I think I would be interested in joining your group.
I have been running my own PbP Middle-earth campaigns since 2003, but have had no opportunity to just play as a character - always the GM.
Anyway, my site is:
http://rpg.avioc.org
I will use my site as a reference to my posting detail and abilities. I have no problem being there twice a week with a game contribution.
As for a character, I would like to introduce a Ranger of Ithilien named Arahael. He is sent north by Ecthelion to Dale as an emissary to both gain information on the north and to also speak for Gondor. I have a homebrew culture that I give below for the GM's approval.
Dúnadan
RANGERS OF ITHILIEN
CULTURAL BLESSING
Blood of Númenor - may re-roll feat die against Corruption
STARTING SKILLS
Common
Awe 0 • Inspire 1 • Persuade 1 •
Athletics 1 • Travel 2 • Stealth 2 •
Awareness 2 • Insight 1 • Search 1 •
Explore 2 • Healing 2 • Hunting 1 •
Song 1 • Courtesy 1 • Riddle 0 •
Craft 0 • Battle 2 • Lore 1 •
Weapon
Choose one:
1) (Swords) 2, Spear 1, Bow 1, Dagger 1
2) Long sword 2, (Bows) 1, Spear 1, Dagger 1
SPECIALTIES
Choose two:
Beast-lore, Fire-making, Herb-lore, Old-lore, Smoking, Story-telling
BACKGROUNDS
Blood of the Faithful
Basic Attributes: Body 6, Heart 4, Wits 6
Favoured Skill: Explore
Distinctive Features: choose two
Adventurous, Energetic, Fair, Fierce, Keen-eyed, Lordly, Secretive, Tall, Wary
ENDURANCE AND HOPE
Endurance: 23+Heart
Hope: 8+Heart
CULTURAL VIRTUES
Shadow Bane (as the Elf's Shadow Bane)
The people of Gondor have suffered grievous losses during many wars against the Shadow. The loss of Minas Ithil, indeed most of Ithilien, kindles a bitter, cold hate for the Enemy.
When you are fighting in a Forward stance (see page 172) against servants of the Shadow (including Spiders, Orcs, Trolls and Evil Men), add one Success die to all your attack rolls (up to a maximum of 6).
Practiced Shot (as the Hobbit's Fair Shot)
You have spent a great deal of your time practising your aim and your accuracy is exceptional.
When you make a ranged attack, you can roll the Feat die twice and keep the best result.
Skirmisher (same as Beorning's Great Strength)
You specialize in hit and run tactics. Lightly encumbered, you are able to nimbly harass enemy forces.
If the total Encumbrance of your carried gear is equal to or less than 12, when you are fighting in a close combat stance, you receive a bonus of +3 to your Parry score.
Noble Lineage (taken from this resource --> Rangers of the North (homebrew), pg 8)
In your veins runs the blood of the noble lineage of the Faithful. You look (or feel) fairer than most and your presence alone can inspire the hearts of those that are at your side. Taking advantage of this, you have learned to use your presence to boost your companions' confidence.
Raise your Company's Fellowship rating by one point. In addition, whenever you make an Inspire roll, you can roll the feat die twice and keep the better result.
Natural Watchfulness (same as Woodmen's Natural Watchfulness)
Whether travelling, exploring or even resting, the behaviour of animals can communicate much to those who know how to interpret the signs. It could be the sudden silence of a bird, or the distant rustling of a beast in flight. You have learnt to recognise which sounds and sights reveal the approaching of enemies, and to read much from your surroundings.
When you are outside, you upgrade the quality of all your successful Awareness rolls by one level, turning a success into a great success, or a great success into an extraordinary one. Additionally, once during each day, you may make an Explore roll with a TN of 14 to gather information regarding the area surrounding you, as if you were observing it from a vantage point (the top of a tall tree, a small hill).
Hands of the Healer (taken from this resources --> Rangers of the North (homebrew), pg 7)
The people of Gondor have long studied the art of healing with herbs and remedies, and you learned this craft from the Houses of Healing. You are capable of finding the right herb for all kinds of ills and can soothe the suffering of others.
You learn how to treat injuries on the battlefield quickly and efficiently with Soothe Pain when you first select this Virtue, and can master the secrets of Poison Remedies and Herbal Care as your undertaking during a Fellowship Phase, expending one Experience point for each virtue.
Soothe Pain
You know how to treat recent injuries with the use of a secret recipe of herbs taught to you by your mentor. This can alleviate the initial suffering and distress those harmed feel after battle.
When recovering after combat (a 30 minutes rest) you can make a Healing Roll against a TN of 14 and spend a hope point to increase the amount of Endurance points recovered by any uninjured allies. On a success, a number of people equal your Wisdom score recover one additional Endurance point. On a great success, they recover two additional endurance points. On an extraordinary success, they recover four additional Endurance points.
Poison Remedies
You know how to prepare a drink that, when ingested, will help a victim to shake off the effects of spider-poison or to prepare a salve that when applied to wounds will help the infected to fight off the effects of orc-poison.
You can spend a point of Hope and make a Craft Roll against a TN of 14 to neutralize the effect of a single poison type on all members of your Company.
Herbal Care
You know how to treat injured people when they most need assistance. Speaking old words of power and wisdom you ease their suffering and their wounds heal faster.
During a prolonged rest, you can forego the benefits you would gain and spend one Hope point to make a Lore check on a chosen companion (injured or otherwise) to aid their recovery of additional Endurance points. On a successful roll they recover two additional Endurance point. On a great success they recover four additional Endurance Points and on an extraordinary success they recover an additional four Endurance points plus your Wisdom score.
CULTURAL REWARDS
Armour of the Rangers (Any Leather) (same as Woodmen's Feathered Armour)
This armour has been fashioned to be silent and camouflaged within the wilderness. It makes almost no noise at all when its wearer moves and appears to blend in with its environment.
When you make Stealth rolls you can roll the Feat dice twice and keep the best result.
Well-Crafted Backpack (made this one up)
Being constantly on the move, the Rangers of Ithilien have learned to craft excellent backpacks to help shoulder their loads and decrease their weariness as they travel.
Reduce the encumbrance of your travelling gear by 1. When you make fatigue tests, add a bonus to your rolls equal to your Wisdom rating.
Ithilien Bow (great bow) (same as Elf's Woodland Bow)
The Rangers of Ithilien craft great bows that allow a quicker rate of fire when engaging the Enemy in the wilds.
You are always allowed to make one additional opening volley, even when no opening volleys are allowed (unless you are surprised).