Characters
One of the most important elements of any role-playing are the character classes.  They help to define what a person can do, how well they can do it, as well as giving players and GMs a general idea of what that character is like.  In MERP there are many character classes from which a player may choose from.  They cover a wide range of areas and skills and provide players with a way to create a party of varied characters.  This section deals with those character classes and what they can do, as well as introducing some original character classes.
Warrior / Scout / Mage / Animist / Ranger / Bard

Warrior

Prime Stat: Strength
Profession Bonuses: +3 per level on weapon skills
                                   +1 per level on general skills
                                   +2 per level on body development
Spell Restrictions: May learn open spells lists from one realm (players choice).  May only cast      1st, 2nd, and 3rd level spells.
Development Points:
        Movement and Maneuver: 3
        Weapon Skills: 5
        General Skills: 2
        Subterfuge Skills: 2
        Magical Skills: 0
        Body Development: 3
        Languages: 0
        Spell Lists: 0
Suggested Background Options: Resistant to Pain, Lightning Reactions, Magical Weapon, Two Skill Ranks in main weapon.
Three Favorite Races: Dwarf, Dunadan, and Black Numenoreans
Character Class Rank: 3, right in the middle.  They are a decent class but it takes no imagination to create and play a warrior.  They are as close to munchkin as this game gets.

    A warrior is a character trained in the arts of war and weaponry.  They make excellent fighters and combatants.  They focus their training on those areas which relate to fighting and combat.  They show little aptitude or intrest in such areas as language, subterfuge, and spells.  A famous warrior from Middle Earth would be Gimli or Boromir.


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