Using Journeyman to run MERP

We’ve started porting MERP over to the Journeyman system. The MERP background and modules has always impressed us (as it has everyone else), but we’re trying to use Journeyman for the combat and magic. The magic is largely channeling, deriving from the various gods. Using the Journeyman character generation system, we added cultural skills and weapons for the different races. Each race got 8 skill points split between two cultural skills (4+4) added to their initial character generation. They also got to pick two cultural weapons for their beginning characters. Here’s what we are using so far:


  • Cultural skills: Mining, Weapons, Climbing,  Blacksmithing, Mechanic
  • Cultural weapons: Axe, Hammer, Pick, Crossbow


  • can’t be higher than M:5; Defensive Shakti +5
  • Cultural skills: Farming, Cooking, Survival, Sneak, Acrobatics
  • Cultural weapons: Sling, Dagger, shortsword


  • Cultural skills:  Acrobatics, Marksmanship, Singing, Dancing, Folklore
  • Cultural weapons: Longbow, Backsword, Rapier, Longsword


  • Cultural skills: Pick any
  • Cultural weapons: Longbow, Backsword, Longsword


  • Cultural Skills: Wrestling, Transformation, Animal Husbandry, Folklore, Body Control
  • Cultural weapons: Axe, Longsword


About lostdelights

An old gamer flying his freak flag, I've been playing table-top role-playing games since 1978. I've been building my own system (Journeyman) since 1981.
This entry was posted in Journeyman, Middle Earth, Middle Earth Roleplaying. Bookmark the permalink.

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