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New Feature: Creating Professions within the FG RMC Ruleset
I've finalized the code for creating professions within the FG RMC ruleset. It is currently on the Test channel and will be released on Tuesday 12/15. I've updated both the Character Law and Rolemaster Companion 1 (This is in the final stages of being released) modules to include the extra information needed for the profession changes.
First of all I've changed the professions and races so you can modify the existing ones in the modules. This will allow you to set them up however you want for you campaigns. You can always revert the changes for any item using the radial menu.
I updated the Main tab to include a spot for the base spell lists. Spell lists can be dragged to the Base Spell List header to add them. These were added so that you can get a complete look at the profession and can drag the links from the profession to the character's Spells tab. I also created drop down lists for the Realm, Category and Prime Requisite fields.
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Two new tabs were added for the primary and secondary skill costs. There wasn't enough space so the tabs are labeled "P. Skills" and "S. Skills". These tabs will automatically fill in the list of skills based on any skills in located in modules or added to the campaign. Then the costs would just need to be filled in for the skills.
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The secondary skill cost image shows how it will pickup skills in the campaign that are created. If you create skills after opening the profession just close and reopen it to get the new secondary skills to show up.
After the GM fills everything in they just need to share it so the players can use it for their characters with the skill costs automatically being filled in when skills are added to a character with the new profession.
Please let me know if you have any questions.
Thanks,
Dakadin