Character Generation

Race/Culture Bonuses

High Elves: +1 DEX OR +1 APP, Any one Knowledge skill 50%

Sea Elves: +1 DEX OR +1 APP, Navigation 50% OR Swim 95%

Dark Elves: +1 DEX OR +1 POW, Stealth OR Knowledge: Poison 50%

Wood Elves: +1 DEX OR OR +1 APP, any one Missile Weapon 45%

Norvu (Human): +1 any characteristic, one Perception skill 30%

Aerrisan (Human): +1 any characteristic, roll for additional wealth or possessions

Raqq (Human): +1 INT, Bargain 40%

Baodi (Human): +1 CON, Ride 50%

Kalashuu (Human): +1 POW, Knowledge: Religion 50%

Vaornan (Human): +1 APP, one Weapon Skill 35%

Siorci 80% chance of having one Sorcery power (GM-determined, 50%), Knowledge: Arcane 50%

(Note: Humans tend to mix racially quite a bit; in the case your character is of mixed ancestry, you may simply choose a dominant racial strain and add that bonus, or +1 to any one characteristic and +20% to one skill.

Desert Dwarves: +1 CON, Any one Physical skill 35%

Frost Dwarves: +1 CON, Any one Weapon skill 40%

Mountain Dwarves: +1 CON, Craft skill (Weapons, Armor, or Metal) 65%

Sea Dwarves: +1 CON, Pilot: Ship 50%

Gnomes: +1 INT, Any one Manipulation skill 50%

Halflings: +1 DEX, Any one Mental skill 30%

Orcs: +1 SIZ, Any one Physical skill 35%

Recommended Professions

Assassin: Dodge, Hide, Listen, Spot, Stealth, and five of the following: Brawl, Disguise, Grapple, Fine Manipulation, Martial Arts, Melee Weapon (Any), Ride, Throw, Track.

Craftsman: Appraise, any one Art, Bargain, any two Craft skills, Spot, Research, Status, Fine Manipulation, and Repair (Any)

Explorer: Climb, Language (Other), Language (Own), Persuade, Research, Spot,and 4 of the following: Knowledge (History, Region, Group), Pilot: Boat, Talk Fast, Weapon (Any), Navigate, Ride, Swim, Track

Lawman/Guardsman: Brawl,, Didge, Fast Talk, Knowledge (Law), Listen, Spot, and any four of the following: Pilot: Ship, First Aid, Grapple, Indsight, Knowledge (Religion or Group), Language (Other), Martial Arts, Melee Weapon (Any), Missile Weapon (Any), Ride, Status, Track

Merchant: Appraise, Bargain, Fast Talk, Knowledge (Accounting), Knowledge (Business), Persuade, Research, Status, and any other two skills as specialties, according to concept.

Noble: Bargain, Drive, Etiquette, Language (Own), Language (Other), Literacy, Weapon (Any), Status, and two skills as hobbies/fields of interest.

Priest: Fast Talk, Insight, Knowledge (History), Knowledge (Philosophy), Knowledge (Religion), Language (Own), Perform (Ritual), Persuade, and two of the following: Knowledge (Occult), Language (Other), Listen, Literacy, Perform (Oratory), Research, Status, or Teach (see Magic for more priestly abilities).

Sailor: Climb, Craft (Any), Dodge, Grapple, Navigate, Pilot: Boat, Swim, and any 3 of the following: Weapon (Shortsword, Pike, Bow, or Spear), Command, Language (Other), Listen, Repair (Ship), or Spot.

Scholar: Language (Other), Language (Own), Persuade, Research, Teach, and choose five Knowledge or Science skills appropriate to setting and related to your interests.

Shaman: Art (Any), Insight, Knowledge (History), Knowledge (Occult), Language (Own), Listen, Perform (Rituals), Persuade, and and two of the following, as appropriate: Craft (Any), Fast Talk, First Aid, Hide, Knowledge (Anthropology), Medicine, Language (Other), Science (Pharmacy), or Status.

Soldier: Brawl, Climb, Didge, First Aid, and any six of the following: Command, Grapple, Hide, Language (Other), Listen, Jump, Medicine, Melee Weapon (Any), Missile Weapon (Any), Navigate, Repair (Any Related), Ride, Spot, Stealth, or Throw.

Thief: Appraise, Dodge, Fast Talk, Hide, Stealth, and five of the following as appropriate: Bargain, Brawl, Climb, Disguise, Fine Manipulation, Weapon (Any Small), Grapple, Insight, Listen, Jump, Knowledge (Law), Persuade, Repair (Mechanical), or Spot.

Tribesman: Craft (Any), Dodge, Grapple, Hide, Knowledge (Nature), Spot, Throw, Track, and two of the following: Brawl, Climb, First Aid, Listen, Jump, Knowledge (Occult), Melee Weapon (usually Spear, Axe, or Warclub), Missile Weapon (Bow), Language (Other), Ride, Stealth, or Swim.

Warrior: Brawl, Dodge, Grapple, Melee Weapon (Any), Missile Weapon (Any), and five other skills from the following list as specialties: Climb, Command, Hide, Listen, Jump, Language (Other), Martial Arts, Ride, Spot, Stealth, Swim, Throw, or Track.

Wizard: Craft (Any), Insight, Knowledge (Occult), two other Knowledge (Any) skills, Language (Other), Listen, Perform (Rituals), Persuade, and Research.(see Magic for how your arcane abilities are handled).

Character Generation

The Middle Isles zacharythefirst