/Analytic: Basic

1/4

2/5

2/5

2/5

1/4

2/5

2/5

Science/Analytical, Specialized

6/14

8

8

8

6/14

8

8

Self Control

5

2/7

2/7

2/4

2/7

2/7

2/7

Special Attacks

15

6

6

5

15

2/8

3/9

Special Defenses

25

40

40

6

25

40

40

Spells: Arcane

5/5

12

12

12

5/5

12

12

Spells: Other Realm Base

60

80

80

80

60

80

80

Spells: Other Realm Open

25

45

45

45

25

45

45

Spells: Other Realm Closed

12

30

30

30

12

30

30

Spells: Own Realm Open

4/4/4

10/10

10/10

10/10

4/4/4

10/10

10/10

Spells: Own Realm Closed

4/4/4

8/8

8/8

8/8

4/4/4

8/8

8/8

Spells: Own Realm Other Base

10/10

25

25

25

10/10

25

25

Spells: Own Realm Own Base

3/3/3

6/6/6

6/6/6

6/6/6

3/3/3

6/6/6

6/6/6

Subterfuge: Attack

15

8

6/12

8

15

15

6

Subterfuge: Mechanics

7

4

2/6

4

8

7

4

Subterfuge: Stealth

2/7

2/7

1/5

2/7

6

5

1/5

Technical/Trade: General

3/7

3/7

3/7

3/7

3/7

3/7

3/7

Technical/Trade: Profession

8

8

8

8

8

8

8

Technical/Trade: Vocational

5/12

5/12

5/12

5/12

5/12

5/12

5/12

Urban

2/5

3/7

1/5

4

3

4

3/6

Weapon: 1-H Krush

9

3/9

3/9

5

9

2/5

3/7

Weapon: 1-H Edged

20

6

6

8

20

3/8

4

Weapon: 2-Handed

20

7

7

8

20

4

6

Weapon: Missile

20

8

8

8

20

4

6

Weapon: Missile Artillery

20

10

10

15

20

4

6

Weapon: Pole Arms

20

15

15

15

20

6

9

Weapon: Thrown

20

15

15

15

20

6

9

 

Skill Category Name

Chan/Disc

Ment/Arms

Ment/Subt

Ment/Disc

Arms/Subt

Arms/Disc

Subt/Disc

Realm Stats:

In/SD

Pr/Co

Pr/Ag

Pr/SD

St/Ag

St/SD

Ag/SD

Armor: Heavy

11

4/4/4

6/6/6

11

3/3/3

5/5/5

7/7/7

Armor: Light

9

1/1/1

2/2/2

9

1/1/1

3/3/3

2/2/2

Armor: Medium

10

3/3/3

4/4/4

10

2/2/2

4/4/4

5/5/5

Artistic: Active

2/4

2/4

2/4

2/5

2/4

2/5

2/4

Artistic: Passive

2/5

2/5

2/5

2/4

2/5

2/5

2/5

Athletics: Brawn

3/7

3/7

3/9

3/7

2/6

3/7

3/6

Athletics: Endurance

2/7

2/6

2/7

2/7

2/5

2/6

1/5

Athletics: Gymnastics

1/5

3/6

2/4

1/5

1/5

2/4

1/4

Awareness: Perception

4/14

4/15

3/10

4/12

2/6

2/9

2/6

Awareness: Searching

2/6

2/6

1/5

2/6

1/5

2/5

1/4

Awareness: Senses

3/7

3/7

2/6

2/6

2/6

2/6

2/5

Body Development

4/14

4/10

6/14

4/14

3/9

3/7

3/9

Combat Maneuvers

5/12

4/10

6/14

5/12

4/10

3/9

4/10

Communications

3/3/3

3/3/3

1/1/1

3/3/3

3/3/3

3/3/3

3/3/3

Crafts

4/10

4/10

4/10

4/10

4/10

4/10

4/10

Directed Spells

10

15

10

10

20

20

20

Influence

2/6

1/5

1/5

2/7

2/5

3/7

2/6

Lore: General

1/3

1/3

1/3

1/3

1/3

1/3

1/3

Lore: Magical

3/6

3/9

3/6

3/6

4

4

5

Lore: Obscure

3/7

3/9

3/7

3/7

3/7

3/7

3/7

Lore: Technical

2/6

2/6

2/5

2/6

2/5

2/6

2/6

Martial Arts: Combat Maneuvers

4/9

6

6

4/9

5

4/10

4/10

Martial Arts: Striking

2/5

3/9

3

2/5

3/7

2/6

2/6

Martial Arts: Sweeps

2/5

3/9

3

2/5

3/7

2/6

2/6

Outdoor: Animal

2/7

2/6

2/7

2/7

1/5

2/7

2/7

Outdoor: Environmental

2/5

2/6

2/6

2/7

2/4

2/6

2/6

Power Awareness

3/7

4

3/7

3/7

7

8

7

Power Manipulations

6/12

6/12

6/12

6/12

12

15

12

Power Point Development

8

8

8

8

12

15

15

Science/Analytic: Basic

2/5

2/5

2/5

2/5

3/6

3/6

2/6

Science/Analytical, Specialized

8

8

8

8

12

12

12

Self Control

2/4

2/7

2/6

2/4

2/6

2/5

2/5

Special Attacks

5

2/8

4

5

2/7

3/7

2/8

Special Defenses

6

30

20

6

35

8

8

Spells: Arcane

12

12

12

12

20

30

30

Spells: Other Realm Base

80

80

80

80

120

120

120

Spells: Other Realm Open

45

30

45

45

90

95

100

Spells: Other Realm Closed

30

45

30

30

60

80

80

Spells: Own Realm Open

10/10

8/8

10/10

10/10

25

35

35

Spells: Own Realm Closed

8/8

10/10

8/8

8/8

15

25

20

Spells: Own Realm Other Base

25

25

25

25

50

70

70

Spells: Own Realm Own Base

6/6/6

6/6/6

6/6/6

6/6/6

N/A

N/A

N/A

Subterfuge: Attack

8

8

5/10

8

4/8

6/10

3/9

Subterfuge: Mechanics

2/7

6

2/7

4

1/3

3/8

2/4

Subterfuge: Stealth

4

4

1/4

2/7

2/5

2/6

1/4

Technical/Trade: General

3/7

3/7

3/7

3/7

3/7

3/7

3/7

Technical/Trade: Profession

8

8

8

8

8

8

8

Technical/Trade: Vocational

5/12

5/12

5/12

5/12

5/12

5/12

5/12

Urban

4

4

1/4

3/7

1/3

2/6

1/5

Weapon: 1-H Krush

5

2/5

3/7

6

2/5

2/7

2/7

Weapon: 1-H Edged

8

3/9

4

8

3/8

3/8

3/8

Weapon: 2-Handed

8

4/10

6

8

3/9

3/9

3/9

Weapon: Missile

8

4

7

8

3/9

4

4

Weapon: Missile Artillery

15

4

8

15

3/9

6

6

Weapon: Pole Arms

15

4

9

15

6

8

8

Weapon: Thrown

15

6

10

15

6

15

15

 

 

Cost Variance

 

Each of the templates above indicates the normal costs associated with the realm or realm combination, but this will not always be the case. The templates listed above are not professions; they are the natural aptitudes of any given person. This shows how easily or difficultly a character learns a given skill. Certain individuals will have aptitudes in areas unusual to a given template. To simulate this deviance from the norm, I am suggesting the use of the following system to handle the alteration of skill costs.

It is quite likely that as a GM, you will have many players, who want to use this, if you allow it in your game. As always, a word of caution, please examine all options carefully before introducing them into your game to ensure that they do not upset the balance. The following guidelines listed below should help to make this system painless, as long as you require your players to keep a list of the changes they have made.

 

Guidelines

 

Example: Joe is creating his new character. He has decided to play a character with the template of pure Arms. Joe has also decided (with GM approval) that this character has a few unusual aptitudes due to his background. These are represented in the table below.

 

Skill Category

Original Cost

New Cost

Points +/-

Awareness*Perception

2/9

1/8

-1 point

Subterfuge*Attack

6/10

3/7

-6 points

Influence

2/7

1/6

-2 points

Lore*Obscure

3/7

4/8

+2 points

 

In the above example, Joe still has 3 more points with which he can adjust the cost of skills downward, or he may adjust the cost of other skill categories upwards to gain a total of 8 more points giving him 11 points in which to finish adjusting skill costs.

 

 

Training Package Costs

 

So far, RMSS has amassed a whopping 162 training packages in the numerous books released solely for the fantasy genre. To create costs for each of these training packages for each of the twenty-six realms, this would give us a total of 4,212 individual training package costs. This, in itself, would be a major undertaking in itself. Since I.C.E. has not released the formula for pricing the training packages, I have taken a shortcut by using existing professions to base the costs of training packages on.

The following chart shows the twenty-six realms, and the current profession or professions to use in determining training package costs. If more than one profession is listed, then just average the costs of the given professions to determine the costs for the given realm.

 

Realm

Profession(s) Used for TP Costs

Arcane

Arcanist

Essence

Magician

Channeling

Cleric (Certain TP costs will vary due to the Sphere of the religion)

Mentalism

Mentalist

Arms

Fighter

Subterfuge

Thief

Discipline

Warrior Monk

Mundane

Layman

Arcane/Arms

Chaotic

Arcane/Subterfuge

Magehunter

Arcane/Discipline

Average of Chaotic & Core Monk

Essence/Channeling

Sorcerer

Essence/Mentalism

Mystic

Essence/Arms

Warrior Mage

Essence/Subterfuge

Dabbler

Essence/Discipline

Taoist Monk

Channeling/Mentalism

Healer

Channeling/Arms

Paladin

Channeling/Subterfuge

Ranger

Channeling/Discipline

Average of Paladin & Core Monk

Mentalism/Arms

Armsmaster

Mentalism/Subterfuge

Magent

Mentalism/Discipline

Zen Monk

Arms/Subterfuge

Rogue

Arms/Discipline

Warrior Monk

Subterfuge/Discipline

Rogue

 

 

Professional Bonuses

 

Professional bonuses are used in RMSS to show the direction, and other natural aptitudes of a given profession in a specific skill area. If you were to take any of the existing professions and total their professional bonuses, you would come up with a total of 50 points. The same rule shall apply here.

This is the point at which the player needs to assign professional bonuses to his character template. These bonuses are applied to skill categories, or to groups of skill categories, One category might be the Awareness· Perceptions category, while a group would be all the categories that begin with "Awareness· ". There are a few small guidelines to follow in doing this, and the GM should have final approval in how they are set.

Guidelines for Assigning Professional Bonuses

 

Please note that there are a few exceptions to this rule in the current rules. The most notable of these is the +20 to the Weapons Group for the fighter, and the +20 to the Outdoor Group for the Animist and the Ranger. These are exceptions, and are intended to reflect the intensive study of these areas by the given professions. If you create a profession that also has such exceptions, the GM should approve it before play actually begins.

 

 

Special Skill Classifications

 

The final method of personalizing and uniquely tailoring a character is by the use of special skill classifications. By this I am referring to classifying skills as Restricted, Everyman, and/or Occupational.

In RMSS all skills are already classified as these three types, or as Normal. The definitions of the various classifications are as follows:

 

Restricted The development of two ranks in this type of skill results in the acquisition of only one rank.

 

Normal The development of one rank in this type of skill results in the acquisition of one rank.

 

Everyman The development of one rank in this type of skill results in the acquisition of two ranks.

 

Occupational The development of one rank in this type of skill results in the acquisition of three ranks.

 

Movement from one type of classification to another is termed a step. Moving a skill classification from Restricted to Occupational is regarded as positive steps while moving a skill classification from Occupational to Restricted is regarded as a negative step.

When designing a custom profession using this system, it is up to the GM to determine the exact number of steps the player is allowed to use, but it is suggested that the number be limited to 10 steps. The following guidelines should be used in adjusting skill classifications.

 

Skill Classification Guidelines

 

 

Final Notes

 

When using this system to design a character profession template, it is always good to have a specific goal in mind. This goal should be used to determine the feasibility and playability of any profession designed.

As in any system, there is always the possibility of abuse and/or misuse of the system in order to create a super character. It is always the duty of the GM to examine any template for playability within his own campaign setting.