Re: creatures. "In theory" worries me a little. Will it work? I don't mind numbers being a little bit off here and there between editions, but if the functionality between the two systems isn't compatible and the program itself goes wonky, that's bad.
I checked that if both RMC and RMFRP creature books are installed, you will get most creatures twice, one for each. A quick review showed that at least the creature description is the same in most cases. I also checked that using those creatures in an RMC combat is fine, as long as the creature in RMFRP does not list an attack that does not exist in RMC Arms Law. I can't guarantee 100% compatibility without checking each and every creature. I can't promise a refund if you buy it and then don't use it since I don't manage the DriveTruRPG part, but from a technical point, in case you don't like a component from a book package it's really easy to uninstall if you need to, and I can promise to help with that uninstallation if need be.
What does the "Affect Skill Development" option change?
It relates to how a profession understands modifications to skill cost and development.
It's not used by default in RMC, but it could be.
If you check a profession XML file, you'll see sections named
SkillCategoryCostModifiers and
SkillCostModifiers. In the RMFRP files, the
modifier value is used to indicate if the skill is
Everyman, Occupational or Restricted. So a modifier of
0.5 means that for every rank purchased you get 2,
0.3 means that for every rank purchased you get 3, a modifier of
2 means that you need to purchase 2 ranks to get 1.
The
Change cost option will use the modifier to change the cost of the skill. So you could play RMFRP where all skills in a category share the cost, but indicate that a specific skill gets a discount in the cost (x0.5 for example).
Finally,
Adjust bonus is used in RMU to indicate that the profession gets a special bonus to that skill (the modifier value is applied directly as a special bonus for all characters of that profession).