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MERP - Professions and Races – Beginners Guide

Professions Magic ability Races Humans


Warrior (Fighter) - poor at magic Dwarf Beorning (warrior rural man)
Scout (Thief) - poor at magic Hobbit Rohirrim/Eothraim (horse rider)
Ranger - semi-magic user Silvan Elf (Wood-elf) Woodman
Bard (jack of all trades) - semi-magic user Sindar Elf Urban Man
Animist (Cleric/Druid) - magic user Noldor Elf (High-elf) Rural Man
Mage (Magician) - magic user Half-Elf Dunadan (High man)
There are a few other professions and races but this is a good selection to begin with.
The other professions are: - Rogue (Fighter/Thief), No Profession (true Jack of all Trades, semi-magic user) and
Mentalist (magic-user). These professions may be used when you are more familiar with playing.
Your characters will start at skill ‘Level 1’, which basically means your character is a relatively inexperienced
novice in your chosen profession. You gain experience and levels through completing activities, fighting etc.
When you gain enough experience and your ability level increases you can decide which abilities you wish
improve, however your profession will restrict how easy or difficult some skills are to learn and improve.
Example: - Warriors find combat skills easy to learn, but finds magic skills very difficult to learn and can only
learn magic skills at the great expense of his other skills. The reverse is true for Mages.
Note: - Some skills may be difficult for your profession to learn but not impossible, it’s your choice.
Brief breakdown of 6 original Professions and their abilities:-
1. Warrior: Specialises in combat and fighting, able to use most weapon types with or without wearing armour
of any type. 1st Best Fighter. 6th Worst magic abilities (Magic abilities are difficult to learn and very weak).
2. Scout: Specialises in observation, thieving, ambush skills, manoeuvring in light armour and has some combat
abilities.3rd Best fighter.5th Best magic abilities (Scout magic abilities 5th best, a lot weaker than Rangers in 4th).
3. Ranger: Specialises in outdoor skills, combat and manoeuvring wearing light armour, they have some limited
spell casting abilities, including their own specialised spell lists. 2nd Best Fighter. 4th Best magic abilities.
4. Bard: Specialises in social skills, otherwise they are generalists with some ability in almost every area (jack of
all trades), they have some spell casting abilities, including own spell lists. 4th Best fighter. 3rd Best magic abilities
5. Animist: Specialises in a realm of magic that includes nature manipulation, protection and healing, has some
limited ability in all other areas but cannot wear metal armour and cast spells. (I will start Animists at Level 3 if
you agree for the majority of your starting spells being healing spells. 5th Best fighter. 2nd Best magic abilities.)
6. Mage: Specialises in a realm of magic that includes force and attack spells, has little ability in other areas and
cannot wear any armour while casting spells. Mage’s may at first appear weak, but as levels increase they have
the potential to be the most powerful characters. (6th) Worst fighter. (1st) Best magic user. (Very weak at fighting)
When choosing the type of character you would like, you need to decide your profession first then your race.
Try to choose a race that complements your profession (this is not rule just some advice).
Dwarves: tough, strong, good and at wearing heavy armour making excellent Warriors, no Bards or Mages.
Hobbits: small and agile can only be Scouts, Rogues, occasional Warriors, making an excellent Scout/Thief.
Elves: are generally good at everything and naturally excellent bowmen regardless of profession, but in the areas
specified below they can excel.
Silvan Elves: excellent Scouts, Rangers and exceptional Bards.
Sindar Elves: excellent magic users.
Noldor Elves: excellent magic users, especially Mages.
Half-Elves: good in every profession.
Humans: can generally pick any profession but some race & profession combinations are rare and controlled.
Dunedain: good in most professions, they make good magic users which are rare in other human races.
Rohirrim/Eothraim: excellent mounted Warriors but have few Rangers, Animists and Mages.
Beornings: excellent Warriors (good with 2 handed weapons and light armour) but have few magic users.
Woodmen: make excellent Scouts and Rangers, no Mages.
Rural Men: good Warriors, Scouts, Rangers and Animists (Druid), Mages are rare.
Urban Men: good Bards, Animists (Cleric) and Mages, Rangers are rare.
If you wish more detailed information on any profession or race you are interested in tell me and I can print
some additional information for you.

Profession Development Points - per level


Warrior Rogue Scout Ranger Bard No Prof Animist Mage Mentalist
Movement & Manoeuvre 3 2 1(2) 2 0(1) 2 1 0 1
Weapon Skills 5 4 3(2) 3(2) 2 3 1 0 1
General Skills 2 3 3 4 2 3 2 2 1
Subterfuge Skills 2 3 5 2(3) 2(3) 2(3) 1 0 1
Magic Skills 0 0 0 0 3(2) 1 2 5 3
Body Development 3 2 2 2 1 2 1 1 1
Languages 0 1 1 1 3 1 2 2 2
Spell Lists 0 0 0 1 2(1) 1(0) 5 5 5

Profession Skill Bonus’s - per level


Warrior Rogue Scout Ranger Bard No Prof Animist Mage Mentalist
Weapon Skills +3 +3 (+2) +1 +2 (+1) +1 +1 0 0 0
General Skills +1 +1 +1 +3 +1 +1 +1 0 +1
Subterfuge Skills* 0 +2 +3 0*(+1*) +1 +1 0 0 0
Magic Skills ª 0 0 0 0 +1 +1ª +1 ª +2 ª +2 ª
Perception 0 +1 (+2) +3 +2 +1 +1 +2 0 +1
Body Development +2 +1 0 0 0 0 0 0 0
Base Spells 0 0 0 0 +1 0 0 +2 +1
* Stalking & Hiding 0 +2 +3 *+2(+3) +1 +1 0 0 0
ª Directed Spells 0 0 0 0 +1 ª0 ª +2 ª +3 ª +1

Values in brackets ( ) represent alternative minor changes to the original profession development. When
developing a character from the beginning all values in brackets are to be used or none at all.

( ) - These values allow for a less combat orientated Scout and Ranger, and less magic orientated Bards and No
Profession (both jack of all trade’s), also a Rogue that is a more little more balanced fighter/thief.

Bonus’s marked with an * indicate that ‘Stalking & Hiding’ and an ª ‘ Directed Spell’ Skill Bonus’s sometimes
differ from the overall bonus’s for corresponding ‘Subterfuge’ and ‘Magic’ Skills.

Where possible I have tried to make the changes balanced for every increase there is a decrease somewhere that is
appropriate to the profession.

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