Skills General Skills Subterfuge Skills Magical Skills Languages Spell Lists Body Development Secondary Skills Notes Animist 1 1 2 1 2 2 5 1 0 Bard 0 2 2 2 3 3 2 1 0 Mage 0 0 2 0 5 2 5 1 0 Ranger 2 3 4 2 0 1 1 2 0 Scout 1 3 3 5 0 1 0 2 0 Warrior 3 5 2 2 0 0 0 3 0 Profession: Expanded M&M Skills Weapon Skills General Skills Subterfuge Skills Magical Skills Languages Spell Lists Body Development Secondary Skills Notes Barbarian 1 5 5 1 0 0 0 3 0 Burglar 2 1 2 8 0 1 0 1 0 Conjurer 0 1 1 4 3 1 4 1 0 Explorer 2 2 5 4 0 1 0 1 0 Mentalist 0 1 1 1 3 2 5 2 0 Monk 0 1 2 2 1 1 2 1 0 3 Martial & 2 Adrenal Skill Rogue 2 4 3 3 1 0 0 2 0 Shaman 1 2 1 3 5 0 2 1 0 Sage 1 1 3 0 0 4 0 1 5 Scholar Tracker 2 4 5 2 0 0 0 2 0 Non-magical ranger Warrior-Monk 0 1 1 2 0 3 0 0 0 5 Martial & 3 Adrenal Skills Wizard 0 0 2 0 5 2 5 1 0 Profession: Culture Specific M&M Skills Weapon Skills General Skills Subterfuge Skills Magical Skills Languages Spell Lists Body Development Secondary Skills Notes Military-Priest 2 4 1 1 2 1 3 1 0 Evil Characters Only Night-Warder 0 1 2 1 4 2 4 1 0 Easterling Shape-Changer 1 1 1 1 0 1 0 3 0 3 Martial & Adrenal Skills, Beornings Spirit-Namer 0 1 3 2 3 0 5 1 0 Lossoth Wolf-Rider 2 4 4 2 0 0 0 3 0 Orcs and goblins Profession: Advanced M&M Skills Weapon Skills General Skills Subterfuge Skills Magical Skills Languages Spell Lists Body Development Secondary Skills Notes Archer 2 4 3 2 0 0 0 2 0 2 Adrenal Skill Assassin 1 3 2 5 0 1 0 2 0 1 Adrenal Skill Alchemist 1 3 2 2 1 0 0 1 5 Rune-Smith Hunter 2 3 5 3 0 0 0 2 0 Knight 2 5 3 1 0 1 0 3 0 Paladin 2 4 2 1 2 1 1 2 0 Slayer 1 5 2 1 0 0 0 3 1 2 Adrenal Skill Profession Tables for MERP Profession Bonuses Profession: Basic Magical Realm Prime Stat Bonus Animist Channeling It (+1)-Read rune, Used item, General skills, Perception; (+2)-Directed spells, Base spell OB Bard Mentalist Pr (+1)-Weapon skills, General skills, Subterfuge skills, Magical skills, Base spell OB, Perception Mage Essence Ig (+2)-Read rune, Use item, Base spell OB; (+3)-Directed spells Ranger Channeling Co (+2)-Weapon skills, Perception, Stalk/Hide; (+3)-General skills Scout None Ag (+1)-Weapon skills, General skills: (+2)-Subterfuge skills; (+3) Perception Warrior None St (+1)-General skills; (+2)-Body development; (+3)-Weapon skills Profession: Expanded Magical Realm Prime Stat Bonus Barbarian None St (+2)-Weapon skills, Body development; (+3)-General skills Burglar None Ag (+1)-General skills; (+3)-Subterfuge skills, Perception Conjurer Channeling & Essence Ig & It (+1)-Magical skills, Subterfuge skills, Base spell OB, Perception Explorer None Co (+1)-Weapon skills; (+2)-Subterfuge skills, Perception; (+3)-General skills Mentalist Mentalist It & Ig (+1)-Read rune, Used item, General skills, Perception; (+2)-Directed spells, Base spell OB Monk Mentalist Ag (+1)-General skills, Subterfuge skills, Magical skills, Perception; (+2)-Martial arts skills Rogue None St (+2)-Weapon skills, General skills, Subterfuge skills Shaman Channeling It (+1)- General skills, Subterfuge skills, Perception; (+3)- Magical skills Sage None Ig (+4)-Lore secondary skills; (+1)-All other secondary skills; (+2)-Perception Tracker None Co (+1)- Weapon skills, Subterfuge skills, Perception, Body development; (+3)- General skills Warrior-Monk None St (+1)-General skills; (+2)-Body development; (+3)-Martial arts skills Wizard Essence & Channeling It & Ig (+2)-Magical skills, Base spell OB Profession: Culture Specific Magical Realm Prime Stat Bonus Military-Priest Channeling It (+1)- Body development, Perception; (+2)- Weapon skills, Magical skills Night-Warder Essence & Channeling Ig (+2)-Magical skills, Base spell OB Shape- Changer None Pr (+1)- M&M skills; (+2)-Martial arts skills, Body development; (+5)-Shape Change skill Spirit-Namer Channeling Pr (+1)- General skills; (+3)-Use Item, Read rune Wolf-Rider None Ag (+1)- Subterfuge skills, Body development; (+2)- General skills, Weapon skills Profession: Advanced Magical Realm Prime Stat Bonus Archer None Ag (+1)-Weapon skills; (+2)- Missile Offensive Bonus, (+3)-Stalk/Hide, Perception Assassin None Ag (+1)-Weapon skills; (+3)-Subterfuge skills, (+5) Ambush Alchemist Essence Ig (+1)-Weapon skills; (+4)-All Crafting secondary skills Hunter None Co (+1)-Weapon skills; (+2)-General skills, Stalk/Hide, (+3)-Perception, (+1) hunting related skills. Knight None St (+2)-Weapon skills, Body development, Ride, Perception Paladin Channeling Co (+1)-Base spell OB, Use Item, Directed spells; (+2)-Weapon skills, Perception Slayer None St (+3)-Body development, Weapon skills Using other Rolemaster Magic Users with MERP MERP Profession Rolemaster Equivalent Mages Magicians, Illusionist Animist Clerics, Healers, Astrologers, Necromancer Mentalists Lay Healers, Seer, Mystic, Enchanter Shaman Witch, Warlock Wizard Sorcerer Alchemists Rune Smiths Profession Tables for MERP Profession Descriptions The basic and expanded professions listed above have already been described in ICEs MERP editions 1 and 2. The culture specific professions have been described in MERP and he Northern Waste, campaign module. Further information on the mentioned professions can be found in either MERP editions 1 and 2 or Northern Waste. Advance Professions tend to specialize in a particular skill. Most are actually a subclass of Basic Professions. Due to the professions concentration in a particular skill, certain skills or armor restrictions apply. Some Advance Professions have no place in Middle-Earth; but can be used in other settings such as Shadow World. This section provides descriptions of other professions that were found in other MERP modules and websites. Trackers are equivalent to Rangers and have Constitution as a Prime Stat. They do not have access to Ranger spell lists, possessing only the magic-using abilities of Warriors. Like Rangers, they excel in outdoors skills. Shamans are primitive Animists and should be taken by primitive or barbarian cultures/races as a substitution for Animists. For evil cultures or races such as Orcs and Half Trolls, Shaman represents the only spell-casting profession. In this case, they may learn the base spell lists of Evil Mage, Evil Cleric or Sorcerer spell lists. This section provides descriptions of Advance Professions that are found widely on the net. Archers are skilled with bows. They wear only leather armor and carry no shields. They are a subclass of Scout but concentrate their skills in archery and subterfuge. It is very difficult for archers to use spells or magic items. Knights are trained in the arts of combat and jousting. Their primary areas of development are weapon skills, riding, and body development. Knights are members of the nobility. Knights can use any weapon and wear any armor but favor chain or plate armor and two-handed weapons. They are a subclass of Warrior. Assassins are trained in maneuvering, observation, ambush and to a limited extent, combat. Their primary area of focus is ambush but they develop skills with weapons and subterfuge. Assassins are a subclass of Scout with concentrated skills in dispatching an enemy silently. They may only wear leather and cannot carry shields. Hunters are trained in outdoors and stalk/hide skills. Their primary area of development are general skills, perception, stalk/hide and to a lesser extent weapon skills. It is moderately difficult for Hunters to learn spells. They are a subclass of Ranger. They wear either leather armor or none at all. Slayers main focus is the art of combat and fighting. It is difficult for Slayers to learn anything else and show little interest in such pursuits. They wear no armor and are of evil depositions. They are a subclass of Warrior. Paladins are for the most part knights devoted to a religious cause. They are trained in the arts of battle and general skills. They can develop respectable general skills and can learn their own base spell lists and Open Channeling spells. Paladins are subject to Channeling armor restrictions when casting spells. Paladins are not a subclass of any Profession. Alchemists are trained in creating magical items whether they are scrolls, runes, swords or gems. Their primary area of development is crafts and can learn their own base spell lists. They can also develop some skill with weapons. Alchemist is not recommended for PC use. However, PC can use Rune Smiths. 37 Spirit Namers of the Lossoth Spirit Namers possess the gift of mediating between their people (the Lossoth) and the Spirit World. They are trained in summoning, charming, and repulsing spirits. All Spirit Namers are women. Their primary area of development is learning spells, but they are capable of development in any of the categories of skills and can learn their own Spirit Namer spells and open Channeling spells. It is very difficult for Spirit Namers to learn to use weapons and armor. They use Presence as their Prime Stat and may not wear any metal armor, helm, or greaves when casting spells. For additional information on Spirit Namer read, The Northern Waste by Randy Maxwell. Development points table for the Spirit Namers of the Lossoth Proffession M&M Skills Weapon Skills General Skills Subterfuge Skills Magical Skills Languages Spell Lists Body Development Spirit-Namer 0 1 3 2 3 0 5 1 Profession Bonuses Proffession Bonus Spirit-Namer (+1)-General skills; (+3)-Use Item, Read rune Extra Secondary Skills (5 ranks may be distributed over these Selected Secondary Skills when starting with the profession) Proffession Secondary Skill Spirit-Namer Leather/ Wood/ Ivory Crafts, Runesmithing, Demon, Faerie, and Spirit lore skill Note: When choosing these extra secondary skill ranks for both profession and race, an individual skill may not get more than 5 ranks. SPELL LISTS FOR SPIRIT-NAMERS ONLY Spirit Summoning Sprit Protection Lvl Spell Area of Effect Duration Range Lvl Spell Area of Effect Duration Range 1 Cloaking - Lvl/rounds - 1 Spirit Awareness 50R Lvl/minutes 50 2 Charm Spirit 1 target Lvl/rounds 100 2 Unsummon 1 target - 100 3 Summon Spirit I - Lvl/rounds - 3 Spirit Protection I 10 R Lvl/minutes Touch 4 Spirit Presence 100R Lvl/minutes 100 4 Hold Spirit 1 target Varies 100 5 Spirit Mastery 1 target Lvl/rounds 100' 5 Spirit Protection II 20R Lvl/minutes Touch 6 Heal Spirit 1 target C 100 6 Hold Spirit True 1 target varies 100 7 Summon Spirit II - Lvl/rounds - 7 Spirit Protection III 30R Lvl/minutes Touch 8 Charm Spirit True 1 target Lvl/rounds 100 8 Spirit Ward 50R x lvl Lvl/hours 100 9 Spirit Mastery 1 target C 100 9 Spirit Protection True 50R Lvl/minutes Touch 10 Summon Spirit III - Lvl/rounds - 10 Banish Spirit 1 target - 100 1, Cloaking: Allows caster to blend into surrounding terrain and become undiscoverable by spirits. Gives a +20 to Hide maneuvers against non-spirits. 1, Spirit Awareness: Caster may sense if a spirit inhabits the place and if being subjected to spells cast from spirit. 2, Charm Spirit: If spirit fails RR it believes caster is a good friend. 2, Unsummon: Unsummons the spirit if it was summoned in the first place. Spirit rolls a RR at 25, failure results in unsummoning. 3, Summon Spirit I: May summon a type I spirit. 3, Spirit Protection I: Spells and physical attacks towards people and caster within area of effect are all subtracted by 10. 4, Spirit Presence: If any spirit within the range fails a RR at 25 then caster may feel its presence. Average info of lvl, direction and range should be given. 4, Hold Spirit: If spirits fail a RR then its unable to take any actions for each 10 points of failure. 5, Spirit Mastery: Allows caster to control the actions of any one spirit when she concentrates 5, Spirit Protection II: Spells and physical attacks towards people and caster within area of effect are all subtracted by 20. 6, Heal Spirit: May attempt to heal a spirit, if charmed it counts as willing. 10 hits may be healed each round that caster concentrate. 6, Hold Spirit True: If spirits fail a RR at 25 then its unable to take any actions for each 10 points of failure. 7, Summon Spirit II: May summon a type II spirit. 7, Spirit Protection III: Spells and physical attacks towards people and caster within area of effect are all subtracted by 30. 8, Charm Spirit True: If spirit fails RR it believes caster is a good friend. 8, Spirit Ward: Spirit must roll a successful RR vs caster or be unable to pass trough the warded area. 9, Spirit Mastery II: If spirit fails RR, caster may control it as long as he/she concentrates. Every 3 rounds the spirit may roll a RR to try to break free. 9, Spirit Protection True: Spells are nullified if not RR is successful (spell RR vs spell RR) otherwise is all physical attacks and spells subtracted by 75. 10, Summon Spirit III: May summon a type III spirit. 10, Banish Spirit: If spirit fails a RR vs spell then its physical body is destroyed and must be either reconstituted which takes 10-1000 years or be rebuilt making some special ritual. Spirit types: I=1-5 lvl, II=6-10 lvl, III=11-15 lvl, if higher lvl spirits is to summoned then the spell must be cast at a higher lvl itself. Look further down. GMs should heavily modify summonings in general. 37 Night-Warders of the Easterlings Night-Warders possess the gift of healing and destruction. They are torn with nihilistic rage between the two magical arts. For this reason, Night-Warders find it hard to cast non-destructive/non-aggressive spells. The fumble range for these types of spells suffers from 01-05UM. Furthermore, healing spells incorporate the raging turmoil of the night-warder subjecting their patients to a momentary rage and uncontrollable bouts of violence. This effect on patients is called Sakaji. Patients must roll on the Sakaji table (see below) to determine its effort on them. A night-warders primary area of development is learning spells and can learn their own Night-Warder spells and Open Essence and Channeling spells. It is very difficult for Night-Warders to learn to use weapons and armor. They use Intelligence as their Prime Stat and may not wear any metal armor, helm, or greaves when casting spells. For additional information on Night-Warder read, The Healers of the Healer by Mark Feil. Development points table for the Night-Warder of the Easterlings Proffession M&M Skills Weapon Skills General Skills Subterfuge Skills Magical Skills Languages Spell Lists Body Development Night-Warder 0 1 2 1 4 2 4 1 Profession Bonuses Proffession Bonus Night-Warder (+2)-Magical skills, Base spell OB Extra Secondary Skills (5 ranks may be distributed over these Selected Secondary Skills when starting with the profession) Proffession Secondary Skill Night-Warder Apothecary, First Aid, Meditation, Torture, Spirit lore skill Note: When choosing these extra secondary skill ranks for both profession and race, an individual skill may not get more than 5 ranks. SPELL LISTS FOR NIGHT-WARDERS ONLY Warders Ways Nights Ways Lvl Spell Area of Effect Duration Range Lvl Spell Area of Effect Duration Range 1 Sprain Repair 1 target - touch 1 Darkness 20 5 min/lvl Touch 2 Minor Tendon Repair 1 target - touch 2 Night-vision 1 target 10 min/lvl 10 3 Healing 1 target - touch 3 Sprain Limb 1 target P 20 4 Muscle Repair 1 target - touch 4 Minor Word of Pain 1 target P 20 5 Minor Bone Repair 1 target - touch 5 Heavy Limbs 1 target Lvl/minutes 20 6 Healing II 1 target - touch 6 Major Word of Pain 1 target P 50 7 Tendon Repair 1 target - touch 7 Shadow Forms 1 target 10 min/lvl 100 8 Healing III 1 target - touch 8 Word of Pain 1 target 1 rnd/5 fail 50 9 Muscle Repair 1 target - touch 9 Touch of Disruption 1 target - 20 10 Minor Organ Repair 1 target - touch 10 Sensory Rupture 1 target P 20 1, Sprain Repair: Allows caster to repair 1 sprain; recovery time: 2 hours. 1, Darkness: Caster creates an area of up to 20R about the pint touched. The darkness is equal to the darkest night. If point is on a mobile target then it will move with target. 2, Minor Tendon Repair: Allows caster to repair 1 tendon; recovery time; 2 hours 2, Night-vision: Target can see 100 in normal darkness as if it were day. 3, Healing: Allows caster to heal 1-10 hits. 3, Sprain Limb: A random limb (arm or leg) is sprained. If it is a leg; movement is cut by 25%, melee attacks are 10. If it is an arm, melee attacks are 20. 4, Muscle Repair: Allows caster to repair 1 muscle; recovery time; 2 hours. 4, Minor Word of Pain: Target takes 1-20 hits due to a jolt of pain passing through body. 5, Minor Bone Repair: Allows caster to heal one bone fracture; recovery time; 2 hours. 5, Heavy Limbs: Target limbs became grossly heavy. Movement is cut by 50% and melee attacks are 40. 6, Healing II: Allows caster to heal 11-20 hits. 6, Major Word of Pain: Target takes 10-30 hits due to a jolt of pain passing through body. 7, Tendon Repair: Allows Caster to repair 2 tendons; recovery time; 4 hours. 7, Shadow Forms: Caster can create either the visual illusion of shadowy figures or real shadows (as many as casters level); they will move when caster concentrates. 8, Healing III: Allows caster to heal 21-30 hits. 8, Word of Pain: Target takes 20-40 hits due to jolt of pain passing through body. 9, Muscle Repair: Allows caster to repair 2 muscles; recovery time; 4 hours. 9, Word of Cracking: A random limb (armor leg) is broken. A broken arm is useless. A broken leg cuts movement by 50% and melee attacks 25. 10, Minor Organ Repair: Allows caster to repair minor damage to an organ (i.e. external damage to ear or nose, corneal scratch or removal of foreign object) ; recovery time; 10 hours. 10, Sensory Rupture: One of the targets sensory organs (i.e. nose, eye or ears) is disrupted. The sensory organ is at 50% of normal 25 to Perception Rolls. 38 SPELL LISTS FOR NIGHT-WARDERS ONLY Akshums Healing Akshums Wrath Lvl Spell Area of Effect Duration Range Lvl Spell Area of Effect Duration Range 1 Frost/Burn Relief 1 target - touch 1 Dazed 1 target 2 rnds/5 fail 20 2 Clotting 1 target - touch 2 Bleeding 1 target - 20 3 Blood Vessel Repair 1 target - touch 3 Dark Hues 1 target C Touch 4 Nerve Repair 1 target - touch 4 Bleeding II 1 target - 20 5 Stun Relief 1 target - touch 5 Shadow Steps 1 target Lvl/minutes Touch 6 Frost/Burn Relief II 1 target - touch 6 Shock Bolt 1 target - 50 7 Disease Purification 1 target - touch 7 Curse of Leprosy 1 target P 50 8 Poison Purification 1 target - touch 8 Curse of Clumsiness 1 target P 50 9 Awake 1 target - touch 9 Dark Dreams 1 target - 20 10 Unparalysis 1 target - touch 10 Paralysis 1 target P 50 1, Frost/Burn Relief: Target is healed of 1 area of mild frostbite or 1 st degree burn.. 1, Dazed: Target is mentally bewildered. Each round, target has only a 50% of making a decision. No spell casting during the affected rounds. Target will always defend himself from direct attack. 2, Clotting: Allows caster to stop bleeding on a wound that is bleeding 1 hit/rnd. 2, Bleeding: Target will bleed at the are of 1 hit/rnd 3, Blood Vessel Repair: Allows caster to heal 1 blood vessel up to 3 hit/rnd. 3, Dark Hues: All shadows in the area are deepen. All hiding maneuvers gain a bonus of +25. 4, Nerve Repair: Allows caster to repair 1 minor nerve damage; recovery time; 2 hours. 4, Bleeding II: Target will bleed at the rate of 3 hits/rnd. 5, Stun Relief: Allows caster to relieve 1 round of stun. 5, Shadow Steps: Target is cloak in such a way that all of his movements are in complete silence as long as he moves no faster than a walking pace. 6, Frost/Burn Relief II: Target is healed of 2 areas of mild frostbite or 1 st degree burn. 6, Shock Bolt: A bolt of intense charged light is shot from the palm of the caster. 7, Disease Purification: Allows caster to cure any disease if successfully wins the RR vs disease lvl. 7, Curse of Leprosy: Target gets leprosy. This causes a gradual loss of feeling in the extremities. Every day the target suffers a 1 (cumulative) to all perceptions. Also targets appearance is lower by 1each day. After one week of leprosy, all his against the target is halved; this represents loss of feeling blood flow. 8, Poison Purification: Allows caster to cure any poison if successfully wins the RR vs disease lvl.. 8, Curse of Clumsiness: Targets fumble/failure ranges are doubled. 9, Awake: Target is immediately awoken from any unnatural sleep. 9, Dark Dreams: Target immediately falls asleep from which the target cannot be awaken from by normal means. The target has nightmares during the magical sleep. Upon awakening the target will suffer from a phobia (GM choosing). The phobia will either go away in 1-7 days or be removed through normal or magical means. 10, Unparalysis: Target is cured of 1 paralysis problem; recovery time: 10 hours. 10, Paralysis: Target suffers paralysis in one set of limbs (either arms or legs). Sakaji Madness Whenever a Night-warder heals, their dark magic creeps into the patient receiving the healing. This results in the patient having bouts of uncontrollable rage and violence. Every time a Night-warder works healing magic, the patient must make an RR vs 8 th level Essence. Any failures are resolved in the below table. Sakaji Table Success by 0-20 or Failure by 1-20 The patient feels a building hatred against all whom he believes to have wronged him. This hatred fades after the spell is completed, but the memory of it remains (long term effects at GMs discretion). Failure by 21-50 The patient flies into uncontrollable rage at everyone around him. If unrestrained, he vents his warth upon a random target, be it tree, river, flower or priest (greater chance for attacking animals and humans than non- animate objects). During this fit, the patients Strength bonus is increased by 50%. Failure by 51-100 As above, but for the first 3 rounds the patients Strength is quadrupled and he does twice the damage. Failure by 101 + The patient feels a burning hatred for everything around him, but retains his cunning. He may wait until the healing is complete before attempting to slay everything around him. All destructive actions are at +30.