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Character Generation

There is an excellent online character generator for TOR at&nbsp; <a href="http://azrapse.es/tor/sheet.html" rel="nofollow">http://azrapse.es/tor/sheet.html</a> . It will walk you through the character generation process fairly painlessly.&nbsp; All Cultures in the core TOR rulebook are acceptable for this game. This includes Bardings, Beornings, Dwarves of the Lonely Mountain, Elves of Mirkwood, Hobbits of the Shire, and Woodmen of Wilderland.&nbsp; From the supplements, the following Cultures are also acceptable: Wild Hobbits of Anduin, Dwarves of the Grey Mountains, Dwarves of the Iron Hills, Men of the Lake, Woodmen of Mountain Hall, and Wayward Elves.&nbsp; Other Cultures may be accepted but as this game centers around the Mirkwood region, it will require some explanation as to why they are there and why they should remain interested in local events. These include Men of Minas Tirith, Men of Bree, Bree-Hobbits, Riders of Rohan, Dunlendings, Elves of Lorien, and Dwarves of the Blue Mountains.&nbsp; The Heroic Cultures -- High Elves of Rivendell and Rangers of the North -- will not be used.&nbsp; All Callings are permissible, including the Leader from the Adventurer's Companion.&nbsp;
Some character generation suggestions for those new to the game:&nbsp; You probably want Travel 2 at least, and a good score in one of the journey-related skills (Travel, Explore, Awareness, or Hunting). A well-rounded party should probably have one person to cover each of those skills. Being able to travel well in TOR can be just as important as being able to fight well!&nbsp; Speaking of which, watch your encumbrance. I've seen players who cut their teeth on D&D decide that the smart thing to do is wear the heaviest armor possible and carry half a dozen weapons, and then get surprised when one hit in combat leaves them Weary. If you really want to be a heavy-armored tank, that's what Dwarves are for.&nbsp;