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Common Man

Hit Die
Soul Dep.
Rec. Mult.
Max hits
RR Essence
RR Channeling
RR Mentalism
RR Disease
RR Poison
1d6+2
12
x1
120
0
0
0
0
0

This race is composed of several subgroups, mainly the Gondorians and the Eriadorians. The different cultural subgropus are described in MERP Game Rulebook 2nd Edition.

Endurance: Average.

Resistances: Normal.

Special Abilities: None.

Weaknesses: None, aside from local superstitions.

Starting Languages: Westron 8/8 (with different dialects). The gondorians may also learn either Adûnaic, Haradaic or Sindarin (5/5) depending on the campaign setting and upbringing (GM discretion).

Additional language ranks: for professions of arms and labour, none. For those with professions of lore and travel, 5 for gondorians, 4 for eriadorians.

Professions: No restrictions, but spell users are rare among the common peoples.

Chance of learning a spell list: gondorians 15% (+stat bonus), eriadorians 3% (+stat bonus). The GM should ignore these percentages among arms users and common labourers.

Other: The Adolescence Skill Ranks are divided in two categories, one for characters born and raised in the city, another for those born and raised in rural areas.

City dwellers

Ranks
1
1
1
1
1
1
1

Skill
Body Development
General Perception
Swimming
Ride
Maneuvering Soft Leather
Runes
Staves & Wands

Ranks
1
1

0

0

Skill
1H Edged
Bows

Academic (+10 in two chosen skills)
Social (+10 in one chosen skill)


Rural folk

Ranks
2
1
1
1
1
1
1
1
1

Skill
Body Development
General Perception
Climbing
Swimming
Ride
Maneuvering Soft Leather
Maneuvering Rigid Leather
Maneuvering Chainmail
Stalk & Hide


Ranks
1
1
1
1
1

Skill

1H Edged
Bows
Polearms
Thrown
Shield Skill

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Copyright (c) Mattias Öberg 2009