Merp Rulebook (2nd Ed)
Merp Rulebook (2nd Ed)
Merp Rulebook (2nd Ed)
Second Edition
Sample Adventure: John David Ruemmler, Richard H. Britton, Coleman Charlton. Pete Fenlon
Additional Material: Donald R. Cargille, Anders Blixt, UlfZindermann, Ola H iggscrom
Cover Art: Angus McBride
Interior Illustrations: Liz Danforth, Angus McBride. Jason Waltrip, Kamran Sedaghatkish
Interior Maps and Layouts: Ellisa Mitchell, Rick Britton, Pete Fenlon
Project Specific Contributio ns - Art Dirlioll: Jessica Ncr -Grimm; C OW'T Graphics: T crT)' Amthor; LaYOl<r: John Curtis;
Pagtr""hll8: CoI... man Charlton; ProojTrading, EJilo rilii Colllrilmlions, and SYSI"'" COJ1lriimtions: Don Cargille. Man Foroeck,
W illiam \Vilson, Jessica Ncr-Grimm, John Curtis. H eike Kubasc h. Kurt H. Fischer. Bruce Neidlinger,
Pete Fenlon, Terry Amthor, Stephen Bouton, Chris Christensen, John Ruemmler, Lary Simms:
Pl.,ylwing; Olivia Johnston, Olivia Irwin. Gary Thompson, Rockr Byrd. T erry Amthor, Dave Dixon. Stephen Bouton,
Chris Christensen, Brian Bouton. James Blevins. E!i:u~th Roberts, Larry Simms, Heike Kubasch.
ICE Suff - Salts M~lIagtr: Deane Ikgi ~bing; CEO. Bruce Neidlinger: M~"agi"g /itl1F." Coleman Charlton;
PmiJml: Peter Fenlon; Gmom" Strviu SI1l Heih Kubasc:h; Shipping Staff Dave Morris. Daniel Williams;
/ilill& CXwloprnml, & ProJl4c/iQn Sitiff: Kevin Barrett, Mo nte Cook. John Curtis. Bruce Harlick. Jessica Ncr-Grimm.
c..p,.rixn, Cl !964. 1986. !99.1 TOU( n::N t;NThRJ>R.!Sf.s.. d, ......... o( ELAN MffiO-iANDISlNG. I"".. IIcrklcy. CA M./JI, ....". tWl'IIfttI (MOl;).
n. H.u.~.nd n.1_J <f'" ~ioyt..nd 011 cNnct<n.nd pbc.-. ........ n. .... tnd.....,k 1'f"<'P"['" ofTOI.KIEN ENTl::Rl'RISIiS. "U ,h..."".. ,nd pbc.:. d'nycd (rom the wnrlo. "rJ.R.R. To!!..." ....
c,,",moo t.w <.-.d<m.rI... word und ~c<nl< from Grof,on IIooh(H"P" Coli,no). publ.",",,,!! ....." .........
'0 Unwm H ym>n. l,d. ~nd~. "11... I< Unwin. Ltd. Lo..doo. UK.
n. F,u,,,,,J,,., <f '" A... - CopyMgh' Cl [955. 1965 by , .R.R. -rolki<n. Col')"fig" <Cl t<n<wtd 19112 by o,n"oph" R. T olki<n. M;<h.<l H.R. T olk i<n. John 1'.11.. ToJki.n "Id Pli.;It. MAR. T olkim.
n. T_ T.-. - Copyrign. Cl 1954. 1965 by J.R.R. Tolk"n. Copyngl>t Cl frn<W<d 19112 by 0....,,+, R. T olk;m. Mod.,l H.R. T~lk;rn, John I'.R. T~lkim.nd 1''''",It. MAR. "folium.
n. tn.", <fllt /("r - GJpynxn' Cl 1955. 1965 by J.R.R. Tolki<n. Copyrigh. Cl ' ........d 198J by O'rutop!o.... R. Tolkim. Mid ..d H.R. T oJk,m, John l'.R. "folk;," mol I'n... u.. M.A.R. T oJlim,
Prod"c~d
and Dinributtd by IRON CROWN ENTERPRISES. Im:.. P.O. BoK 1605, Chnl oneJ vi[] ~. VA 22902.
Stock #2COO
ISBN 155806190-8
~
pART I
TABLE OF CONTENTS ~
12.0 The Setting . ...................
............................................ 62-63
12. 1 Civilized Areas ....
.......... 62
12.2 The Countryside ..........................
....................... 62
12.3 Adventure Sites ........................
................................ 62-63
INTRODUCTION
........................ 2-15
.... 2-3
.... 4
...... 5
M~gic,
2.0 How To Play: The Rules & G uidelines. .................. ... 16-19
2.1 Lurning to U.c MlRP '"
................ 16
Moving From LOR to MERP...
................ 17
PART II
YOUR CHARACTER
........................ 74
........ 74-75
........ 64
... 76-77
.......... 77
PARTV
D ESIGNING A CHARACfER
19.0 Ge.nerating Statistics. ......................................
.............. 79
... 3841
...................................... 38
.................................... 41
........... 41
Skill
......................... 88-89
PART ill
PERFORMING ACTIONS
p ART VI -
.... 102-110
PART VII
....... 55
PART IV
THE GAMEMASTER'S T ASK: THE WORLD SYSTEM
.59-6 1
1 1.0 Th e Non-Player C haracters (NP C,).
.......... 59
11.1 The Gene ral Populace .....
11 .2 H ostile Populations ...................................
... 60
............................... 60
I J.3 InhabitanU of Adventure Sites .......
1104 [).sctiptions of Middle-earth Creatu",.....
.... 60
......... 60-61
11.5 Amx;iatu of the Player Olamcters
THE APPENDICES
AI Th e C haracur Templa[e.s..................
..113-145
Black Numenorean Warrior - InJruor. ....
.114-115
Rohi. Warrior- U-;tn. ............ .....................
....... 116-117
DwufWarrior _ &11 R,JJ.,.L" . ............................................. I 18- 119
Sinda Elf Warrior _ G",,,b.o/ion ............................................. 120-1 21
Dunlending Scout _ Mfor................
.... 122- 123
Hobbit Scout - &JfQ NQnhr..J. ....
..................
124_125
..126-127
Dwarf Scout _ v.".,.,/in. ......................
Silvan Elf Scout _ LiI!JinirL
...................
............ 128- 129
DUnadan Ranger _ c..J..JhiL
................
..... 130-131
Woodman Ranger _ Skw/,u.,
.............................. 132-133
Dorwinadan Bard _ f1!iJon......
........................................ 134-135
Noldo Elf Bard _ U{inJir.
................................... 136-1 37
Silvan Elf Mage _ ""..b.
............................... 138-139
DUnadan Mage - M'.....,n. ............... ......................
..140-141
Half-df Animist _ Elbragd.
.................. 142-143
....... 144-145
Beorning Animist _ Bt.aLirh. .........................
TABLE OF CONTENTS .
A2 The C ultures/ RaeH. ................................................... 146-179
A2.1 Dwamsh Raco ('Dw-1Wf-UmI.). .__ .. _. ______ 146-148
"2.2 EI~ish R3CU (NoiJ--Sirrk ......Si,.."" EJ.n-H.!f~Iws). __ 149 154
A 2.3 Hobbiu ...................._ ...................... __ ................. _ . ISS - I S6
AT - Aru.ck T abln
ATI I-Handed Slashing Weapons Au.ack Tabl, ................... 233
AT2 I-HarKkd Concuuion W npons Attack Table ............. 233
AT 3 2-HlI1d.ed Wuporu Auack Tablr ............................ _..... 233
AT-4 Miuil, W eapons Attack Table ........................................... 2 33
AT-5 Tooth & Cb w Au ack Table ................................................ 234
AT 6 Grappli ng 6: Unbalancing Atr~ck Tablc ............................ 234
AT7 Bolt Spell. Au~ck Table ....................
.................... 236
AT-8 Rail S!"'II. Auack T able ...................................
.. .... 236
AT-9' &seS!",11s Atuck T~ble ....................................................... 235
&U,
CT - C ritical Tables
CT -I Crush Critic~1 T able . _ ................................................. 238
CT2 Slash Critia! Table ... ____ .... _ ... _ .. _ ... _ .... __ ........ 2 38
CT -3 Punctuu Crit i<;:,.] Table .. __ .... _ .. __ ...... _ ................... 238
-4 UIlba1ancing Critia l Table ..................._ .... _........ _ .. 238
CT...s Gnppling Cri( i<;:al Table .............. _ ....... _._ .. _ ........ 2 39
CT6 Heat Critical Tablr ............................................................. 2 37
CT7 Cold Crit ical Tabl e ............................................................... 23 7
CT-8 E.Icctrici(y Critical Table ....................................................... 237
CT 9 Impact Cri(inl Table ............................................................ 237
CT IO Physical Criticals for Lnge Cuature. Tabl, .................. 239
CT-II ' Spt'll Critic,.]s for urge Crmuru T~blc ........................ 239
IT - Fumble and Failu", T ablCII
FTI H and Anns Fumble Table ..... _ ..... ____ _____ .... 2040
FT-2 M iss ile Weapons Fumble Table ........ _.. _.................... 2040
FT-3 S!",II Failure Table ._......... _........ _ .. _ .. _ ................. 2040
IT-4 Moving ManN"<T Failure T ~ble .......... _ ..... _ ..... _ .. _ ... 2040
o.-.,o..s. ............................_.._......
WillS -
cr
H~ -
Cmu 5#" -
wu ................................................................ 190-211
ET - E.pcrience T ablts
ET- I Critical Po ill( T able .................................._................. _ ..... 241
ET-2 ' Kill Point Table ................................................................... 241
ET-3 Maneuvcr Point Table ........................................................... 24 J
ET-4' Spell Point Table........
...................
..... 241
ET-5 Ex!"'.iencc Poim Tabl e ....................................................... 24 I
MT - Maneuver T ables
MT.I Moving M~nruver Table .............................. ...................... 242
MT -2 Sla(ie Maneuver Table ................................................ 243
BT - Bonus Tables
ST I &.it Bonuses Table ..... _ ............................. _................. 245
ST2 Sut Bonus ErrC<1 T able ......................... _ ........................ 2 .. 4
ST3 S!",cial Racial Modifications T able .. _ ....._ ....... _... _ ..... 2 .. 4
ST-4 Skill Rank Bonus Table ................................................... 24..
ST5 W eigh( Penalty Table ........................................................... 245
8T-6 ' Profeuion Table ..................................................................... 245
a.."l""
ST - Summary T ables
STI unguages of Middlc-urth .................................................. 249
ST2 Cru(ure Summary T ~ble ............................................ 250-25 !
Sf3 Masler Ouractfr Table ..............................._ .......... 252-254
Sf.. Equipment and Price T able ................................................... 255
Sf5 Hubs. Po;wru. and DiseaKS Tabl e ... _...... ............... 256-257
Sf6 T rusun: Table ........................._ ........ ... ............... 258-259
ST7 Magic It em Pricing Table ..................................................... 260
Sf8 \Vuthtr Table .................................................................. _ . 261
Sf9 Slt1lllegic Movtmem Rate T~ble ......................................... 261
ST- IO Encounter T able .................................................................. 262
Sf- !! Action T~ble ........................................... ..... .. _ ........... _... 263
Sf- 12 ' S!",II Usc Risk T able .......................................................... 264
ii
PART
II
vm -
INDEX
Part I
inrroduni""
PART I
INTRODUCTION
oX.
~X~X~X~X~Xl
~X~X~X~X~XI
TIx
Ftll"wsbip
of/b. Rin:
WHAT IS A FANTASY
ROLE PLAYING GAME?
Section
1.0
~--
Pan: I
Introduction
b.
THE S ETIING
The Gamcmasu:r has bt:en described as the limited "author" of the game; actuall y, he functions as more than this.
The Gamemaste:r not only describes everything which occurs
in the game as if it were really happt'ning to the player
characters, but he also acts as a re:feree or judge for situations
in which the actions attempted by characte:rs must be: resolved. The: Gamemaster has to do a lotof preparation before
the g:amt: is actually playt:d. H e must develop the sening and
scenarios for the play of the game:, using the game rules, and
either material of his own design or commercially available
play aids. Until the playe:rs actually encou!1ter cen ain situations during play, much matuial concerning the seaing and
the: scenario is known only to the Gamemaster. In addition.
the Gamemaster plays the roles of all of the cbaraccers and
crC;lmres who are not player charactrrs, but nonthell':Ss move
and act within the game setting.
THE P U.YERS
Section
1.0
..
.,
Part I
Introduction
~
"~Ybmo
ADVENTURJNGIN
MIDDLE-EARTH
braey
\'Ii' ater covers mOSt of Arda, and thrl'l' seas do minatl' the
world.
Th~y
include:
..
5
Pan I
In.rod .........
--,.;,- .
, .... ,.."""
...... ...
......
&ction
1.0
..
.. MAGIC, MYTHS, 0
& RELIGION
''TIe Elder Days art go"/. The Midtilt Dilys art paJsing. IIw
Y<lUngn- Days art brginn;'rg. Th lime of lilt Elva is owr, but aur
time is 01 band.- the world oj Mm, which WI' mils/ mli, B.. / WI' mNS/
haw powu, po~r to ord" ali things as \W wil/,jor ,bal good which
onry the wiu (all sa."
P"rt I
lnrrodu<cion
The Ainur are all-powerful. immortal spirits. They indude rht' exalted Valar, like Manwe and Varda, as well as the
Maiar, who include Sauron and the five Wizards. Monof the
Ainur (i ncluding all but o ne of the Valar) remain faithf1LI [0
their creator. Others, like Sauron and the Balrogs, have fallen
from grace.
While their direct influence in Endor wanes with each
passing Age, the Powers remain the most potent beings in
Existence. The peoples of Middle-earth still worship cheir
various incarnations in coundess ways. After all, they represent Eru's 111Ought, his great Themes.
O riginally, there were fifteen Valar. They include:
Manwt:(Sl,Iimo) - The Master of Air; the Kingof the
Valar.
Varda (Elbereth) - The Mistress of the Stars; the
Queen of the Valar.
U lmo - The Master of Water: the King of the Sea
Aule (Mah:al) - The Master of the ( non-living or
element:al) Earth.
Cimli, Fredo,
_lid Sam
,.bn>NgJ. ,lot
WIIltrs
Ja,ud_ziir.m
..:
:-- '"'"
'~3~~"'l'1!!!'''''''''':l~::a
--:-::::=::~~~.}~i':~(;
Co/Jbmy
.... /.111
bt, /ilit,
.. YOUR CHARACTER CD
IN MIDDLE-EARTH
" ROIIiU go "'" fWT' 011
LMk Illiasl 0 11
m{Jlaows grail
G."""1j
0 .....
.J'mh<r~
S~ction
1.0
~%~%~%.:m1
Part I
In,..,.j,,ttion
b.
'"
THE HOBBIT
294 1-2942.
Bilbo's enrenaining story begins in the Shire, the quiet
ho me of the unworldy Hobbits, where all the Baggins live in
simple comfort, taking care to avoid any sort of risks.
Bi/Ioo
rL'~'
i'-i_
-_.
~.,
.~
....
,... """....
';"""{
'", ,41f'
w_'"
THE FELLOWSHIP OF
THE RING (Book One)
T he first part of the lJJ ..d iif the Ringl is entitled "TIK
Fellewship of tlx Ring." The tale begins in the Spring of
Third Age 300 I, as Bilbo celebrates his hundred and
,. "'--,,-'"
Section
1.0
eleventh birthday. Among the celebrants is Bilbo's kinsman and heir, Frodo Baggins. and Gandalfthe Wizard.
For them, it would prove a fortuitous gathering, for it is
then that Bilbo disappears from the Shire-l~aving his
magic ring to young Frodo, and leaving his anxious
nephew in Gandalfs Care. Seventeen years later. as
Sauron of Mordor's agents comb the land in search of
the ring, Gandalf reveals the story behind the enchanted
heirloom to his Hobbit ward. H e explains that Bilbo's
magic trinket is in fac t the One Ruling Ring created by
the Evil One as a means [ 0 enslave the Free Peoples.
Fredo's stout friend. Samwise Gamgee, overhear the
revelation and, like Frodo, finds himself destined to
embark on an unsurpassingly dangerous quest.
.,
9
FroJD, Sa""
""J Pippi"
l,n"IN-
Sin"
two
",iNor
THE FELLOWSHIP OF 0
THE RING (Book Two)
The consensus at the subs~ut:nt Council of Elrond calls
for the destruction of (he One Ring. Frodo is appoinud
Ringbearer. and the Fellowship of the Ring fOnn!. Gimli the
Dwarf, Legolas the Elf. and Boromir the Gondorian join as
rcprcsent;ttives of their kingdoms, among the last of the Free
L1nds, Aragom, who is now reve;tled as the [rue heiT of the
High-kings of Arnor and Gondor. also swears to guard the
Ring-bearer. Gandalf and the (our Hobbits complcte the
company. Their mission is to ensure [he passage of the Ring
to the dark land of Mordor. where the enchanted vokanic
fires of Mount Doom await. The countlt:ss thralls of two
principal foe.s-Sauron the Dark Lord ;J.nd Saruman the
traitorous \Vi7..a.rd-parrol [he lands ;tlong their path.
Embarking from Rivenddl, the Fellowship tf3vds southward to the ancient \Vest-gate of Moria. Neither Fell-wolves
nor snows nor a great Kraken S[ay their course. The party
ent~rs the abandoned Owarven halls of Moria, crossing the
Section
1.0
Pan I
In...,,ducti,,,,
t...
""
B.,J I"k,s
"i", ,,,
S",,,"I
Section
1.0
The second part of rhe Lord of ,be Rings, "11K Twe To\W'r's,"
opens with the Fellowship scartered and Frodo and Sam in
night toward Mordor. As the othe rs search for rh~, Orcs
att:lck, and slay the penitent Boromir. A second Orcband
subsequently captures Merry and Pippin. Minioru; of the
\Vhite Hand, these Orcs ~rve the corrupud \Vizard $aruman,
GandaJrs Maia kiru;man. They bear their two prisoners
westwa rd across Rohan toward their master's citadel
(Orthanc) at Isengard. There, Saruman awaits. hoping to
secure the 0111: Ring for himstlf. His secret alliance with
Sauron of Mordor is nothing bur a (foolish) ploy.
The Orc.group reaches the edge of the eerie Fangorn
Forest. abou t halfway between the G reat River and Isengard.
before they are surrounded by [he vigilant Riders of Rohan.
Lcd by their M arshall. Eomer. the Riders slaughter the O rcs.
Merry and Pippin escape the fray and t:lke refuge in the
ancil'nt woods. T here. they meet T reebeard the Ent, thl' huge,
secretive lord of the foresL T reebeard takes them to safety
and listens to their harrowing tale. TIle Entlord then rouses
his T reefolk. They mobilize for wa r and march on Isengard.
Having pursued Sannnan's Orcs, Aragorn. Legolas, and
Gimli encounter Eomer's force soon after [he skinnish. They
borrow ho rses and ride into Fangorn. Their search proves
futile; however. they are pleasantl y startled by the reappear
ance ofGandalf. Garbed in G rey bur now called the "\Vhiu
Ridl' r," the lost \Vizard n-turns from the dead to help save
:"~""'iiI;;;;"'''''~
the cause.
Aragorn. Legolas, Gim/i, and Gandalf travtl southward to
Edoras. Ihe capital of Rohan. Earner's uncle T hroden, the
King of the R iddennark, offers the m refuge. In tum, Gandalf
heals Theoden. saving the old man from the predatory spells
of his evil counsellor Grfma \Vonn tongue. Revealed as a spy
in the service of San un an, Grima flees to Isengard. H e arrives
just before rhe EnthoS[ invest Ihe citadel. T he Ents overwhelm the derense. desl'roy the outer walls, and scatter the
remnants ofSanzman's home army. Both Wonnrongue and
the f.l lien Wizard find the mselves besieged in the T ower of
Orthant.
As the Ems :tSuil hengard, Aragorn. Legolas. Gimli. and
Gandalr ride westward with Theoden's annyof the Rohirrim
in support of the defense the H ornburg. a major stronghold
in western Rohan. T he Riders and their compatriots arrive
in time to ensure a grand victory over Saruman's main hos t.
T urning, northward, the Rohirrim rush to Isengard. There.
they find the citadel in ruiru; and the Enthost arrayed around
the central rowe r. They also rejoin Merry and Pippin. The
company secures 5.1ru man's capture and recovers the en
chanted Palandr (Seeing-stone) of Orthanc. Gandalf en
trusts the Orthancstone to Aragorn and, accompanied by
Pippin, rides sourheastward [0 M inas T irith. \Var looms.
Part I
tn"oduion
S ection
1.0
THE RETURN OF
THE KING (Book Five)
The third and final part of me urJ ".fthe Rings, '7bt Rttwm
Sect ion
1.0
THE RETURN OF
THE KING (Book Six)
Book Six is th e fin al installment in the epic tale. It opens
with Sam finding his senses and looking fo r a new way into
the three-tiered tower of Cirith Ungol. This he finds and,
with the help of the One Ring, he passes by twO enchanted
stone Watchers that guard the way. The srout H obbit
eventually rescues Frodo fro m his Orc captors, who begin
fighting one another. Using the Phial of Galadric:l Sam
breaks the malicious will of the Watchers, and the two
H alfl ings escape from the [ower. Ther descend the heights
and find themsc:lves in the rocky, trough-like vale that runs
the length of the Mountains ofShadow and harbors the road
running north from Cirith U ngol to Durthang. Finding
nothing but blackish stone, sharp thorns, and sunless gloom,
they slowly and sttalth ilr make their way northward, then
eastward. and then southward to Mount Doom. They cross
the volcanic wastes of Gorgoroth and climb the northwest
sideoffiery mountain. As thty find a switchbackI'd road, ther
once again encounter Gollum. Sam drives the creature away,
and the H obbits resume their ascent. They eventually come
to the door opening into tht cave at Sammarh Naur, where
the Dark Lord forged the Ruling Ring in the Crack of Doom.
Followed br Gollum, the H alfl ings enter rhe long tunnd
toward the Orodruin's smoking core. When they reach the
fatefu l fissure, Frodo finally sllccumbs ro the power of th~
..
>
13
Part I
Inrrodu.ction
>
Bilbo ."J
1lori"
.gai"d
t~ TrQllt
Section
1.0
1""14'"'
*"'"
Part I
Introduction
""
prepare~"
GM SimI,
Ihr.
skelrh.
..
~ ----~~
~~~.~~.
Drogo: "1 very slowly move up to the wall on [he right hand
side of the tower and look in, using the wall for cover."
Nari: " I move up behind Drago with my crossbow held
ready."
Leanan: "I move up with N.hi."
Agonar: " I move up with Leanan."
Section
1.0
GM: "Everyone make a maneuver roll." Ibry roll 24, 89, 93,
alld 62; the Om rol/ a 65 and are still preparing to COWl up the J/aiN.
"You all move to the end of the right hand wall and look
around it. You see a 15' by 15' interior with lots of rubble
" I cross to the left hand wall and begin removing the
rubble from the chest, searching for any magic items or loot".
Nan: "] aim between [he stairs and the main door, so that I
can I1re at either if something happens."
Agonar. "] prepare my Levitate spel l."
to
Agonar. "1 cast my Sleep spell at the Orc to try and save
Leanan. 1 have only prepared for one round so I have a -15
modification to my attack."
Leanan: "I open the chest very, very quietly and look inside."
Drogo: " I duck behind the pile of rubble next to the door and
hide."
Agonar. "I continue levitating, watching out fo r danger.
Nari: " I continue to cover the stairs and doo r."
GM:" Leanan, make a roll." Silt rollsa 12. "You open the chest.
but it makes a creaking noise, you see a rusty dagger and a
small box inside. Agonar, you are 14' up and sees nothing.
However, you, Nari, and Drago see three Orcs (in rigid
leather and carrying short swords and equipment) come up
the stairs and turn to face Leanan, who does nor notice them."
Nari: "I I1re at the largest one:'
to do this round?"
b.
Drogo: "I peek out the main door and listen for any noises."
GM: "It is really starting to get dark. Agomr, you rise about
4' this round, presenting a tempting target to any missile fire.
Leanan you realize that the chest is rusted but not locked: it
maymakc noise if you open it. Drago, you see this when you
peek out the doo r." TIt GM bands Drogo a ,'ott sllyi'le ~II SIt
nalhitlg IInllsllal oWlsidr, hilI yOIl Ixar a slighl rlank dawu tlx. stairs.
"Whardo you do this round?" Ht rolls lIud utnminr.s thatllx. Orcs
an romin,g up tlx. stllirs.
Part I
In.roduction
GM: "One arc rums and begins to run out the main door.
The other drops his equipment and charges towards Leanan,
yelling and brandishing his shortsword. Leanan, you succeed
in your action this round, but you hear running behind you
and shouts from your friends. Drago, you may take a swing
at the Ore as he I."xits."
F" I 5 '"
uanan: "Since 1am not very good in combat, I drop and pull
the chest over me." I.1x cbtsl is big enollgbjor ba 10 Jil insid,.
NaTi: "1 swing at the Orc and try to cut him in half."
goes
The adve ntu re would continue with the group having the
options of exploring the rest of the now-deserted rower,
chasing the Orc ( who may be going for help), leaving the ar~a,
or some other action or combination of actions. Nari and
Agonar will receive lots of experience points for their spells
and ki lls, and Drago eventually manages to recover his shorr
sword but not his self-esteem. Leanan m~y get a big surprise
when she opens the small box she got withour the rest of the
group noticing (it has a poison needle trap on its latch which
will strike her unless she is able to detect the trap and avoid
setting it off).
Section
1.0
"
..
16
P.ut I
Inln>d" .. ion
~J:::~J:::~l@[~lI
98-112).
113-265).
Part VIII is an index (pages
266-270).
Sections:
2.0
2.1
~J:::~J:::~J:::~J:::~J:::~lI
2.1 LEARNING TO
USEMERP
more cultures
(for ~xamp l e, instead of choosing to be an Elf, you'll
be a Noldo Elf, a Sinda Elf. o r a Silvan Elf)
mo re skills
(such as fo raging. rope-mastery, and caving)
more ;ldventure choices.
But maybe the thickness of the MERP rulesbook is a
little intimidating? Not to worry. MERP describes the
same basic components covered by t he LOR guidelines:
maneuvers, characters, and combat. You'll be doing the
same exciting role playing you experienced with LOR.
(You're an expert at it by now.) With the differ~nce of an
extra dose of realism-;ln elenu:nt t hat brings you even
closer to the magnificent 3dvenrures unfolding.
Give you~lf an evening of play-you'll be surprised
how fast you fed at home with MERP. And how quickly
you come to value its greater range of choices and mo re
depthful coverage of T olkien's world.
And now, a few special words to Gamemastus. The
many new choices available [ 0 players are actua!ly going to
make things easier. rather t ha n harder, for you. Now when
a player wants a Dwarf Scour as his or her character, you
n~d no longer disappoin t him or her with the words:
Dwam':J (jllI'f be Scoufs. You INlve fO /.e jI iYarrior. With MERP,
you have all the parameters right af hand for Dwarven
Scouts. In faC[, your players C3n even consider Dwarf
Rangers and Dwarf Ani mists as well!
The benefits don't end with t he charact n options.
Open-ended adventures mean that you won't have [0
devise as many clever excuses to guide th e PCS to take a
certain CO~l rsC of action.
F 17.,.
Part I
In, ro</u.,jon
be
"'"
found there.
But what if your players wanted to tackle these ch al ~
lenges in a diffe rent order? And what ir their reasons were
<juite sound? You probably had quite a job suggesting
reaso ns why they should do things in the order specified
by the directed adventure.
You certainly couldn't say: Well, fIN ,avenllm is wrilltn
wilh fming TO/"11111 firsf. That would d ~stroy any sense
realism as well as taking aW:ly all the fun. So, you
pondered. Maybe H olfast (Shirriff and uncle) would
whip Tolman? No, he couldn't do thac and still have a
reputation for fairness. Maybe the lockhouse is abom to
collapse? No, the pes wouldn't know that, so it couldn't
thange: their decisions. Hmmm. I know! The Trolls
might hurt something other than sh~p---a child oran old
lady-and they need Tolman to help find the T rolls!
Because the LOR adventures were di rected, you had to
subtly influence your players to follow t he written course
of the adventure. The more creative and bold and confident your players, the more trouble you were likely to
have. And the more experienced your players grew with
LOR , t he bolder, the more confident, the more creative
they became!
Now MERP will allow the Pes to be daring and brave
(as they should be) while: streamlining your role as GM.
As I mentioned before, MERPadventures are open ended.
This means rh3t they describe: the non-player characters,
the physical sites, and the history behind the conflict
involving these elements. But t heydon't lead you and your
players through a pre-programmed adven ture. Instead,
you r own choices de termine the acrion that follows.
Note: OJ couru, jlJdra responsibililits ao ((]fill wifh ,Ii Ibm
brnifiu. You'll btu-c 10 IIl1lke IIl1lny IfIOft auisiolls JOuru!f--lbe
book WOII'f ItII r WNIIO ao. Ana wbtll your plap lau a
rtailjl'Wn',]Ou rrury
10 Jr.,iu a SflrlllriO from Slrafch 10
givt ,brm jlawn/ure in /be oJJ corner oj Ibt worla l/xy'vt ciJoStn
10 txpklrt. Buf [Ihink r 'll jilla fbtu aJJjf;onai/lISks /0 bt
among,bt mOSf ftwQrai"g IiUpttfs of ""ing a eM. nis is wbtrt
)'0 10 grl/o ,bt gooa Sf'1f!
""vt
Sectio n
2.1
Part I
Introduction
_M._
,
!!L
(
"
.,...
"'I
.,":r
- :,
~
Frede
'F'
"'"
. ."'r
"~
If a rol! is open-ended:
All illi/ial l-lOO roll ~ owr 95 {alb for a SHoud 1-100 roll
/0 be maritallJ aaata /0 the fiTII roll. if lhe mond roll is abo ow.,. 95,
a Ihird roll ;s lIIadt al1d aarltd 10 the J'm! oj lhe first IWO r/JI,its. nis
prows iI {ol1lilllua IImil a roll lI"atr 96 O(fI4N. TN /olal oblail1ra by
Ibis prorrls is the Wilit of the "OPW-frIlUJ" roll (high). Tbrorrlir,zlly 111m
is 110 limil as 10 bow big the lolal of mrb a roll (oula grl.
An in ilial 1- 100 roll ~ .mdtr 06 (albfor a S((O"'/ 1-100 roll
be maal a"a mblrarlrdfrom IIxfirst roll. If tlx lUolia roll is OI'fT 95,
a third Toll is maat and SublTMltafrom 1M 10lal of tbefirs/tlllo rrsulls.
nis prows is rOlllil1lua ulltil II roll ullarr 96 ouurs. The lolal oblai."J
by tbis prows is IIx m .. 11 of lbe "ofK"-rtldrJ" roll (1ow). 1brorrtirally
tiler, iI '10 limit as /0 bow smalllix lolal of sucb a roll ro,, /J gr'.
1- 10 R oU-In inHances when a result ( roll) between J and
10 is required, only one dIe is rolled. This gives a result
between 0 and 9, but the is treated as a 10. Such a roll is
referred to as "1-10" or "010."
'0
Section
2.2
..
P"
2.3 DEFINITIONS 0
The majority of unigue tenns found in the MiJdlt-ellrlb
Roie PLlyilll sym:m and T a lkien's works arc not d~cribed
below. Rat her t hey are usually describM when they are used
fr~uencly
used or
19
..
Part I
Intro</ucri""
b,.
>
circumstance.
Chance: Ofren in ].lfRP an action or activity has a "chance" of
succeeding or occurring. and this dunce is usually giwcn in the
fonn 0(# %. This means that if a roll ( I- [00) is made and [he
rUII!! is Jess {h.m or equal to the #, then the action or activity
succeeds (or occurs)' Otherwise. it faib.
Channeling: One of the realms of magic; a compl ~t~ d~scription is
gi~n in Section 15.2 on pag~ 70.
Critical Strike: Damage othtr than just hits which usults from an
attack.
Dice Roll; See "roll."
Essence: One of the realms o f magie; a c:omplete description is
given in Secti on J 5.1, page 70.
Fumble: An especl:llly ineffective au;ack which yields;a result th;at
is di!.2dv3ntageolU for the macket (sec s"crion 8.3. 1, page SO).
Gamerruoster. The GallltSmUttr, G.:ame Muter. judge. rtferce.
dungeonmaster. etc. The ptrson usponsible for giving lift to a
FRP game by cuating the Ruing, world events ;md other kty
ingredients. H e interputs situnions and roles, controls nonplayrr characters. and resolves conA,cn.
Grou p: A colltction of pl,1yn characters.
Hits: Accumulated poti" and bleeding. that can lead to shock and
unconsciousness (also uJlcd Concu.uion Hiu). Each character
can take a certam number of hits before he pOURS out (detrrmined by hiS Body Development skill ).
uvd: A Character's level is a measure of his current stage of skill
development, and usually is repusen tative of his capabilities and
power. As a chara cter advmfUres, his levd should increase as he
g.1;ns U"perience (Section 6.0, pages 38-41).
Maneuver: An action perfonncd by a character that requires
unusual concentration, concentration under pres5u re, or a risk
(t.g., climbing a ropc-, balancing on;a ledge, picking a lock, etc.).
Mantuvtu rtquiring movrmtnt art "Moving Maneuvers," and
other maneuvers are called "Static ManeuvCTS."
Melee: Hand-to-hand combat (i.e., combilt not lUing projectiles,
spells, or missile wupons ).
Monsurs: Non-tnditional. unusual creatures th~t lUu:d[y havt
some sort of enchanled fonn or abilities. They art usually evi[
and hostile.
Non-Player Charaner. A bemg in a ro[e playing game whoS("
actions au controlled by the G.:amemaster.
Parry. The use of part of a characttr'$ offtruive capability to
decreast the tffectlvenes.s of o ne opponent's attack.
PI~yer: A participant in a fantasy role playing g~me who conlrols
one character, hIS player character.
Pl:ayer Character: A character whose actions and activities au
controlled by a player (as 0ppoRd to the Gamemaslcr).
Power Points: A numbe r whi ch detennints how many spells a
FroJQ
",~I
ire," OlJ
M.~
Wi/Uw
S ection
2.3
F 20 .,.
Part II
PART II
YOUR CHARACTER
In a fantasy role playing game, each of the "players"
controls the actions of his "player character," while the
Gamemaster controls the ac tions of all of the other characters
(called non-player characters). Thus. one of the main objectives of a FRP game is for you to take on the persona of your
player character. reacting to situations as your character
would. This is the biggest difference between FRP games and
other games such as chess or bridge. You r player character is
not just a piece or a card. In a good FRP game you place
yourself in your character's "role. "
The MiJJk-t llrth Rolf Playing game deals with adventure.
magic. action. danger, combat, treasure. heroes. villains. life.
and deat h. So. by taking on the role of your characters, you
can leavt the real world behind for a while. and enrt r a wo rld
where the fantastic is real and reality is limited only by your
imagination and that ofthe mher players and the Gamemasttr.
CHOOSING A C HARACTER
Part
IT
Galadhil is a stern,
quiet man from the frontier of Arthedain.
10) Woodman Ranger (p. 13Z- 133) - SkutiJla is a
reserlled but percepti ve male who lives at Woodmenrown in southern Mirkwood.
I I) Dorwinad:m Bard (p. 134- 135) - A woman of
Riavod. a port on the Sea ofRhun, W idonu is a hardy.
wily. and friendly ad venturer.
12) Noldo Elf Bard (p. ! 36-137) - L61indir is a proud.
creative male who makes his homt in Lorien.
OWN
CHARACTER
Your character will have certain f.l crors that define his
attributes. capabilities. and skills. These factors detumine
how much of a chance your character has of accomplishing
certain actions. Many of the Ktions that your character will
anempt during play have a chance of success and a chance of
failu re. Therefore. tve n though actions are initiated by the
Gamemaster and the players during the game. the success or
failure of these actions is determined by the MERP rules. the
factors that defi ne your character and the random facto r of
a roll of the dice. The specific factors that define your MERP
character are presented and discussed in the rest of Part 1I
(Sections 4 .0--6.0).
~x~x~x~x~
4.0-6.0.
The first page of your character template provides informa rion that does not change du ring play. H owever, you will
fuquclldy have to update and refer to the inform:nion on the
second page of your character template,. It is best to enter
information in pencil so that it can be erased and updated.
You may copy or photocopy these templates for your own
~X~X~X~
piIM d"~
PUlltillg
PMY
~.
...
record new " Level Bonuses" and "Spell Lists" when you
reach a new experience level (see Section 6.0, p. 38-41 ). In
~ddi t ion, you will need to record new "Item Bonuses" and
"Special Bonuses" as you acquire new equipment, magic
items, and special abilities. When any of these changes occur,
you will calculate: new "T otal Bonuses."
Sections:
3.0
3. 1
3.2
Cuituu / R,..;,t ;
- Galadhil -
DUn~d.u>
uvrl I
u vd 2
l...t:vd J
Skill/Ability
Bonus
Experien ce Points:
10,000
"'"~
"'"~
"'"~
"'"~
"'"~
"'"~
Level 9
Bon ns
It;,,eI 10
"'"~
20,000
30,000
40,000
50,000
70,000
90,000
110,000
130,000
150,000
+15
-30
+5
-10
+15
-30
+5
+0
+15
-30
+5
+10
+ 15
_30
+5
+15
+15
-30
+5
+15
+15
-30
+5
+ 15
+15
-30
+5
+15
+15
-30
+5
+15
+15
-30
+5
+15
PI,,[.
-60
-60
-60
-60
-60
-60
-60
-60
-60
-60
+47
+2
+32
-13
+17
+32
+59
+4
+34
+83
+8
+38
-7
+23
+38
+87
+10
++0
-5
+30
+45
+91
+12
+42
-3
+37
+52
+95
+14
+44
+44
+59
+99
+16
+46
+1
+51
+66
+103
+18
+48
+3
+58
+73
+[07
+19
+34
+71
+6
+36
-9
+21
+36
+18
+13
+18
+18
+26
+21
+21
+26
+34
+29
+24
+34
+42
+37
+27
+42
+50
+45
+30
+50
+58
+53
+33
+58
+66
+61
+36
+66
+74
+69
+39
+74
+82
+77
+42
+82
+90
+85
+45
+90
-25
+12
-25
+10
-25
+19
5
+ 10
-25
+26
5
+15
-25
+33
10
+15
-25
++0
10
+20
-25
+47
15
+20
-25
+54
15
+25
-25
+61
20
+25
-25
+68
20
+30
-25
+75
25
+30
+5
+5
+10
+10
-15
-15
and 8on,,~s;
+36
+29
61
55
2
3
-15
-15
+25
+25
-20
+10
-15
-15
-25
-25
+10
+10
+5
+10
-15
+5
+10
-15
+5
+10
-15
+5
+10
-15
+5
+10
-15
+5
+10
- 15
+5
+10
-15
+43
67
4
-15
+25
+10
+15
-25
+10
+50
73
5
-15
+25
+10
+ 15
+5
+10
+57
79
6
+ 15
+25
+ 10
+ 15
+5
+10
+ 64
85
7
+15
+ 30
+10
+15
+5
+10
+71
91
8
+15
+35
+10
+15
+5
+10
+78
97
9
+15
+40
+10
+15
+5
+10
+85
103
10
+15
+45
+10
+15
+5
+10
Weapon Skills:
I-H &lgod
[-H Concussion
2-Handcd
Thrown
Mis..il.
Pole-arms
-II
-I
+20
+50
+5
+65
+80
Gr ow .! Skilh;
Climb
Ride
Swim
T r:u;k
Subterfuge Skills:
Ambush
Stalk/Hide
Pick Lock
Disarm Trap
M~gi cal
SkiU.:
Rud Run.
Us. lrom
Directed Spell.
+5
+10
-15
MisCtU :m~U5 & s.,cond:u y Skills
Puceptio n
+22
49
Body Dr"dopmont
Power Po ints
Acrobatics
Caving
Cookuy
Fletching
Rope-Mastery
Sky-Watching
-15
+25
-20
-15
-25
-20
- wi,be../ &l(i1""* - 35 lb
PtnRUy" +0: 0-100 Jb; -5: I O[ -120 Ib; - [0: 121 - 140 [b;
To,~1 wt~,: 73 lb
Enr"",I>r~""
-20: 14 1-[60 lb
Rigid Le.ther AnnoT
Shield ( +25 DB) (IS Jb)
Composite Bow ( 3 Ib)
Daggrr ( llb)
Profe.\.5;on:
ll:vd
Bon,,"" t
~vement I\(
hem
Bonus
T otal
Maneuver:
No Annor
Soft Luther
Rigid Leather
Chain
Pbte
MM
MM
MM
MM
MM
+15
o.
o.
00
o.
o.
0'
Climb
MM
MM
Rid~
Swim
T",ck
MM
SM
SubterfUge Skills:
Ambush
Stalk/ H ide
Pick Lock
"
SP
SM
SM
H~;ght:
Wdght:
Hair/Ey~s:
Gtndu/Ag~
Realm:
Demeanor:
Personality:
Mot.in tion:
Sm
Strength
Agility
Constitution
Intdligence
Intuition
Pr.stnc.
Appta"'nc~
6'5"
225 !b."
Bbck/Grey
Malt/23
a .annding
Stun
Serious, Focustd
De.tIoy Evil
Good
Valu e Bonus
98 +2S
91
90
44
8S
63
8l
+10
+20
+0
+5
+S
Lvi I
Unguag~
Adunaic
Wutron
Quenya
Sinduin
Rohimc
Hobbi tish
S
2
SM
SM
o.
Di rect~d
Ski!!,:
-S
Puception
Body Development
Power Poi nts
Ac robuiC$
Caving
+1/IOrh
Spell Ljsu
I ) Moving W ays
2) Nature's Guises
3) Pnh Mastery
4) Naturc"s War
5) Surface W a'f$
7)
Ranks/
R=k ll:velll:amtd
Si J v~n
6)
N~w
Magical Skills:
Read Run~
Usc Item
+ 1/7th,9th
+ 1/6th,8th
SM
"
SP
MM
SM
SM
(craft skill)
SM
u vd ll:amed
I"
3,d
6,h
8,h
Ilkh
S~cial B<musn:
E.uenct RR:
o,:umding RR:
Poison RR:
Distast RR:
Dcfensive Bonus (DB):
B;uc Sptll OB:
Em:umbr=c.
RR
+0
+5
RR
RR
RR
+2S
+2S
+10
+0
+25
O.
O.
SP
~ml
F 24 '"
'*
Part II
~X1}X~
There arc certain factors, called Role Trails, which arc not
fonnalized in the MiJdh-tllr,b Rille Playing system but which
still affect the rou of your character. T his section details the
three Role Traits used in MERP:
Personality
Motivation
Alignment
Each of these Role Traits represents a facet of your
characrer's individual nature and temperament. These factors bring your character to life in the terms of the game, and
they make your cha ract er seem mOfe realistic to you, the other
players. and t he Gamemaster.
Martyr. Over-protective.
Protecti".. """""""""""""""", .. Intimidating. Overbearing. Bully
PERSONALITY
Prudent, Patient,
Cautious ........ "".,.,.,.,,,,,..... Impatient. Impulsive, Rl"cklcs.'i, Rash
Radical. Libel":l.l,
O!""n-mind..d ............ " ..... Orthodo~. Conservative.
Re~ctionary
Loving.. Friendly.
Amicable .. """""" .... ,, ........... QualTdSOllle. H ostile, Antagonistic
E~trovert.
Out-going.
Talkative ...
.. ......................... Reserved. Shy, T imid. Introvert
Re!i~ble
....
Ethic~ l .
Section
4.0
ALIGNMENT
MOTIVATION
Anoth~r
Example;
I"J;..,;J.."t
,It.
Hut 81: \Vork Agai nst: tw,~ s.... ro,," fo ,w, 1'><1,..../ 'lin, /'Ooen,,),,
l'<rIJ, popotJ..,ion Uflltr. ,'IIJ""'J",,I, t it.
s,. .. rollil: f" rm, , .. 11",,/ r"", I'OHII"J, 1",'11, popt'''''WII (tn'""
inJivIJ.... I, trt.
Halt: "'II,
Dislikt: twIt s,. .. ro"lt jorm. lIOl, .. " / ,aft, toWlllry,l"ilJ, pop .."'llo"
Presen'e:
enjoy himself.
All o f th ese are inreres ting examples; there are other traits
that can add d ime nsion and complexity to your character.
The list below presents a number of Al ignm ent Role
Traits. Each entry presents a trait o n the left and its o pposi ng
trait o n the right. T hese traits ar!:' provided as examples to
help your develop a alignment for your character. Y ou do not
have to specifically pick a trait from each entry. In fact, its
better [0 JUSt choose o ne trait-if your chan ct er doesn't have
c!:'rcain traits specified. he is just "Neutral" with respect to
those traits.
Examp le: CatJJhil's (P!gt's 22-23) Alig,ml(nt R,,~ Trll il is:
inJr'vlJ.... I,ja",,'ly, ,'''", .... '", ,,",,,Iry, 1'><1,..... / ' Mr, p"1"''''lion
La"'s/Go~mment
rlt.
A UGNMENT T RAJT U ST
tit.
(Ir .
'"
m"
tmltr, tit.
_ Thi' ~pplit. to ~ny twO ruling groups tim oppott on~ othtr. The
groups un tontrol different tount.;",.
d ty_sut",. eLC~ or. they un
be rival groups within the um< pol;ric~1 or geographiul entity (e.g..
re~lIion, tivil w~r. ctt.) For Ex~mpl . the Golldori~n Kin-"rifc in
Middlc... ~nh. Fnnce vi. England in Iht IQO.ytus War. York vs.
wne:>"" in th e \V.r of Ihe Ro.cs. Norlh vs. Soulh in Ih. W u
Northern AggrcJJioll. tIC.
r.tr.
or
t - This
~pplics to any twO rcl igioJU llul oppose Olle allother. This
opposition Can h."" a polit;cal Or dogmatic bam. Eg., Quini.n> vs,
Mo.ltm . Catholic .... Grk Orthodox, Catholic vs. Protestant, etc.
S !:'ccio n
4.0
F 26 ""
1@[4l>X4l>X~
and
3TC
aTt:
-.-
MERP is a role playing system designed t.o handle (simulate) characters between 1st levd and 10th level. It makes
certain restrictions and simplifications that are intended to
make learning fantasy role playing quic ker and easier. People
who master the entire system and want more detail. realism,
and higher levd characters should consider ICE's modularized Rolnnasttr systems. Amls Llw & Clilw uw details nonspell combat, with expanded critical tables, expanded armor
types, martial arts, and individual weapon attack tables. Spell
Llw derails and expands spell lists and spell casting. It
contains J 12 spell lists, o ver 2Cl<Xl spells, spells up to 50th
level, 15 !)'Pes of spdl users, and evil spell lists. C/,ara{/tT Llw
presents an expanded character devdopment system, with 19
professions and a more detailed treatment of stars and other
factors affecting a character.
5.0
Bonus
Tables:
BT-l
BT-2
BT-I -
5...,
Pow.. r
Points
95-97
90-94
75-89
+35
+30
+25
+20
+15
+10
+5
4
3
3
2
2
25~74
0
0
102+
101
100
98-99
-~
o~ IO-2~.
5-9
3-4
2
I
%/0.
..
10
- IS
-10
-25
0
0
0
0
Appucabl..
Sw
Stat
Abbreviation
Strength .............................................. ST
Agility ................................................ AG
Constitution ..................................... CO
Intelligence .......................................... IG
Intuition .............................................. JT
Presence .............................................. PR
Each character has a numerical v:I ]uc on a scale of 1 to 100
for each of his stat'S. The value: of a stat indicates ho w it rat es
rebrive to the same stat of other characters. The lo wer the
valucof anar, the weaker it is rdative to the same stat ofother
characfer~. Rda tivdy high S [ ~ts give bonuses which apply to
attempts to accomplish certain activities and actions.
TH E STATS
Stungrh CST): Nor brute musculature. but the ;!.biliry to use
rOUT muscles to your greatest advantage. This stat affects a
(haraaer's c;!.pabilities in melet" comb;!.t, carrying loads, and
other activities requiring strength.
n, HoJ,J,i,s
/W"lll bu ik
sl. "Ji"l " .."t
STAT BONUSES
Cerrain bonuses and penalties Illay apply [0 a character's
skills and activities ifhis srau are high enough or low enough.
These Hat bonuses are given in Table BT -I, and may be
al tered by modifications due to the characte r's race given in
T able BT-J. Only onc Stat bonus applies to each skill or
ability. The correspondence between stats and related skills
3rc given in T able BT2.
N ote: Pi.lYcrl using ,be ,harM'" 'tmpla'ts shcl4ld (gnort ,bm
,ables, ,/itir modifiwions b.lve J1ITfJ1dy ban inrilldtd in /be bonl4stS
011 the (&/ rafllr umplaltJ.
Example: D'il
Mmdl4r, ks a gnal
Section
5.1
28
Part II
'Q<
Wild T rolls
Olog-hai
H alf-trolls
DUnedain
Black Numenorc:ans
Corsairs
Dorwinrim
Dunlendings
wtrrlings
Eriadoraru
Gondoriaru
Haradrim
Lossoth
Rohirrim
Variags
Woodmen
Woses
Note: Playas using ,bt c"'mlllcr IlIlIplilllJ should igltorl' ,bis tDb&.
lIS moJijicDlions /,ave ~lrtDJy btm ;nrluJ,J in tlx bomms on IIx
cba,/Illn" Innplillu.
BACKGROUND OPTIONS
Each character has special capabilities bas~d upon his
"background options." Appendix A-2 (p. 146- 179) provides details on the specific background options available for
each culture/race, but most of those options fa ll inra one of
the fo llo wing categories:
Speci;r.l Abilities: l1'ese are ceTtai n ~xtr a ordi na ry capabilities
that the charactu poSSeSSes. In ma ny Ca5es these capabilities distinguish the player character from the general
populace and are part of the reason that he has chosen to
adventure rather than stay home on the fa rm.
S pc-:cial Itctns: These are magic or unusual items that the
character has had handed down to him or which fate has
placed in his possession.
M oney: This is {he extra amount of money that the character
stans with.
Hobby Skill Ranks: These are de veloped ski!! ranks tha t are
not necessarily related to the character's race o r profession.
Sta.t Incre;r.scs: Th is option indicates ~ nh anced stats.
La.ngua.ges: This option a!!ows a character to know CXfU
langua.ges.
Note: PIilJ"S lUing fix (barD!ltr Innplallf sboulJ ~nOf{ ba(~
gtoNnJ oplions, Slltb op,ions baw IIlrtllJy brcn fD~m into IIffOltltl
in tlx injCtrmlllion on tlx (barDlI" fnnplatlJ.
DETERMINATION OF
BACKGROUND DETAILS
& ction
5.2
BT-3 -
F 29 .,.
ST
PR
Hobbit
Urn!;
Dwarf
-20
+5
+5
+15
0
-5
+15
+10
+15
0
0
0
-5
-5
-5
-5
-5
-5
+50
+20
+40
+20
0
0
WoSte
0
+5
+5
0
0
0
-5
0
+5
0
0
+20
0
+5
0
+10
+5
+5 _
+5
0
0
0
+5
+ 10
+10
+ 15
+5
0
+5
+10
0
0
0
+5
0
+5
+5
+5
+5
+5
+10
+ 15
0
0
0
0
0
0
0
0
+5
+10
+10
+10
+50
+ 100
+ 100
+100
+5
+5
+10
0
-5
0
+5
+15
+20
0
-10
0
0
- 10
-5
-5
- 10
- 10
0
0
0
0
0
+10
+20
+20
0
+5
+5
+15
+30
+20
+5
+10
+10
M,"
OUrudm
~!f~lf
Stlvan Elf
Sinda Elf
No!do Elf
Half-orc
0"
Un,k-hal
Half-troll
Troll
0""-",,
-5
-5
-5
0
0
-15
- 15
- 10
0
0
-5
-10
-10
0
0
Sf =Strength; AG =Agility: CO = Conslilulion; IG = InldliVn: IT = Inluilion; PR
+10
+ 15
+20
-5
-10
-5
+10
+ 15
+ 15
+30
+5
+10
+ 15
+5
+10
=P"""'n
PHYSICAL APPEARANCE
b gmnaltJfor playas
LANGUAGES
A variety of languages are spoken in Middle-earth. The
languages that a character knows at the beginning o f a game
is given in the culture/ race descri ptions in Appendix A-2 (p.
146-179) :lnd is summarized in T able ST-t (p. 249).
Characters may learn other ianguagu as they adventure.
+ f.5
St:cnon
5.2
Bonus
Table
BT-3
30'"
5.3 PROFESSIONS
Each character must have a profession. A character's
profession rencers the fact that his early training and apprenticeship have molded his thought patterns, the reby affecting
his ability to develop cemin skills and capabilitit'S,
WARRIOR (Flclnn)
A Warrior is a charaCter trained in the arts of combat and
fighting. His primary areas of devc:lopmenr are weapon skills,
maneuvering in armor, ;lOd body devc:lopment. 1t is difficult
for a \Varnor to learn to use subterfuge, spells, magic items,
and languages. He has linle interut in or aptitude for such
pursuits.
SCOUT ( TillE')
A Scour is a character trained in maneuvering, observation,
ambush, and combat (lO a limited CJ{tent). His primary areas
of d('vc:lopmenr are subtc:rfuge and g!.':neral skills, and he can
aIso develop skills with weapons and armor. H owev!.':r, it is
difficult for him [0 learn lO u~ spells or magic items. In
certain societies and circumstances, a Scout mak!.':s an eKcc:llent thief or assassin.
/U","'
rN'"
RANGER (TMe....)
A Ranger is a charaCter trained in outdoor skills and
combat. H is primary area of devc:lopm('nt is general skills,
but he can d('vc:lo p n:spectable figh ti ng skills and can l!.':arn his
own Ranger spells and open C hannding spells.
BARD (JACK-oF-AlJ.-TlADB)
A Bard is a charaCt('r with some training in almost all of the
categoriu of skills. H is only primary area of devc:lopmenr is
languages. but he can learn his own Bard spell lists and open
Essence spcll lists and he can develop to a limited degree.
weapon skills and maneuvering skills.
MAGE (M'<C1CIAN)
A Mage is a charaCter trained in the casting of spells which
draw their power from the Essence. the power that exists in
everyone and everything. His primary areas of devc:lopment
are magical skills and learning spell lists. It is very difficult for
a Mage to learn to use weapons and armor. T he Mage rc:li!.':!
on his spells rather than arms or no rmal maneuvers. A Mage
may not WC'lr any annor, helm. or greaves when castingspells.
This :lppliu to all characters casting spc:lIs of the Essence
(Section 15.1. p. 70).
ANIMIST (C/.",c)
An Animist is a character trained in the casting of spells
which draw their power frol11 the Valar through Channc:ling.
H is primary arC'lS of devc:lopmcnt are learning spells. but he
is c:.p:.ble of devc:lopment in any of the categories of skills.
He may not we:.l.r any met:.l armor. metal hc:lm. or metal
grtaVU while casting spells. This applies to all charactc:rs
casting spells of Channc:ling (Section 15.2. p. 70).
LOR Note: Each LOR character has a pro fession which
is :.utomatically fenec[ed in the "Stat" values on the LOR
character r!.':cords.
,/:w
"'It'''
/...J,
oj Rhlu.llr
Section
5.3
.'
II S.4 SKILLS 0
As a character advances in levels he develops and trains in
31-35).
Note: Players wing 1Mrwarlif ItmplalU sbo .. iJ Ign ore shll rank
Stat
Pr~~~nce
Stars
Movement ............... Mov~m~nt & Maneuver Skills Category
Defense .................... Defensive Bonus
Md~e OB ........... ..... \V~apon Skills Category
Mis~iJeOB ... ........... Weapon Skills Category
General ....... ............ General Skills Cat~gory
Suburfuge ................ Subterfuge Skills Category
Magical ..................... Magical Skills Category
Perception ................ Perception Skill
Endurmcc ................ Body Development Skill
Spells u-amed ......... Spell Lists Learned
BT -4 Skill
Rank
No rmal
Skills
-25
-25
roll 1-10
+[
+5
roU 1-10
+[0
2
+2
rolll-IO
J
+IS
+3
roll 1-10
4
rolil -IQ
+20
+4
+25
+5
rol1J-1O
5
6
+ 30
+6
roll 1- 10
+7
7
+35
roU 1-10
8
+ 40
+8
ro ll 1- 10
9
+45
roJ! I-TO
+9
+;0
10
+10
roll l-W
1I
+52
+1I
tolll-lO
" .=.
12
+54
+12
roll 1-10
[J
+56
+13
roll 1-10
14
+58
+14
roll !;I~....W\W
IS
+60
+15
roll 1-10
16
+62
+16
roll I-TO
17
+64
+1 7
ro\U,J.
18
+66
roU 1-10
+18
19
+68
+ 19
roll 1- 10
20
+70
+20
roll l-lO
- + I for each rank ov~r 20 (c.g.. +72 for rank 22).
t - RoJ! 1-10 for each ran k over 20.
[
,",'
P;o rt II
/0
10.
5.4
5.4.1
5.4.2
Bonus
Table
BT-4
..
~ 32'"
Part II
y~,
Cha<a<ler
""'. .'"
W EAPON SKILLS
IIIlly
txtrtJ IN
Cw,..jin,
"l"tlll NoIJ~
crt':/iJm,,"
II
n:
CT-I (f 238).
S~ctio n
5.4.2
GENERAL SKILLS
These skills alTect ho w a character climbs, rid~, swims,
s~'"
SUBTERFUGE SKILLS
These skills aITect how a charaCler ambushes. stalks. hides.
picks locks. :md disanns traps.
Ambush (SP) - If a ch;aracter manages to move di renly
bthind an opponent without the opponent noticing him
(this usually involv!'$ Halking. see below). he may "ambush" him with a mtln attack (not a missile attack). A
normal melee attack is made and any critical that results
may have the skill r:mk ( not thl' skill bonus) for ambush
ldded to it if the ambusher wishl's (he may decide afrrr the
critical roll).
Stalk/Hide (MMjSM) - This skill affects ho w effecti vely a character stalks (moves without being seen or
hrard. a moving maneuver) and hidrs without moving (a
itatic maneuver).
Stalking is resolved by using the Moving Maneuver
Table MT-l ( p. 242). This roll is modified by adding th r
moving character's ( i.e., the stalker) Sulk / Hide total skill
bonus and by subtracti ng the highest Perception total skill
bonus of anyone that could observe the stalker. A "F" result
means that the stalker has been observed and only moves
lOOut 10'. A number result means [hat the stalker moves
halfhis nonn,,1movement rate multiplied by the result and
divided by 100 (i.e., the result is used as a %).
Hiding is r~ solvcd by h:lVing each searcher make a
Puception maneuver modified by subrracring the hider's
Stalk/ H ide lot"l skill bonus and adding the searcher's
Pnception [Oral skill bonus.
Pick lock (SM) - Th is skill affects attempts to pick locks.
Diunn Trap (SM) - This skill "ffects attempts [0 disann
trap$. Vsu"][ y, If:lpS must be first detected using Perception skill.
,brows
~" cppu
., Bill
Ftn.y
MAGICAL SKILLS
These skills affect a character's ability to cast spells from
runes. to cast spells from items. and to attack with an
elemental spell.
Read Rune (SM) - Th is skill rep resents a character's
ability [ 0 determine what spell is on a piece of rune paper
(or a scro ll) and his ability to cast that spell from it. A static
maneuver roll (modified by the Read Rune skill bonus)
must br made in order to learn what spell is o n a piece of
rune paper. This same maneuver determines if the character can cast the spell from the item (Section 8.4, p. 54).
Use Item (SM) - This skill represents a character's ability
to detenni ne wh"t spells and abilities are imbedded in an
item (other than in rune paper or certain special items, sec
Section J 5.5. p. 72). It also aITects his ability to cast spells
from the item. The process used is the same as for reading
runes, except that [he Use Item skill bonus is used.
Directed Spdls (08) - These skills determine how effective a character is when using directed spells ( i.e., elemental
spells) in combat. The skill bonus for directed spells is
added to any" anack rolls" made with those spells (Section
8 .3.2. p. 52). Directed spells include all of the "bolt" spells
bur not the "ball " spells (the Base Spells bonus is added to
"ball" attacks).
No resistance roll is allowed against directed spells.
H owever. "char"cter attacked by a directed spell (or a ball
speIJ) may make a moving maneuver roll (i.e., his action for
that round is to fake cover) to modify the attack roll by10 to -60 depending \lpol1 the cover that is available.
Section
5.4.2
Elrond
01
tXllmiru.
Thdn's
.'p
MISCELLANEOUS SKILLS
These skills differ in various ways from the normal skill
rank and bonus system. Each skill is detailed as to what its
differences are.
Perception (SM ) - T his skill affects how much information and clues a character gets through observation. It may
be used to detect traps, to observe characters anempting to
hide, to find hidden doors, etc. If a character states that he
is watching or examining an area or place, the GM should
make a static maneuver roll modified by the perception
skill bonus of the character to determine if the character
notices or detects anything. T he GM Ill<ly keep this roll
secret, revealing only what the character has observed. This
bonus may be used to modify an opponent's stalking
maneuver roll for stalking.
Note: Wtari~ a &Imel modifies lill PeTctplion bonl<s
Section
5.4.2
Character
Generation
Table
CGT-J
by
CGT-I R~nk
Rank
Rank
~5.
Rank
Rank
Each character in MERP has a "level" that repres ... nts how
capable he is. Characters become more powerful and skilled
by advancing levels as they gain experienc....
Experienc... is r... presented in play by ... xpe ri... nce points
which the Gamema.'iler awards to charact... rs for certain
activities and achievements. Normally. a character starts play
as a 1sr level character and his l... vel incr ...as ...s as hI': acquires
uperienc ... points from his adventures. A character's l... vel
does not necessarily incr ... as ...... ach tim ... h... gains upe ricnc...
points. It incr ... ases when his experience point total Tl':ach ...s
c... rtain values. 35 explained in Section 6.0 (p. 38-4 I ).
..
"" 3S '"
Pan II
Skill
Acrobatics
AG
Aamg
AniTIQI Handling
PR
PR
Apprnsal
Boat H~ndling
ContortION
IG
IT
IG
AG
Cook~ry
IT
First Aid
IG
IT
IT
UVlng
Foraging
~mbllOg
Mcdlfanon
Ropr-M,utery
Sky-WMching
T rickny
PR
Gc:ncr.ll, M&M
MM
SM
SM
SM
SM
SM
SM
SM
SM
SM
Gc:ncral
Gcn~r~l.
M&M
Gc:n .. nl
Gc:ncral. M&M
Gen~ral
Gcn~ral
Any Category
Gener~1. Subterfuge
General, Magical
General
General
Any Category
Subterfuge
t
Gc:neral, Magical
PR
IG
SM
Any Cattgory
Skills
Craft Skills
AG
AG
Influence SkIlls
l.ort SkIlls
M&M
MM
SM
SM
SM
SM
MM
SM
SM
Athl~tic
S M.MM
SM.MM
PR
IG
IG
IT
Slgnaling
Skill
Type
Gener~l.
M&M
Gcn .. ral. \Veapon
Genaa!, Subt.. rfug ..,
Languages
t-
St:ccions:
5.4.3
5.5
..
36 ""
Animis t Lists
Ranger Lists
These classifications detennine which spell [ist5 arc learn;!.ble by which proressions (Section 2 1.0, p. 82-83). Each
spell on a spell list is preceded by a number called its level.
Each spell has an area or effect, a duration ( how long the 5pell
effects last), a range ( how rar the spell can be cast). and a class.
These ractors are described in Appendix A-4 ( p. 190-191 ).
5.7 MISCELLANEOUS 0
FACTORS
In addi tion to the factors discussed in the previous sections, there are severa! o t her ractors that define a MERP
character:
Resistance Roll eRR) Bonuses
Derensive Bonus ( DB)
Equipment & Money
Encumbrance Pen airy
No te: A pw.ytr ..sing ~ rM r~(/tr umpialt~lrradJ has tlxujattors
ruo,dedjorbis slar/ingcMrllfltr. As bis {MrtUlrradvf'II/ .. res, tiltst
jac/ors will {Mllge and /Iud updaliltg.
Sections:
5.6
5.7
Bonus
Table
BT-I
"'til
BT- I -
Sur
102+
10 1
100
98-99
95-97
9094
7589
25-74
1024
5-9
3-4
2
I
+35
+30
+25
+20
+IS
+10
+5
Powrr
Points
4
3
3
2
1
I
I
-5
- 10
-IS
-20
-25
a
a
a
---
0
0
BT 5 Charactu's
Weight
1625
2635
37
141-160
NA
NA
NA
NA
NA
41-60
30
60
NA
NA
61-80
60
80
NA
NA
NA
NA
NA
20
35
NA
NA
NA
NA
NA
81-100
15
25
40
60
101_120
40
60
NA
NA
NA
NA
15
20
30
NA
NA
121-140
10
15
25
35
40
NA
60
141_160 AA 10
30 ~5
15
40
,o:,}O ,?II.
.'ill
tJ6,~&w,'w"t-JA
30
45
60
NA
35
161-180
10
15
25
5
60
20
25
30
35
50
15
181-200
5
10
20
25
30
35
45
55
201-220
10
15
5
46
~#%:t& 50'
25
221-240
10
10
15
20
30
0
.5
15
20
25
30
35
10
241-260
0
10
30
10
15
2Q
261-280
0
5
15...
"l!i;$!l'/~~tm.limlill%
15
20
25
30
35
281-300
5
10
0
5
35
10
10
20
25
25
301-350
0
0
5
10
15
20
25
30
0
351--400
0
5
0
Nott: The result;s the characttr's weight ~nalty. A character's Encumbran,e Penalty is the smalltf of l;ero
or his ST Bonus minus his weigh[ ~ na l ty (i.e., an Encumbrance Penalty can n~ver k greater than zero).
Not~: An additional pmalty of 5 is added to the ma:t;mum p<'nalty abovt for tach 10 lb. over 160 lb.
Part II
y~,
0._
ENCUMBRANCE PENALTY
The movemenr and maneuver capabilities of a character
are affected by the weight of the materia! wh ich he carries on
his person. Each character should total the weightofall of the
equipment and supplies that he carries (sec Table ST -4, p.
255, for weights), rounding rhe to tal dow n to the nearest
pound. If they are worn, armor, clothes, weapon belt, a
helmet, and greaves are not included in this total-they
al ready have their own penalties.
If the [Oral is over IS pounds, a wright pe.ralty may result. A
burden of 15 pounds or less will result in no weight p enalty.
It is assumed that smaller characters are rugged enough to
bear this weight. T his is particularly true for non-human
races.
Table BT -5 gives rhe weight penalty for carrying excess
weight based upon the weight of the character. A character's
El1rnmbral1rt Pnrllily is equal to zero or his Strength bonus
minus h is weight penalty; whcihever is smaller (i.e., a character's
Encumbrance Penalty may never be greater than zero). This
penalty is applied [ 0 running movement (Section 8. 1, p. 4 5)
and moving maneuvers (Section 8.2.2, p. 48-49).
Section
5.7
Bonus
Table
BT-5
~::K4P::K4P::K4P:ml
~::K4P::K4P::K<I
StriJtr fi"ds
c Q"J../j'.
"G'" r Im,
~"
Opponent's
Level
Experie nce
Table
ET-I
8
5
10
20
30
5
6
7
8
9
10
30
35
40
45
50
50
60
70
80
90
100
+5
100
+10
200
6.0
6. 1
3
5
10
15
20
2
3
Sections:
25
40
8
15
30
10
20
45
60
80
100
120
140
160
180
200
60
.. 75
90
105
120
135
ISO
+15
300
40
13
25
50
75
100
125
150
175
200
225
I) Hit Points
At th~ end of a battle. a character r~ceives one experience
250
+20
+25
2) Critical Poinu
400
500
ET-2
Opponl'.nt's
u.vd
0
I
2
3
4
5
F 39 '"
50
200
250
300
350
400
7
8
9
450
500
550
600
to
650
2
45
ISO
200
250
300
350
400
450
500
550
600
3
40
130
ISO
200
250
300
350
400
450
500
550
4
35
110
130
150
5
30
100
110
130
ZOO
250
300
350
400
450
SOO
ISO
,, 200
250
300
350
400
450
25
90
100
110
20
80
90
100
IS
10
70
80
60
DO
IIO
ISO
130
200
250
300
350
ISO
200
250
300
350
400
70
80
90
96
100
110
130
10
5
50
60
~jo
SO
- I OQ ~ ?O
ISO
200
250
300
110
130
ISO
100
110
130
200
250
200
*'
--
ISO
N",,~:
R ...,lt i. a numbn of uprri~ncc point> received by the ch".cter delivering the "Killing" blow.
N"".: Iflh~ 0l'pon~nI'$levd is g'''.l~r th.n [0, an extr~ SO poinls is awa,ded (or .1ch level over 10.
3) Kill Poinu
These experience paims arc awarded for ki ll ing an actille
opponent or rendering hili1 unconscious. This must occur in
a combat situation ( i.e., a fnle conflict, not a practice or
mged fight). An actille opponent is one tha t is not dead or
Ilnconscious. These points all go to the combatant who
ddillcrs the blow that knocks out or kills the opponent. The
cxprrience paims awarded for "killing" a character arc given
in Table ET-2. These experience poinu arc reduced by the
number of cxpericnce paims gillen for criticals al ready
inflictC"d on the opponenr (sec part 2 above). In some cases
the GM should add exna points for creatures with special
abilities and powers.
Note: A GM may mllli 10 award thue poinls w~nevtr a
rharattrr(s) dcfea ts dll 0ppo"wl, (wn if (oruba! is no/ illvclvtd.
nhwoHld illViJlwgmilig aJot: 10 submil or 10 pUfOntlaIY"u \V111I1
him 10 wllbo~1 a{/HRIIyJighlil~. Ex~mp&I mighl include willlTing
a Ridd&gmm wilhaJIXe or Sll",kil~ iulo his abodt mid Idking whlll
yo~ art ajltr.
Example: For Ihil fxallipu alld IIx WI of tlx txampul i" tbiI
s((liol', WI' wili b~ rriurillg 10 lbe IatlipU adwIIIIHt prtItIIltd ill
Sul'oll 1.0 (p. 14- 15). 111 lhal advrllh<rt, NaTi (2nd uveD,
Ag'1IIar (4th ItwD, Drogo (lSI u1Il9 and Leallall (2nd uw9
dm"drd 10txplorr"lld catllp ill a milltd 10","lhal conldirltd 3 Om
(allf / II ltwl, ollr 211d lewl ad ollr '1lh lrwD who wen brraki,~
callip /0 lraw/Jor the /IIghl. TIt rW'/lil~ rucounter rudrd wilh 2
Om Mad alld / Orc havi,rgfod.
Min killrd tlx 4th &\'(1 kad" oHlright, alld sillrc Ihis is Oilly Iht
s((olld Orr that Miri has hlud Ix ~I$ dOlfblt II" Iionnal 300
rxprnmrr poillis (rp), thai is, 600 tXpnirllu poinls. Nobody gm
uprrlwrt poilllS jor IIx Ollt Ihal gol aWdy (Dr0f!' blrw his Challrt
Wt..11 be fomblrd). Agollar pHllbe 2nd !rw! Ore 10 s/up, but only
grls 130 rp brta"se be is 41h uw/ and has pHI Om 10 slrrp bifon.
If OfOf!' had Ihrowli " dagger al lbe Orc and givm him a 'B'
PWllflurr crilical brjon Nan Mid him, Ihm Drogo wowld haw:
gollm 40 (xptritllu poi"II (10Jor IIx 'n' x 'Ijar a 41h kwljot).
IIIIbiI sililal/Oll, Miri v,xmld only havtgol/fli 520 poi"IS, 2 x
(300 IIOntldl tp - tbe 40 rp lhal Drago gol).
Ibt 'E' and 'C' crilira/s deliwrrd by Nari Oil/be slrtpillg arc
would 1I0nnafly be worlh 50 0/ (25 x 2nd lewD alld 30 tp ( 15
4) Maneuver Points
T hesc experiencc poinu arc gillcn fo r unique o r inspired
ma ncullus (static and mOiling) successfully accomplished
during an ad venture. For moving maneuvers (Section 8.2.2,
p. 48-49) a "100" rcsul t or higher must be obtaincd. Based
upo n difficulty, the expcrience poinu awarded arc given in
Table ET -3
Example: Drogo succesifully scaHud lilt area (Ibe CM ranks Ihis
a M(diwlI mdlltuwr)jor 50 tp. H(aUo snu(k (OT s,,(akrd) <!Cross
I~ laWN' Wilboul lbe Orcs htarillg hilll (a Light malltuve~, ~drd
I~ OW {omillg (a Mtdiulli lIIalltuw:~, ~lId hid allhe lIIaill doo r
(a M(diu", IIIdtUullu)jor a 101d1 1 11a1" uana" SW[(tHju/1y
cuarlJ n<bb& (all uy 1I1Il'lluwr)Jor 5 (P, alld s/:.toptlltd tbe {besl
but 1101 quitlly so s~ rectiwd no txpcrimCt poinls. TIt sucwif" /
lakillg a"d hiding 11~ S111d1i box (a Hd rd IIl1lntuvu) gives litr a
IOMlof 105 rp.
ET -3 -
Rou tine
Easy.
Light. .................
............... 0
.. .............. 5
........ TO
Medium.
.. ............ 50
Hard .......
... 100
... 150
Very H ard...
Exrremdy Hard
..... 200
Sheer Folly.... ..................
........ 300
Absurd ..................................................... 500
Nott: Ruult ;s a numbn o( upu;cnce PO;1I15 received by the
ch.r~crN
Section
6.1
E,;perience
Tables:
ET-2
ET-3
ET -4 -
R'" 40 '"
2
3
Part II
y~,
""="
""
1
100
100
100
100
100
100
100
100
100
100
5 11 Level
'"
2
7
8
9
10
3
80
90
100
100
100
100
100
100
100
100
100
90
100
100
100
100
100
100
~i"oo --
100
70
80
90
100
100
100
100
100
100
100
60
70
80
90
100
100
100
100
100
100
50
60
70
80
90
100""",
100
100
100
100
40
50
60
70'
80
90
100
100
100
100
8
50
40
50
60
70
80
90
100
100
100
9
20
30
40
SO
60
70
80
90
100
100
10
10
20
30
40
50
60
70
80
90
100
N<K<:: Rosult i. ~ nurnb.,r of experience poinu ftce;ved by the ch~r.lClu casting the Jpdt
5) S~ll Points
These points arc: awarded for casting spells during a
combat situation ( both intrinsic spells and spells from nmes
and items). Casting a spell that fai ls rc:sults in 0 points. The
spell must have: a purpose: that aids the characu:r or his group
during the combat. The experience points awarded are given
6) Idl':01 Points
These experience poin[S OIre given for ideas and plans that
lead to the acco mplishment o f a goal or a successful event,
action or advemure. The Gamemaster should keep track of
ideas, plans and suggestions made by playl':r charactl': rs that
prove to be useful or successful. After an event, action or
adventure is completed and experience points from parts I )
to 5) above have been awarded, the resulting experience
points to all gro up members are totall':d. The Gamemastl':r
should award half of t his rotal as "idea points", dividing it
among the characters who came up with ideas based upon
their respective contributions. T his is very subjective, so the
Gamemaster do~n' [ ml':d (0 keep an exact tally of ideas and
can usually rely on his general impressions of the adventure.
Example: AJler calc..ftllin,g II" ~rirnft points Jor (01l1!>.:!1,
malltwvas, and spells, OwumaslO' nowcaulllilla the tOlalsfor
tach charaCIO', and a 10laljor INgrollP (kif of whicb art awarJlJ
as idta poinls) :
I'"
c.. ..,
CM: (I,.
Sectlon
6.1
Experience
Table
ET-4
Montw ....
5,.11
[0.
P, .
PIt.
p"
p"
70
/[0
1/0
T",.I
Ate,,
p"
"0
&.".n
/09
0
/05
/[0
250
"
360
0
215
0
70
/60
566
1698
M,"
C""'f'TOf,u
,,,
'"
()
260
'68
6) Travel Points
A character recei v~ o ne experience point for each mile
t raveled on land in an unf.1.miliar area,-and one experience
points for every 10 miles if Oying or at sea. The character
must be conscious and interacting with his environment.
Multiply by 1I2x in civilized areas, by 2x in moderatel y
dangerous areas, and by 3x in extremely dangerous areas.
E:umple: Th gror.rp /xu I,al!tud 30 mius from Rivtl/dell
Ihror.rgh lhe motin-auly Jalltfrows Trollshaws '''Kioll. TIus filCh
{liarorlt. gtls 60 txperiwu poil/ls (30 mih x 2Jor rIIobralely
dan!frowy Jor tra W'l.
7) Miscellaneous Points
Most of the experience point guidelines concern action in
~ tactical situation (i.e., a situation involving detailed and
precise activity, usually under time constraints, such as
fighting. maneuve ring, and exploring). It is more diff"iClilt to
award experience points for activities and accomplishments
in a strategic environment (i.e., less structured than the
taccical environment). T ravel points reflect the experience
gained by traveling th rough new and stimulating regions.
The Gamemaster should award miscellaneous experience
poinr5 for the other strategic activities not involving travel
(~ .g., figuring out a riddle or clue, planning a successful trip
or adventure, etc.).
These points may also be awarded by the Gamemaster for
~vent5 that have special significance to a given character (e.g.,
having J religious experience, visi ting a special place, accomplishing a special lllission or goal, casting non-combat spells,
~tc.). They are also awarded for any actions or accomplishments that the Gamcmaster deems worthy of reward.
Example: Th Gallltmasltr d.uid(s lhallix growp thslrva soml
mis.tlillntOI'S txptri(l!re points jor arhil~i'~ Ihtir objutive ill a
rll.:liw~ 1/util" lIIatlll(r. Ht giw.s Drogo 150 'P jor lakillg lhe
illiliative and 1II0SI if tilt rrasollabll risk. Hl gives Agollar alld Ntiri
100lp apimjor liltir solid s"pport artivity, whilt hegiws Ua lUlJl
M~ 50 rp btfa"St she dimgardtd Ixr own IIljtty ~lId lhe growp's
wkll she wllll.yttr a pottnlial trcas"r~. H OwtWf , uallangtts the
rCWllrJ oj ha~il~ IIx small box wi/howl tk mt oj thegro"p knowing
that sht has il.
Pa rt
,fE/mo.
OlJ
EP
OlJ
u,,1
43480
23400
19764
28940
4"
IP
C.i~.J
470
N....
EP
N....
uvtl
43950
23770
203J4
29868
,.,
,.,
,.,
Y ou<
4"
'"'
'"'
DrogJ's lotal (x p"itnrt points has pand 20000, so ilt
lli.,
Lr.nan
NJri
3711
/"
570
928
Level
GallJ~!f
br."Jishu
I(ghl dllJ
fldmt! all
Wtd lMrlap
Note: A player usil~ a (hara(ler Ilmplall nud on~ ropy lilt IItXt
It'lll's bonum jrom lhe appropn'art (OIUIll11 if pagt Ollt if his
Itmpillu 10 lhe ~ppropriall spam Oil IIx mOlld page if bis Iffllplalt.
When a character advances (goes up) a [evel, he may
develop skills (increase his skill ranks) and update his
bonuses. To develop a skill he allocates development points
to it (sec Table CGT -4, p. 246) in o rder to increase the skill's
rank. This process is ide mical to apprenticeship skill development and is described in Section 24.0 ( p. 90-91). After an
development points have been allocated to increasing skill
ranks, the profession bonuses(see Section21 .0, p. 82-83) are
updated. Finally. any skill bonuses whose components have
changed must be re-wtaled. Th is process is summarized
below:
Sections:
6.1
6.2
6.3
Experience
Table
ET-S
..
42"
PART III
PERFORMING ACTIONS
P;ort lJI
P.,.(onnm~
b.Act;"'"~
Preparing a spell
Casting a spell
Movement
3) Moving maneuvers.
4) Melee attacks and melee parrying.
5) Movement.
S EQUENCI NG ATTACKS OF T HE SAME T YPE
6) Static maneuvers.
N o te: Grim/a/ion rolls
(Su/ion 10.0, p. 57).
Section
7.0
aTt
10.0, p.56).
Example: Tbt following at/io ns w(Tt laken 011 a roulld by roulld !Msis
bylixparliripallli in lhe sampu adwllI14,t preslllild ill !Uclioll 1, 0 (p. 14/.5). Tht aCliol1J btgill wilh IIx plnylr charaelen / O'from lhe /0"," IlIId
,udy 10 mow up and will, the am waki'lJi up in lhebastmenl oj lilt 10"'"
~nd prrparing ID bmlk (amp and !taw.
arc
Orc#1
0,,#2
uanan
Drogo
Nari
Move
Move
Mon
Move
- - - prepare to I ve - - -
Move
Move
Opportunity Allack
_ _ _ f'ini,h gmi"g ru dy _ _
Static Mancllvu
(foil. )
Opportunity Atr:lck
Movc
Move
Move
(IUCCCSl)
Move
Static Mancuv.r
St.tic M.neuvor
(.ucces,)
Opportunity Attack
(fire.)
Movc
(di.,)
Move
Move
Prepare Spdl
Oppottunity Attack
(fllmblu)
Movc
Move
(fie .. )
Move
(."".,,)
Moving Maneu vor
(fail.)
Out From
Fumble
Attack Orc
(hit
Run.
Allack Lun.n
(gon.)
('$I~ep)
T.ke. Critical
Rove" wupon
Cluns Au
GO! Away
Captured
6
7
Pr~p.",
Spdl
Cue Spc.1I
(,uce.,,)
CmSl'dl
(Ore)
Flo>l~
down
Moving Mancuvcr
several charactns are equal. those attacks arc resolved simulfmcous[y. This same process is also follo wed for moving
maneuvers and movement. If a character's attack, moving
mmeuver, or movement is an opportunity actio n (see below),
iris ~ [ways resolved bcfor'" o ther attack!; of the the same type.
All othu actions are resolved simultaneously during the
propr:r points in the round (e.g., all spell preparatio n and
osting is resolved simultaneously).
OPPORTUNIT Y A CTION
P,u t ill
Pnfurming
Action.
"
Orc #3
Agon"r
.,
F 43 '"
NON-PLAYER CH ARACTERS
PLAYER CHARACTERS
Round
arc # 3
Frodo
4w<>I,S ;11
Riw..dtll
F 44'"
following aClions:
Part III
P.,.fo""ing
A<!;oru
b><.
""
43).
Casting a spell .
Making a missile attack'
Loading or Reloading a mis.~ile weapon
Parrying a missile att:lck t
Maki ng a moving maneuver
ST- I I -
[~rtr.
ACTION TABLE
Acti on
".
F,p b Kin:
ID Map ' 4
R,',,: if
P.~
Section
8.0
Su m m ary
T able
ST- I I
8.I MOVEMENT .
..
45
Partm
P..-forming
AClioN
circumstances.
Each character may mOlle up to 50' plus a number of feet
rqual to his Movement & Maneuver bonus wilboNt a moving
mmeuver roll. Alternatively. a char3ctcr may move up to
double that (running) if he successfully makes a moving
FnJ~
",,1,
242).
If the result is an "F," the characrer does not move and a
Sfcond roll must be made on th l:': Maneuver Failurl:': T able
15, IbcJlttilrg Ore (#2) /raws lbe main "~ f an" '"gim 10 nm.
fIis min/wi 11K1W1lUnl fall is 55' pi' ,own" (50' pius his
MOvtmml al'" MalUUW'T bonus in Rigi" ullIbtT of +5). His
tn(lllll/!mnu proally is only -5. Tbt CM dmns his nll1ninga lighl
11IOI11l1lvtf, rolls, 3 8, and
I~ Or(S MOW/tIlnl & M,n",,,"
!.onou '01" a 101,,1 of 43. RzJt,ring 10 IIx MO\'ing M,nnHl T"blr
(MT-I) "ndn- a "lighl" ItlIIlln<wr, Wl!lfl, m"l, of 70. n "s,
IIx Orr mows 75' ( = 110' + (-5) + 70- /00).
,"Js
elii"
Section
8.!
46 '"
P~rt III
Pcrf"nning
Act;o",
"'" '"
SUMMARY
3) Light
5) Hard
6) Very H ard
8) Sheer Folly
9) Absurd
B.2
B.2.!
IS
only
INTERACTION
& INFLUENCE
(includes any suri,
"tion not covncd On
.nothu column)
~Ucmpt
,t coercion
your audi(nc~.
Th~y arc influenced 10
1IIund.r. You fail
the opposire of wha,
we", .u,,",pting to
'J'!Orulorly.lf poosiblc,
10 do, Unri!:I
)'OUr "'Iic action has Ihe
occurs, any
Opposile .ffen from
by you to
wh.1 you in"nd.d.
them will fai!.
r--------'----1
alicn~'(s
Blunder.
picking"
lockp
ick isIf brohn
andlock,
!fuck in ,he lock. rendering
it unopenabl. unri!
moo,'ed (this Te'lu""
someone o,h.r , h.n you 10
successfully pick the lock).
Any trd.pS connecrcd ro ir
are sCI olT. lf disarming.,
is "";nled.
IBi;;;;~&~U~S~E~lT~E~M~~:--r.;;;;;;;;~&~~~~;;;;;;;-;-\-____
. Wh:ltever 'pelb Or
art in the ilem o. on
Blunder.
il '0
ge' ony valid "" ,;,,~,,,~.,m bu'
you pick up invalid inform ;>, ion due to a misconception
or improperly .ensed d"aik
You may never try again on
,h~ .,mt topic in th~ same
~:,'"' I:;;,:,::::::
'C1HIn nempr.d
the: "''' 10 min (60
r<lu I< in
I.am
il. m; rou
how many
spells and .,bilili it conr.in,
and what they arc . BUI. you
Can nOt yel rrod/u,. ir. You
Inay not make anolher a"empl
umil I week ha.
",,",
I~::;';~:I,:,:';;roll,reguired
Ihe
but you ore
'hat you missed
"""'pi,,>
~udience
becoming
more friendly.
talking,
your
i,
Modify ),our nut roll by
+ 20.
Modificalions:
Diffic.. llY~
+30 .... Romine
+20 ... E:osy
+10 ... Ligh,
+O ... Medium
-10 ... Hard
-20 ... Very H.led
-30 ... &tremdy Hard
-SO ... Sheer Folly
-70 ... Absurd
I:,:;:~;::~~::k::~::':::::.r,~)
I~~;~~~~;~~:j~~~
Modifications:
Di(ficulry~
-25
~ rU.
Less
than
,h,
I.,",,,hl,",.
"
'0
04
05
'0
75
76
'0
90
91
'0
IIO
III
'0
175
. You
and abilities in aware of ewryt hing in the ~ru
examin.d (includes info nnaiICm or on a p,ue of rune
tion on (opies olher than Ih e
. and you m.y u,. them
une requiring rh. perceprion
:~:,:;;:;;y<'~:"~h:~oldarctheonly
item Or
ro ll). You gel a +20 on
roll, 10 minutes.
Modifications: _ (spell's Ivl )
_30 ~ If rulm of spell i, nol
Ih. '.1me as the character's.
_[0 _ (f the spell or abili ty
is not known,
+20 _ If th e spell or abilily
i. known.
+30 ~ If the charAcrer un
C.51 Ihe spell intrinsica lly.
+ Skill bonus for
Read Rune or Usc hem
-25
Modifical ions:
Difficulty _ sec un d ..
Gcn.I':IJ.
+ 20 ~ If a player "'atc. ,h",
his characIer is looking for
specific inform.uion. The
nurn~r of rounds .pent
~ffect> the difficulty,
Skill bonus for
Perception or Trnck.
on previous page.
Greater
than
175
Man cuvt.r
Table
MT-2
Part ill
..
Perrormi"g
""""'
Section
8.2.2
10
'm
"P
Tbt: nexl rou"J Nari JuiJa 10 slip owr lilt olhtr siJe of lilt WIlli
anJ drop 10 Ilxgro"nJ. Tbt: eM as:siglls a Jiffic"lly of Lighl. Nari
will alilollUllitally drop allllx _y grOlinJ in O"t rollllJ--Ibt
.,""U'''~" is 10 dt'm"inl how harti his lantiil'l is. So, I~ eM
dtriks 10 "Siti mt/hod (3) abow. Nari rolls allJ gtlS a rts,,/t of
"90" on Tab& MT-I . ThIlS, bt Jrops /0 Ibt gro"nJ, b"t s"ifm
a -10 ptnally 10 bis aailliry Jllriug IIx "eXI round.
SUMMARY
ope n .wd~d
ro ll is mad~.
4) All applicable modifications are made to the roll.
MT - I -
Hard
EXlrt.mdy
H ard
Fo Uy
Ab5urd
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
10
20
30
40
50
60
70
80
5
10
20
30
40
50
F
5
F
F
F
F
F
F
F
F
F
F
F
F
F
F
F
90
80
100
100
110
110
120
120
130
130
140
90
100
100
110
110
120
120
130
130
Routin~
"'"'r
Light
Mt.dium
10
F
F
F
F
10
30
50
60
70
80
(-100)-(-5 1)
(-50) - (-26)
1_ (-25) - 0
01 - 20
21 - 40
41 - 55
56-65
66-75
76 - 85
86- 95
96 - 105
106- 11 5
II6 - 125
t26 - 135
136 - J45
146- 155
156- 165
166- 185
186 - 225
226 - 275
CiTU(t'f Tfuln 275
30
,0
70
80
90
100
100
100
100
100
110
110
120
120
130
130
140
140
150
ISO
160
''''- 90
100
100
100
100
110
110
120
120
130
130
140
140
150
150
10
30
50
60
70
80
90
100
100
100
100
11 0
110
120
120
130
130
140
140
150
49
Y,,>,
H ard
Opcn-t.ndt.d
Roll
UIiMal1 rolls all 03, so, sbt lIIuSI roll agaiM ami sub'nu"bt
$lcolld rolljrom lbejirsl (,.t., il is all opm-emud roll,rMr strod
roli is a 62, resu/tiMg ill a u/lll/odified roll oj -59. Hrr Mowmwl
& Mamuw:r /reI/US is +20, aMd IMft is 110 sptrifir shill ability
lbal applits 10 '~lIjl(g into a rkJl," so 110 Olber IIIodifira/iollS art
mad!. nus, tlx lolal mantHVCr rail is -39- nol too swijl. nis
liws a m"lt oj "Failurt" (i.t., "F"frolll Tabk MT-I .
n, Failu" foil is a 74 alld is modifitd Iry + / 0 d.... /0 lbe
difflrUlsy oj lill malltllWf (Exlwlldy HarJ), whirh giws aM
"84." Chukil(g lill MoviMg MaMtuvtr Failurl Tabk FT-4 (p.
240), _ srt IMI uanall hasjalkM dowlI, I"km 3 bilS and iJ al
-20 10 artivity jor 3 rounds.
If WIIMI had rolkd II 78 Oil btr IIUllltllWr roll, she woll/d have
alolalmalltuwrroll oj98 (78 + 20).]ora multoj"50. "Thus
she _,,/J haw bUll 50% oj tbe way Ibrough her maMfW\'f.r when
rlv Orr (ollld aI/ark . [II Ihis (aU, the CM might ruk thattbe (lxs,
arts likl a shield, gi~il'!. u anall a +25 madifiralio ll 10 her
Dtjtllsiw &muJ.
M OVING TO ATTACK
A commonly used moving maneuver is to attempt [0 mo ve
and then to ma ke a melee attack. In this case, the normal
difficulty o n level ground is "Light."
Ifth~ result is not "F" (i.e., not a Failure), th~ character
maki ng the maneu ver may immediatel y mov~ up to half of his
nonnal movemen t. Then the character may make a melee
attack with half of his no rmal OB. Such a.n attack is resolved
at th~ same time as nonnal melee attacks and is furt her
modified by - 100 plus [h~ result of the maneuve r.
10
20
30
5
10
20
40
30
60
SO
70
60
70
80
90
40
50
I{)O
100
110
110
120
120
130
60
70
80
90
100
100
11 0
110
120
120
5
10
20
25
30
40
50
60
70
80
90
100
100
110
p~rtm
PHfo .... mg
A""'"
5
10
20
-30
40
50
60
70
80
90
100
100
Resu!u:
F _ F.i1ure. ro!! on Moving Maneuv F.i1ure T .ble FT-4 (p.
240,
# _ Dep"nding upon Ihe .ilUation (GM's deci.ion) a numb<:t ull
is:
Section
8_2_2
Maneuver
Table
MT- l
so ~
P.trt nl
Pnfo....in,
Action.
".
8.3 ATTACKS 0
Spell Attacks
Missile attacks (includes thrown wupom)
Mdcc attacks (wc:apons and animals)
Each type of attack is normally resolved during a different
part of the round. If a character's action for a round is an
attack (s pell. missile, or mdte), hf' may also move up [010'
during the propu part of the round (i.e., during movement).
Simple actions, such as dro pping whatever is in his hands.
may be performed with the permission of the Gamcmastcr,
who may assign a penalty to the character's OB.
If a character's action is a melee attack, he has the option
of moving the 10' just before melee attacks are resolved (i.e.,
the movement iS:l charge and thus part of the attack). The
attacker may also shift an item (e.g., draw a weapon, unsling
a shield, (ake he rbs from a belt pouch. etc.). but then his
Offensive Bonus is modified by -30.
M ODIFICATIONS &. SPEOAL ATTAa PROPERT IES
An attack is rtlOlved by the attacker making an openended attack roll, adding any applicable modifications, and
then applying the modified roll to [he appropriate attack
ta ble ( AT - I to AT -9, p. 233-236). R esults are explai ned in
Section 8.3.] and incl ude:
Sections:
8.3
8.3.!
csr
-49 - 05
06 - 20
21 - 35
36 - 50
51 - 65
66 - 79
80
81 - 86
87 - 89
~'(ivity
CT-2 - SLASH
CRIT IC Al TABLE
Wuk strike yidd.! no utra
damage. +0 hit<.
Partm
Pe.fo..... ,"g
~AClio ...~
AT - I -
Yo" Humble. Th. cbssles, di.p lay Medium thigh wound. +6 hiu.
! hit p"r round. _10 10 activity.
lcaves you 'tunned fo r 2 rounds.
With luck, you mighl still . urvive. Stunned 2 round .
Incredibly inept move. Rol!, '6'
(rush nit on yoursdr. If opponent
i. using. ,I,.hing weapon. your
wupon i. broken.
91 - 96
97 - 99
Stumble ovcr an unse.n, im.,gin.ry. Stver lower I.g. 20 hit< per round.
dece.sed turde. You arc very
Drops and l. p'es into
unconsciou.n ....
confused. Stunned 3 round .
90
100
101 - 106
107 - 109
110
111 - 116
117 - 119
120
Modificat ions:
-20 - IH Concussion Wupon
- 10 - IH Slashing Weapon
+ 0 __ 2_Hand.d W ea pon.
+ JO Pole Arms
+20 Mounted Weapon
Modificat ions:
-50 _'T' critical strike
-20 - 'N critical .ttike
-10 _'6' critical nrike
+0 _ 'C' critical st rike
+10 '0' critical .trik.
+20 'E' crirical strike
Plate
.UM. ,Q.I."o.8
09-45
4 6-50
51 -55
56_66
61-6$
".7(L
I-
7l-75
76-80
81-85
86-90
' 9 1-95
96-IOO
Poor execution. You "Iempl to
m.im yoursdf a. your weapon
breaks. You I,ke a 'C . Ia.h crit.
Soft
Rigid
Roll
lOI~JOS
106-110
III -lIS
116-120
121-125
126-130
131-135
136140
141-145
146-150
0
I
I
""""'i ~
C hain
.p.o~si.QJ~ FUmP~ e
0
0
I
9A
9A
lOB
UB
IIC
lID
126
0
0
0
0
0
0
0
0
3.
5
7A
9A
.);;ffi """,,,,3,,,,,,,,,,,
3
4
4
5
6
5
5
7
6
8
6
7
8
8A
9
lOA
0
, O?3
5
6
7A
9A Jfii\:~
lIA
I2B
DB
DC
I4C
ISC
160
170
lOB
lIB
t2B
DC
I5C
I6C
I70
180
20D
2IE
18E
22E
lOB
lIB
IJB
HC
15C
I7C
180
I90
200
210
23E
24E
25E
0
0
0
0
0
0 ..
0
7
9A
lOA
lIB
13C
lSC
170
190
200
2 1E
2~,
25E
276
28E
30E
Critical;
w"p<J~s.
Tables:
IT-I
CT-2
AT- I
...
F 52'"
Parrm
P...fon1lin ll
A""iono
b..
..,
R ESlSTANCE R O LL M O DfFICA110NS
Non-failure: n:sulrs from the Base Spell Am.ck Table: AT9 (p. 235) are numbers which art used as modifications to the
target's Resistance Roll, A result of this type requires lilt:
target make a Resistance Roll to avoid (or decrease) the
235J
If the targd 5 modified RR is greater than or equal to this
number, he has successfully resisted the spell
Otherwise, the: target has f.,iled to resist.
The results offailing to resist vary from spell to spell, but
are uniformly bad for the target.
U NMODIFtEO R ous
S.3.[
S.3.2
S.3.3
wmpk Swppcst .....btll 1 figbl starts ;11 1 Jall1pk adWl'lI1m: Orr #3's mlitlll illl 28 (roll) piNS toJor bring a '0' mtulllfOT
prrwl/ti in5li(1ll f.O (p. f 4- f 5),1 {UIl1b.a'antsIllXt IJolLrwing II 38; Ibt Orr /IIkts 3 mon bilsfOT II lotlll oj 21 (2 rIIOrtllna be pa.ssts
Mioru. Orr #2 wIISfings bis sbi,IJ anJ IIlIlItL Min' wilb Ins sborl
oulj, bt III!ts 1 bit p" ro.",a, IIIIJ bt mlUl sublTlltt -5 from 1111 of bu
sworJ. Orr #3 drops bis short sworJ, dl'll_ his 2-lKllltbd sworJ, IInJ bonust.s.
It/11th NaTi. NJri Jraws bis banJaxe, wnslings his Ihitld, IInJ ellgaga
Thngs Jan '11ookgooJfor Nari; bolh ~ his 0ppc"tnIS art ul11lun1llJ,
IbrOm, Orr #2 tIIds wp un NJri's frjllll1J Orr #3 un Nari's rigbl. be il sIUlln(J, anJ if he IlIkes 5 mort bils Ilt wi/llou ,0nsciowsntSs.
Ago"ar drcides 10 p' rpan bis IptllJor a 2nJ round sinlt !.unan ;s in
Ibt Ilocl ro"n4 SIIlTlJ wilh the llbow silWltian, II lIa w;lb Drago
110 imlltlJial, JII'rgtr (as 1111 Eif, Ibillks ojNJri III "Ul1ryll Dwarf?
behil1J 0", #2 (he ITIIItb II suulJsfol stalking nUlntWwr), Agonar
Lunan braring lilt Jbuuls sliff JWfb Ullder lilt (best. Drago Itll,'S lu Ttllay 10 cilsi his sk'1' sptll (Mvi>w prrpartJJo r 2 rounds 10 llvo;d lbe
SIll'II! up brbi"J Ibt Om. Tbt ptrlhunllxmusJor the comba'an's in Ibis ptnally), lind lmnllll still wntkr the (bu, (she is starling 10 pttk owlj.
Jilw.zljo" liT' giWI1 IIllbt bollum rff Ibis P"1f'
AgolUlr will II"ackfiTJI bt(aNSt be is (asling II spelL Drogo will slriU
Our 10 lbe rt/.,Iiw mowmtnt & .nalltNwr bonltSts, Or( #2 will IIlXI bttllust ojbis moving & ma1llUWT bonus oj +40, NJri (1111 not
IIIM.fi"" II"J Orr #3 lind Ntiri will al/lltk limul/llntoUI/y (Ibt TtlI IIl/lItk (bt is SII<III1t'J, IIIId IIIl1y gllly P"rTJ witb hII!J oj his OB) lind
IIrr [Krjo",lillg alba IIdiom Ibis rallllJ). NJri /xu 10 ust his sbi,/J
lbe Orts will III/II(k SiIllUUlllItol<SIy btrau.lt Orr #3's MO'liing &
'lIirlJl Orr #2, Ilt JuiJts 10 u.lt 20 oj his OB 10 P"ny Orr #3 MlIl1lM'OItr bonus bill bun nJuuJ 10 0 by lbe mults oj lbe mlical.
(I~Nnl(/ 20from Orr #3's allluk), II"d III w;lI ust bis Tmulining 45
AgenaT rolls II 01, Ibis is all "nruotiifi(J roll IIIId ,ilt sptll
DB 10 MIa!. Orr #3. The am Jrridt /0 aI/at! wilh ali oj Ibtir OBs aUlollllllicallyfaiLs lIS inaitlllla on Tllbft AT-9. Agonjlr roils a 98 (a
and ,,0'10 parry (Om are lik, lba~ .
roll oj 88 + 10Jor using II Class F sJNIQ on the Sptll }ili/wn Tllbk
Or( #2 rolls lin 86, his OB oj 40 (50 - 10fO Ta short sworJ (FT-3), (lIusi'(g lhe sprlllo tjfm AlO"a1, Agoll4 f m4Jkts a RlJislalilt
".tainsl c/,Q;n) is aJtbd, NJri', DB oj 10 lind bis sbitlJ bonus oj 25 Roll (from Tabk RRT be SllJ IIxII be nrlds 50 or above 10 mislj;
. " sublratlcd,anJ Ibt lolal oJ91 isob'ain(J. Cross-inJuing Ibis wilb roIli"la 37, bt f lliLs to relisl alldJails IIIft'1" Nol good for the hollil
r/uin on Table AT-I, WI' sn Ihllt Ntiri hils IIIUII 8 bils hUI nomliclIL Itll,rt--ils 11/1 up 10 Drago Ibt Hobbit.
Orr #3 and Nari al/luk limu/tll"toUS/y (ifNJri b..J ban ItulllUJ
Drogo JuiJa 10 Ambush arc #2; he bas lin Ambush SkillltJnk
by Orr #2'1 aI/lit!, bt wo~/J nOI&iw bun IIhk 10 aI/lick, bul btcoulJ oj 2. Hl roils bis al/II(k roll oj 65, IIdk bis DB oj 35, aatis + 10
MW pilmtd wilb hII!t of his OB, 33). Orr #3 roils II 98, sin!llbis btrlluu bt is wsing II shorl sworJ againslitalbtr IInllor, IIdds a bonKS
is /"I'lWtll 96 anJ 100, be roIls agaill (:tIS II 14) lind adds il 10 bis oj 15for IIJ"'nk ",,",k lind 20Jor II Ttllr IlIIII'! IIna 20fOTIl swrprilt
firsl roll. nisgiws a 101111 of 11 2. Htlldds bis OB of 40, bt sub'Tllets III/II'!, swb',IIrts 10for tbe Orc's DB ~ulnol lbe shitIJ), ana ohlaim
Nlri's DB oj I 0111111 bis f'IIrryoj 20, al!J lbe lolal of 122 isoblainea. alolaloJ 155. nis is rtduuJ 10 150, the maxim"m poss;bk mw/l
Odi"g Tllbk AT-3, Wl'stt IhIIl NJri bas taktn 24 hill IIna 0 'e' on TabkAT- l . Dx Ortlaus 22 biullnJan 'E'S/"sbmlirIlL Drago
rrilirlll (Ibt Om baw rolkJ wtdO.
rolls Il 78 (II roll of 58 +20fOTbting lin 'E' (1ili(aQ, howewr bis
NJri roils a 93, IIUS the poTlion of bis OB lbal is ultd 10 III/lick AmhusbsMI rilukoj2mayhtaJdta /0 lhis logiWlll1 80. Drogorboosn
(+45), sublratts Or( #3's DB oj 5, lind obtaills II 101111 of 133. 10 ao lhis, IIna Orr #2's (Ilrolid IITlery is ItvtTtd, bis nak is broun,
Fl'OIrr Tabk AT-I, wtsn IIxII Orr# 3 ltJ:es 18 b;tsllnJII 'D'mticII/. anJ he ailS in Ollt roulla.
C'&trking IIx Wupon SIIItislits Tabk (57'-1), Wl'SU l&ila 2Of (lJuru, Orr #2 nUT)' nol III/lick (or io /IIucb ofanylbingtxUpl
lwnJrJ sworJ giVts a Slasb prinUlry mli(II/ IIIIa II er'KSb sttOn.io.ry IU ~). Ort#3 windswp 10illUbil swillgwilbbis 2-lxlIIkasworJ,
m'Ii(~L Set Nan' IxIs fll~lI1a 'e' Slasheri/iral, lin 'A' Cr"sblllld 11101111
IInJ roIls II 04. Unjortul!altlyfOT Ibt Orr, Ibis is IIJwmbk (2-hIIndtd
oj 32 bils. Orr #3 IxIs IlIkIn 18 hils IInJ a 'D' s/"sb eTilirlll.
sworas fumhk on a 01-05, wn/lloJf!ua). Tbt fumbk roll is a 28, be
Nan's 'e' Slasb (n'Iical is a 32 {lbi lI(/ua /raIO; be takes 5 mort gi'Olts him.lt!J 2 hilsJOTa tollli oj 23 bill. Dx Orr passa oulilna arops.
hilslll1J sil!u he is Wl'lIring ftggrlllWS be IIIklJ 110 f urlba Jomal' from Min' (Im'l bt/i(Vl wlxll bolpJNnla. ulllian slarts 10 Ifl oUIJrom ,,"dtr
Ibis slash (rili(al. His 'A' mlSh crilital is a 58 (raiD mil!us 20 (for lbe rNJI, wbik ~ wipa oJ! bis short sv.:(lrd IInJ !lgonllr snorts lOIS
brillg "" 'A' crili(aQ for a 38: br IIIk,s 5 mort bitl IInJ (sint! br IxIs befloalf 10 IbtgroullJ. Tht group hils rtally (ul il a/il/k dost (10 tbalb)
110 IInll IInl1or) is slunneJ 1 roWl!J. Nari WIIS"Iw?, " bt bas "Ollry"
,his ti",~.
I,b 42 bils (OWl oj 16 bifort be fN'sst.s o~~ anJ is slwnnd Ollt rownJ.
Mowmmt &
DB
A~.
DB
Sbitla M II"lMVtr Bemus 1V!..,.,n
Hils
,/,ain
NJri
+0
65
/0
Han~xt
.6
y"
0.#2
+5
ngiJ italbrr
10
Short SworJ
50
28
y"
0.#3
+0
.0
rigid ltalbtr
5
No
2-HllnJtd SWOTJ
22
Shorl
Sv.:(ITa
35
110 11t
30
No
HO
27
Droto
20
No
+25
Ago""r
8
sptlls
31
"m
Mllft
uamllt
30
rigid klilba
10
+20
25
y"
53 ~
'*
Pa rt III
P~tfonn in8
ActiofU
b<.
.".
&:ctio n
8.3
Example
F S4 ""
'*
P;ort III
Pnfonning
A,,;oJU
io<.
""
Sections:
8.3.4
8.4
k{}_~::t:~
FACING
The Gamemasrer may wish to usc some sorrof mechanism
for k~ping track of which way each charactct is facing. This
rtally hdps detennine whlt each character is aware: of and
what he i$ (;I.pable of doing. A GM may kcc:p (tack offacing
by using pllymg pieces lS discussed above and by marking rhe
Mfrom" of each playing piece.
ss
*'
Pan ID
Pnf......mg
..........
It Wolf
.1I.rAt I~
F, floWJlnp
i" flo/Ii"
COMMUNICATION BETWEEN
CHARACTERS
When characters talk or plan in the midst of combat, it is
assumed tha t they arc talking out loud and may be helrd by
their foes. Of course if they are close togethe r they may speak
softly or whisper. If a long complic<lted discussion arises Ot
a complex suggestion is made by one charactcr to another.
that should constitute their action for that round.
If a group of charactcrs holds a discussion on what to do
or where to go. the lmount of real time spent talking by rhe
players should be treated by the Galnemaster as the time
spenr talking in thc game by the characters. For example. if
the group of players take 5 minutes to decide on how to enter
a panicular door, it will rake 30 rounds of game time (30
rounds at 10 seconds a round equals 5 minutes).
Section
9.0
~~X{}X{}X{}X{}~:DI
~X{}X{}X{}X{}X{}X{}:DI
SPECIAL SITUATIONS
Put III
Performing
"""ru
It..
'"
PERCEPTION
If something happe ns during a combat that might be
noticed by the characters (e.g., the '!.Triva[ of new combatants,
a character sneaki ng up to ambush someone. etc.), the
Gamemaster may require a Perception roJ[ from all characters
who might nmice it. These rolls arc resolved on the Static
Maneuver T abll' M T -2 ( p. 243). A[ternatively. thl'
Gamemaster may use the rolls to aid in making a subjective
decision.
Example: In lhe Jal1lplt IIdwnllm in Staion 1.0 (p. /4-/5),
Iilm: Om climb 1 SIII;rJOnlo INgro14ndflOOf" of IN lower. Drago
is hidi'rg no:llo IN main dCll)f. TM eM mighlllllow PrrUf'lion
rolls jor IIx Om 10 nolirf him.
Droge bas .nadt /I S14(Wsf141 Hiding SIlIli( .nalltllW"T, so lhe
Clillltlnllllrr ralu lhe Om' Ptrrrp,,'on rolls liS ''Exlmntly Hllrd,"
givi.rglllllodificliliollof-30. TM Om' ro/Isllft 23, 5 7, 11"'/ 133
(IN IaSI roll WIIS II 98 wilila urond roll of 35 add,d, sillu lhejinl
was ivlwem 96 1I'ld 100). Mo.Jifild by IIx -30 IIlId INir
ptruplioll Ixm14Ul oj + 5, 1 la/II I rolls IIrt -02, 32, lind 108.
Rrftm'ng 10 Tllbu MT-2, we J lbal IIx jirSI Ott nolius
1I0lhi'rg (~baps btrlll'Sr Mid', mlSlbow boll is Ilbo14110 kill him)
lind IIx urond Orr nolicts 1I0lbillg. TIt Ihird Orr rtllliltS lbal MJ.n~
A:onll f and ullnlln art in IIx lo_r lind (onsiJrrs IN possibilily
if olbrr 0pponenls in hiding. b141 ht dOts nol J Drago. Ij bis roll
bad lollllltd 111 or blglrr, ht W014/J baw Jtln ~.
CONFUCTING ACTIONS
Sometimes the actions of twO or mor~ charact~rs may
conflict. and the Gamemasttr must r~solv~ th ~ probll'm. In
general, both should m ~k e conflict rolls modified by their
respective Movtm ~nt and Maneuver bonus. The GM gives
each roll a difficulty and obtains results from the Moving
M~ncuver T able MT - J (p. 242). Then the character wi th
(he higher of the two results succeeds. and the differwce
between the two resu ks givts the GM some ide;t of how
succ~ssfu[ the charac(Cr was. Th~ same result by both characters means a draw of some kind, and the GM must decide
what happens. These conjlict rolls are just used as a measure of
the effectiveness and CJuickness of a character's action and do
not affect the action being attempted.
Section
10.0
Pan: III
Pen_in,
A(1iono
I<
""
~-;-
,.; -,
,
.
-~
~-
ORIENTATION
If a character takes a confusingaction ( e.g., tdeports, di vc:s,
D-~.
JlIIH
p'~lirf
EFFECTS OF SPELLS
Certain spells allow more than one action in a round (t.g.,
H.WL 1 ;lllows 2 actions to be perfonncd in one round). The
usc o f spells to move (e.g., WIll/ion, Frymg. WinJw,dl:in,g, etc.)
count as (he sole aerion for a round unless they are merely
used to hold position Ci,e" hover).
RESTRICTED ACTIVITY
Certain critical results from attacks limit ;actions, while:
other criticals restrict acrivi ry (e.g. 20 ro ;lctiviry). Unless
st:ucd otherwiu in the critical description. these subtractions
from activity apply [0 all bonuses uccptthc Defensive Bonus
and R.csistlncC' R o ll bonuses.
~ction
10.0
F S8 '"
P;ort IV
T1'K World
.sy...:m
lu
PART IV
THE GAMEMASTER'S TASK:
THE WORLD SYSTEM
In order to run a fantasy role playing game, a Gamemastcr
must devc:lop and outline all of the basic components of a
"World System." These components are similar to thl'
components of a novel or play:
1) A swing must be developed in which action may take
place.
2) The dNmUlm who inhabit the setting must he sketched
out.
3) A general plot or scenario must be oudined.
4) Decisions must be made concerning how [0 handle
certain elements of role playing (e.g., adventures. magic,
rc:ligion. healing. poisons, etc.).
Developing the componems mentioned above requires a
lot of work and effort on the parr of the Gamemaster. For a
Middle-eanh world system, the Gamemasrcr should first and
foremost read and absorb J.R.R T olkien's works, primarily
Tbt Hobbit and Tbt Lord 0/ the RlngJ. These novels provide a rich,
descriptive outline of an exciting serring-all of Arda, and
Middle-earth in particular. They introduce an enonnous
variety of types of characters and creatures-Elves, Hobbiu;,
Dunedain, Wizards, Ems, Nazgul. Orcs, Trolls, Dragons,
Balrogs, etc. And of course the novels are intertwined with a
plot of truly epic proportions ( the struggle of the Free
Peoples against the Dark Lord, Sauron of Mordor, and his
minions).
PLAY AIDS
Pm
rv
PRODUCTS
R EACTION
Rous
..
S9 ~
Part
rv
T"" World
...
SY"~m
~""
ne
.A
Cl.uSI
&ctions:
11.0
ll.l
F 60 '"
'*
P;art IV
TMWOrld
Sysum
It..
",
11.2 HOSTILE 0
POPULATIONS
11.3 INHABITANTS OF
ADVENTURE SITES
The most dangerous (and thus exciting) foe is an intelligent or somewhat intelligent character. So, many of the
adventure sites in Middle-earth will be occupied by Orcs,
T rolls, evil Men, evil Elves, etc. There are also many intelligent creatures in Middle-earth not generally thought of as
characters o r people (e.g., Dragons, Ents, etc.).
FLORA AND FAUNA
Sections:
[ 1.2
[ 1.3
[ 1.4
1l .S
11.4 DESCRlPTIONS OF
MIDDLE-EARTH CREATURES
The special monsters and animals of Tolkien's world are
very important to any campaign. Th e creatures vary from
minor nuisances like Dumbledors to major irritants such as
Balrogs. Some of these monsters are intelligent and/or social
animals and need special care when being encountered. Some
of these special monsters have been given detailed descriptions in Appendix A-3 (p. I SO-189); only the combat
characteristics are covered in Table ST-2 (p. 2S0-2SI ). A
large number of the monsters in T olkien's world are very
powerful. Monsters such as Balrogs and Dragons should no!
be faced by low level character.; or inexperienced players.
This is a list of special Middle-earth creatures that may br
used by Gamemasters within the MERP rules. Other creatures may be invented or used, but the Gamemaster mus!
decide their traits and capabilities.
Balrogs
Crebain
Dragon
Dlimblerio rs
Great Eagles
En"
Festirycelyn
Fell Beasts
Flies of Mordor
Giants
Hummerhorns
Huoms
Kraken
Mearas
Mewlips
Mumakil
Nazgtll
Olog-hai
Orcs
Great Spiders
Trolls
Vampires
Wargs
Werewo lves
Wights
F 61 '"
Part IV
T"'World
Sy"nn
-"
A LUES
Section
11.5
F 62 '"
'*
Pan IV
The Wurld
Sy..e rh
b..
'"
r@
Sections:
12.0
J 2. J
J 2.2
12.3
Part IV
T .... WorJd
Synnn
C4"J..lj
calbfir.
from Ih.
Irus oj
Hol/jll
Section
12.3
..
1"'" 64'"
Th~ plot for ;'I fantasy rolt playing game consists of the
general politics of the world. thl! :'Icrivitics 3nd ob jectives of
the non-player characters, the goals and incentives for the
player characters, and the interactions between all of these
clements. A plot can be as simple as a nlincd towu inhabited
with bandits and their t reasure ( t he player characters want the
loot)' On the other hand, a plot can be as complex 35 the plot
in Ibt Lon/of/Ix Rings. Wcsuggcsra simple plot for beginners.
Pan IV
Thor World
Sr"~m
b<.. .""
GENERAL POLITICS
Sketching o ut [he general politics for a game helps tht
Gamemaster make decisions concerning rht actions of nonplayer char;tcrt rs. It also helps him ma ke tht playt r characters' backgrounds come to lift. It providts a framtwork for
th t general courst o f tvtnts in tht rtgions that the players
charact~ travd through. Fo r example, a war o r anned raid
may be taking place in an area whtre the playtr characters are
advenruring.
C<lIIJ"!i
T HE W O RLD P OUTICS
,""A" lIill" I.
,I.t
Doorl
oj
.o..ri~
R EGIONAL P OUTICS
Stceion
13.0
14.1 ACTIVITY IN
CIVILIZED AREAS
Activity in civilized areas can be as simple as returning after
mh adventure. healing, fe-equipping, gathering information. ~ nd h{'ading back out to adventure again. H owever, it
llIoften very in terest ing to make a visit 10 a civilized area morl!
Each civilized area should have faci lities for food and
lodging. ~veJ1 if it is only swill or table scraps and a barn.
T~ble ST4 ( p. 255) gives somt suggested prices for food
and lodging at a normal inn in a town. The Gamemaster may
m:~ a roll for each inn (or lodging desired) visited to
dntrmim.' the amounr of acti vity for tha t day. Very high
lIM'~ns thai there is no room for the characters; very low
lIM'aru that they migh t be able to get cheaper rates.
GATHERJNG I NI'OR..MATION
..
6S ""
Part IV
Th~
W orld
b.syit.n'~
Sections:
14.0
14. 1
66 ~
'*
Open
FOfHt
S
]2*
12
T~WD.ld
Careful walk
Sy'ltm
Norma! walk
10
b..
",
Sneaking
TERRAIN TYPE
Rough
Road
Part JV
Jl'&lW;olk
~5
Slow Ride
IS
25
12
I'
Note: Result is the miles covered in a 4 hour ~od.
~ Requirrs a ffi:l.nnlVer roll once every 4 hou rs from each charactn-,
_ R equi res a maneuvCT roll once every 2 hO\Jr5 from nch character.
Fast Ride
14.2 ACTIVITY IN
THE COUNTRYSIDE
While in the countryside, groups usually are attempting to
get from onc place [0 another---5ee Section 14.3 (p. 68) for
activity in the countryside while starching for something.
Tbe Gamemastermustdeal with act iviciessuch as movement,
making camp. evading pursuers. and encounters.
Activity in the countryside is normally handled in imervals
of 4 hours when the player characters aTe moving or active,
and 8-12 hours if they are resting, sleeping or hiding.
D ista nce is generally measured in miles.
M OVEMENT
Section
14.2
Sununary
Table
ST-9
Mounta inous
2
4
5
3
3
2
2
4
4
3"
3-
10-
,.
9
9
Rough 6: Foru!
Basically, at certain times the Gamemaster makes an 0\Xnended activity roll to see how much action [here is in the artl
conr:aining the player characters. Then one of the players
makes an open-ended lVoidallce roll to determine how wd!
the group avoids any activiry. Applicable modifications from
Table ST-10 should be added to both of these rolls.
If the modified avoidance roll is greater than the modifitd
activiry roll. nothing happens. Otherwise, the differenn
between these two modified rolls is cross-indexed with th r
density of habitation on the Encounter Table ST-10.
T his process is called an encounter roll and is normaIIy
perfonned once every 4 hours when a group is moving and
once during each period of sleep ( night) when the group
camps.
ST-IO-ENCOUNTER TABLE
Encoumtr
Roll
Dense
Mod~rat~
Light
Sparle
Waite
0 1-30
.1.1.1-
-/-
-/-I.
-/-I
.j.
-j.
";/.
':'/~
-/-/-/-
31--50
51-<0
""61_70
,1.1-
-I;
~c/~
./.
,j,
-if
-I,
&!-90
91-100
101_120
121-140
1 4t~160
,j -
,I.
'iI!
-b
cl \ , ,~
hi
h/h
'/'
'/'
~/h
h/h
-/h
/h
./h
a/3
~/h
a/3
,j,
.f.
.f.
h/h
lI/h
e/h
16I-lao
181-200
201+
,I,
,I,
7[-$0
,j.
,/h
h/h
ah
,I,
hI,
.1.
,j.
-/h
_/h
.1,
.f,
h/~
.1,
'/<
:=
"" 6 7 '"
Population Density
Gentral:
Modifications
[0
Group Sizc: ..
-50 ..... on(
-20 .... two
+0 ..... 3-4
+ 10 ..... 5-7
+ 20 ..... 8-10
+50 ..... 11 -20
+75 ..... 21-50
+100 ..... 5 [ +
T ra ... cI Mode:
-50 ..... Sneaking
-20 ..... C ar .. fUl walk
+O ..... Nonnal walk
me
,'"
*"",
Part IV
Th.eWo<ld
Systnn
Swnmary
Table
ST-IO
F 68'"
".
Part JV
Th.. Wo.ld
'1"'-
It".
'"
Afi., ill
LQrit1l
Sections:
14.2
14.3
14.4
.. 14.3 SCOUTING
THE COUNTRYSIDE
Often a group is not JUSt moving through the countryside;
they are actively searching for someplace or something. The
object of the search may be herbs, an adventure site. food,
water. etc. ~arches are more likely to result in encounters.
LooKING FOR ADVENTURE SITES
14.4' TYPICAL
ADVENTURES
69~
Part IV
Th~
circumstance.
World
Synt1t>
b.
SCENAlUOS
These scenarios are adventures that can be keyed
to
",
Ar~go""
brings
~tlxl~.
for FroJQ
D UELS
ScOUTING
Seoming missions do not necessarily take place in adven[Ure sites. They may consist of general investigation of the
countryside. In a scouting mission the main goal is information, either for a nOll-player character or for the player
chlr:lcters themselves. Such infonnation cou ld later lead to
l spt:cific mission. Scouting missions often lead to combat in
the form of encounters with hostile guards or panok
Duels are also very interesting. Player characters or nonplayer characters often feel that they have a basic disagreement that can nOt be seuled by talking. If neither party fe els
mcJined to run away and leave to wn, a duel might result. This
can range from a duel in which the winner is the first to draw
blood (using only 'A' critical, see above) to a duel to the
death.
GENERAL ENCOUNTERS
R AIOING
TOURNAMENTS
Section
14.4
USING "MAGIC IN
MERP
15.0
15.1
15.2
15.1 ESSENCE
The Essence realm uti lizes the power that exists in every
one and everything of and in Arda and. in particubr, Middleearth . Essence in Middle-earth has its source in The Song
(The Ainulindale) which crcared Arda and the order of
things. A character who casts spells of the Essence taps this
power, molds it, and diverts it into his spells. Most of tht
truly powerful Essence spells deal with forces elemental in
nature: fire, earth, wate r, wind, light, cold, etc.
The more inert material that is on the person of someone
casting Essence spells, the mo re difficult it becomes to
manipulate the Essence. Thus, when casting or using an
Essence spell , no armor, greaves or helmet may be worn.
15.2 CHANNELING
T he Valar are the offspring of Em (God) who came to
Arda (0 fulfill The Song. The Channeling realm utilizes the
power of the Vabr as channeled th rough characters casting
spells. Since the Vabr are not part of The Song (they helfXd
to develop part of The Song, and M orgorh corrupted part or
it). Channeling is independent of the Essence.
A character casting Channeling spells draws directly from
the powerof one or mo re of the Valar, even though this does
not "usually" requi re the conscious cooperation of the Valar
involved. Thus. spells of this realm do not necessarily reflect
the nature of the Valar as long as the spells are relativdy
subcle and low level (c.g .. healing, detection, etc.). More
powerful and higher level spells not included in ;\fERP migh!
require active consent of the Valar-the Vabr include
Morgoth, so evil Channeling spells may be caSt if the pow",
comes froln him.
M etal interferes with drawing power from the Valar, so no
metal armor, metal helmets, or metal greaves may be worn
when casting a Channeling spell.
= open-ended toll
Risk Factor
Period M odifier
15.4 CORRUPTION.
Part IV
n,., World
S>"'crn
LDrJ Dj
Cifh
Sections:
15.3
15.4
..
72'"
Part JV
T he Wodd
~""-:""
or
held
o r worn.
FrQk
StU
S."n>" '.
EJl '"
C.1.Jritl's
MimH'
Section
15.5
Minimunl
Maximum
l<ngm
# C harges
Wand
I'
Rod
Su(f
2.5'
10
30
100
5'
Maxim um
Spell Level
2nd
5,h
lO<h
b..lltr.
Part IV
Tho< World
Pollol1
+ I5
m4gi(
5 sp
x250 -
COST =
(B.aSl" Cos! + Addetional Con) x Multiplicative
BASE COST:
F~cron
MULTIPLICATIVE FACTOR:
Due to Item Bonus
lOx ...... +5 bonus
SOx .... + 10 bonus
2SOx .... + I 5 bonus
looox .... +20 bonus
5000:.: .... +25 bonus
..
73
ST-7 -
...
,...
3
5
10
20
JO
IS
JO
IS
50
100
120
200
45
150
150
250
IV"",
10
JO
Rod
40
80
~.ff
100
ISO
40
60
60
90
200
300
-
200
300
400
10
80
100
120
400
ISO
500
125
200
600
225
750
-
500
600
700
800
ISO
Note: Rechugrng;\ wand. rod or staff after it hOl.5 betn uhausttd costs half o f the above-lIlthough. findmg someone with both
!he skIll and the willingness to perfoml such an operation may be difficu lt.
- Channding spells cost double theM' prices.
t - Oner per day; add half of facror for each ;>.dditional time per day.
Sectio n
15.5
Summa.ry
Table
ST-7
74 '"
Eru is A rda's One: God, and the Valar arc his SlTvants. lr
is the Val... r who live in Aman. Ern o riginally assigned them
I$K~X~
INJURIES
Inju ries can occur as a resu lt o( attacks. fumbles, failure,
spells, etc. Injury tak~ rhe form of hits, hits per rou nd,
stunned rounds, subtractions (rom acti vity, and specific
injuries to various parts of [he body. These inju ries are
detailed in Sect ion 8.3. 1 (p. 50-52).
DEATH
Death (departure of the soul) occurs in one of (our ways:
I) Immediate Death - An injury occurs which causes the
charact er to die immediately. This usually is t he result of
a critical strike from an attack.
16.0
17.0
R EU GIOUS W O RSl"IIP
Sections:
HEALING
In a fantasy role playing game. healing is very important.
It ddumines how often characters die and how much time
~d money arc required for recovery from injury.
NATURAL H EA UNG & FIRST AID
Injuries heal naturally and may be temporarily patched as
follows:
Hill - One every hour if resting; onc every 3 hours if not
rt sting.
,poll).
The effectiveness of a Lifegiving spell dcpends upon the
caster's level as given in Table IHT-3. For each "death." a
Lifegiving spell may be attempted a maximum of five
fimes--once at 12th level effecriveness. once at 15th, once
at 17th, once at 20th. and once at 25th.
There is also one Open Channeling spell list. Surface
Ways. that allows the healing of hits. burns. and frostbite
(Ap~ ndi)( A-4.5. p. 203).
7S
Part IV
n..,Wo,ld
Sr.. ~m
Roll
1-10
11 -2S
26-S0
SI-7S
76-90
0
0
0
0
0
2
2
3
2
3
1
1
91-00
IHT -2 -
RECOVERY TABLE
Type orInjury
Light
Burn/Tissue
Bone/Musde/Ttndon
Head/Internal Organs
3 days
5 days
2 weeks
SEVERlTY
Medium Severe
10 days
IS days
2 months
25 days
35 days
vanes
IHT-3 -
Lvi of
Caster
% Chance of
Failure
12th
ISth
17th
20th
25th
Day' Required
For Recovery
Sugguted
Prier:
150gp
250gp
3S0 gp
SOOgp
800gp
Section
17.0
Injury &
Healing
Tables:
IHT-I
IHT-2
IHT-J
..
F 76 '"
P:l.rt IV
ThtWorld
Syotem
""
\ P OISONS
",.,
The prices given in Table ST-4 are those given if characters are buying goods. The value of magic items can be
dw~rmined as described in Section 15.5 ( p. 72-73). If
characters try to sell goods in a civilized area they can
autom;uically get 50% of the normal price; that is, if a buyer
can be found (e.g., a buyer for a staff that casts fireballs might
be hard to find at a country inn).
I>JK4}JK~
Determining the daily weather is imporunt when adventuring. Table ST-8 ( p. 26 I) provides a method for detennin.
ing the temperature and precipitation of a given day. Th
Gamemaster should:
1) Determine the month.
2) Determine the general climate of the area (e.g., warm and
humid, cool and dry, hot and dry, etc.).
3) Detcnnine the temperature.
4) Determine if there is precipitation. how much and what
kind.
Sectio n
18.0
ECONOMICS IN MIDDLE-EARTH ..
"~
D warves-l imitNi hinocratic exchang.. (the King to his vassals); widespread free market b;lSNi on coinage; barter is nre.
Umli-limited hi .. roaatic exchange; exclusively barter otherwise.
Eldar--cxdusivdy hierocraric exchange (Lo rd to vassal !O
retainer); guests from other cultures must be supported b)'
gifts, unlil they depart or(r:mly)are allowed to pledge fealty.
Avari-varics al ong a spec trum with hierocratic exchange at
o ne end and barter at the oth er; coinage. based free markets
arc very rare.
Part IV
T~W".Jd
s,.,-
""
Sectio n
18.0
PART V
DESIGNING A CHARACTER
MERP is a rolt: playing system designed [0 handle: (simu~
late) char:actcrs between 1st level and 10th level. h makes
certain restrictions and simplifications (hat arc: inu:ndc:d ro
make: learning fantasy role playing quicktr and casif'T.
People: who master the enri re system and want more detail,
realism and highe r level characters should consider ICE's
modubri7.ed R"lemll$ttr sysu.m. Anus Law & Ciaw lAw details
non-spdl combat, with expanded critical table, expanded
armor types. martial arts. and individual weapon arrack
tables. Sptll Law details and expands spell Jim and spell
casting: it contains I 12 spc:1I1ists. over 2()(x) spells. spells up
ro 50th level, 15 types of spell users, and evil spell lists.
Charatter UW presc:nts an up;mded character development
system, with 19 professions and a more detailed treatment of
Sfars :md other factors affecting a characur.
In a fantasy role playing ( FRP) g ... me, you (as a player)
assume the persona of an individual char... cter-your player
charaCter.
If you are not using a character template (sec Section 3.0,
p. 21), yo\] muS[ first "design" ( i.e .. generate or create) your
player character. You must determine your character's attributes, background, physical appra rance, skills, etc. In
short, you must determine all of the various factors th ... t
conuol what your charaCter is capable of doing in a fantasy
role playing environment. These factors are described in
derail in Section 5.0 ( p. 26-4 I ).
T o design your character, you should perfonn each of the
following steps ( as described in SeCtions 19.0-27.0, p. 79-
97f.
I ) Decide in gener ...1 what type of character to play.
2) Roll and assign your character's stats .
3) Choose a race for your character.
4) Choose a profession for you r character.
5) Determine role traits ;md b... ckground.
6 ) Develop your characrer's adolescence skills.
7) Develop your char.:acter's apprenticeship skills.
8 ) Outfit your charanu.
9) Total you r character's penalties and bonuses.
10) Devdop a persona for your character.
-
Th~ $leps
Afe inrerrelated
~nd m~y
affect
e~ch
P LoW?
other.
LOR Note: A LOR character is designed by choosing a
character type, assigning six skill bonuses, and toraling
t he bonuses. In MERP thi! process is a bit more involved,
but is very similar. Steps 1-5,8, and I Oabove correspond
to "choosing a charact,e rrype" in LOR, whilesreps 6 and
7 correspond to "assigning skill bonuses," and stcp 9
corresponds to "totaling the bonuses."
po 79"
Sur
Abbn:viation
Strength .............................................. Sf
Agi[iry ................................................ AG
Constitution ..................................... CO
Intelligence .......................................... IG
Intuition .............................................. IT
Presence .............................................. PR
To determim: the stats fo r you r character, first make six
rolls ( 1-100) and record them on a piece of paper. Ignore
rollsof bs than 20; you need six ro lls above 19. N o w assign
each of the six ro lls to one of the s ix stats as you see fit and
mord them on your Character Record Sheet.
Note: Krrp i/I milld lbat w&1I11 projmioll jor yowr(ba 'lIc~r if
rbosm (5trlilm 21.0, p. 82.83), Ibt \'olwe assigllld 10 lbe "prime
slI2l"for your Cbaflltt" /lilly be rlpLzaJ with /I w/Nt tif90. I1mf,
il if oft(ll /I gooJ idr/llo /lSligll you , lowal filii 10 Ibt prillll slatfor
IIx projmion yow Ilrl pilllllll'/IlIO rbose.
Note: In addilioll, ifyow plan 10 p/;ly "" E!f, )'()u mwst .IIssigll a
ctTllli" slat 10 your Pmllla sI.IIl. .Rcb No/Jo Elj /IIwsl .IIssign his
b~1 sial 10 his Prrullu, NtbSill,u, Elj mwsl alSign om ofhis two
b~1 JI/iIS 10 his Prtsmrt, III1J tilth Si/Vlln E!f mwsllIssigll om of
his Ibtu /,i~JI SllIls 10 his PrtSl1Ia. EI\ItS bIIvt (tTlllin IIdVfIllI4~S
owr lbe " morllli" TIltt1 ""d illllnllS of II jtllllll1] rolt playi"l.gallll,
lhis II rrjluttd by Ihis TtllritliOIl on bow tbry IIUigll IMr SIIIIJ.
You should now have one value (between 20 and [00
i"clwive) for each of your six stats. R emember, the higher the
sLuthe more capable your character will be when performing
m ~ction using that particular stat. At this point the normal
BT - I StU
II-
102+
101
100
98~99
95-97
90-94
75-89
25-74
1024
5,.
+35
+30
+25
+20
+ 15
+ 10
+5
0
5
, 10
H
2
15
,25
20
Power
Points
4
3
3
2
2
"~
I
I
-~
0
0
0
0
0
0
--
F;IIw'i,fi rsl
High K.illl of
1M Nolder
stat bonuses should also be recorded (Section 27.0, p. 96.
and T able BT-l ).
T o obtain your character's Appearance (AP), make a roll
( 1-100, do 110/ re-roll 0 1.19). Then add your character's Slat
bonus for Presence (see T able BT- I ). Treat results greater
than 100 as 100, and treat results less than one as 0 I. If the
Gamemaster allows it, your character may exchange his
Appearance with one of his Slats. We suggest that this only
be allowed if the character's Appearance is increased by the
exchange.
Example: Our ChllTlltlrr, CIlilldhil, IIIllkll 6 slill rolls 91, 98,
07, 44, 85, 28. SiMi Ibt 07 is Itss IbillI 20, bt rolls Illin a"d
gm" 63, ThSt IIrt Ibt 6 valJ<ls lhal bt I1lay asSiglliO his SlalS: 91,
98,41,85,28, alili 63.
pillytr has rrod abo"l Arllgorn tbt
R/ll1gtf IIlId Ihi"ks lhal bt \WlIlIS 10 be IhIIllypt oj rMra(lt f, Ciliadhi/
'VllIIIS /0 be sirollg, quirt, lI"d slill be abk 10 rllsl sOllir sprlls. Si"u
a Rarwr hils COlISlit"tjOtl as a prillit Sia l, bt tllOWS lilal bt will
Itt ablt 10 "piau 0111 of his low rolls 0be 28) with II 90 wbt" bt
(boous his profmioll. So be assigm bis 6 slalS "s illJitaud bt/ow.
H t bad 10 pillrt his 85 ill 1111,,;1;011 ;11 orkr 10 hIIw Ollt powtr
poilll 1'" Irwl (m T"bk BT-I), otberwise bt wo,,[J be "nllblt 10
(.list sptlls (S((Iioll 5.6, p. 36). CIlladhillxu "Iso looked "p Ins sIal
!.onwl11 frortl Tllblt BT[ IIl1d rtfOrdid 11xm.
A 77 is ro/ltd fo r AppeaTllllu, al1J wilh II PrrsrnCt sllIl bonlU
of +5, CIlladhil's Appearanu is 82 (fairly good-looking). Ht
ditidn 110/ to r.>{rbal1gt Ibis 82 wilb 0/1( oj bis 11.11IS.
nr
Nonnal
Stu (Abbr.)
Y.alue
Bon~
Strength (ST)
-1L
Agility (AG)
Constitution (CO)
Intelligenee ( IG)
-IL
....:JL
-1L
-'I'L
-'lL
-1L
-1L
JL
ImUition (IT)
Prcsence (PR)
Appurancc CAP)
-'lL
Sect io n
[ 9,0
Bonus
T able
BT,[
..
F 80 "'"
P,1.nV
Dnigninga
Ountt
'"
".
~x~
SUts ( 0
Prrsencc as outlined in
No n-Mannish Cultun:fRaces:
Half-dves
Dwarves
Wild Trolls
Noldo Elves
Urnl;
Common Orcs
Olog-hal
Sinda Elves
Silvan Elvts
H obbits
H alf-trolls
Uruk-hai
Half-orcs
Losso th
Rohirrim
Variags
\Voodmen
\VOstS
Section
20.0
/.
..~
L ANGUAGES
I"
Roll
Race
01-03 Hobbit
1l4-<I8 Um!i
09-11 Dwarf
11-15 \vo~
16-75 Man t
76-78 H alf-df
79- 91 Silvan Elf
91-97 Sinda Elf
9&-00 Noldo Elf
0"
Uruk
Rca lm:' _ _ _ __
Gender.
Mgle
H cight:. _ _ _~6~'~
"'"
".
Weight:
ZZ5 /In.
Eyes:
Gre"H air:_ _ _~
J3"' ~'
Dcmeanor. ____________________ Stern
->'""
Value
Strength (ST)
-1L
Norm.al
Bonus
"'"
Bonus
-2.
-=L
Agility (AG)
J.L
Constitudon (CO)
Intelligence ( IG)
-'L
-'fL
Intuition (IT )
J.L
-=L
Presence (PR)
-=L
Poiso n RR Bonus:
D isease RR Bonus:
CO ___
CO
Su,
Items
Spl'cial
....!..L
-"-
LANGUAGES:
2)
3)
4)
T ot:l.l
RR
_ _ RR
Ran k
I ) AJon<llc
-"-
-'-""'-- - - ------"W.Sfron
-"--
aueoyo
Sindal'"ln
ST
AG
CO
IG
IT
PR
Hobbit
Ulnli
Dwarf
-20
+5
+5
+15
0
-5
+15
+10
+ 15
0
0
0
-5
-5
-5
-5
-5
-5
+50
+20
+40
+20
0
0
+30
+5
+10
+ 15
+5
+10
WQSe
0
+5
+5
0
0
0
0
0
0
0
+20
0
0
5
0
+5
0
0
+5
0
+ 10
Mm
DUnadin
+5
+5
Halfdf
Slivan Elf
Sinda Elf
Naldo Elf
+5
0
0
0
+5
+10
+ 10
+ 15
+5
0
+5
+10
0
0
0
+5
0
+5
+5
+5
+5
+5
+10
+15
0
0
0
0
0
0
0
0
+5
+10
+10
+ 10
+50
+100
+100
+ 100
Halfcon~
0
-10
-5
-10
0
_. _JO
0
0
0
+10
+2!)
+/0
+5
+15
+20
-5
- 10
Umk-hai
0
5
0
0"
+5
+5
0
+5
+5
Half-troll
Troll
+10
+15
+2!)
-5
- 10
-5
+10
+ 15
+15
-5
- 15
-5
-5
-15
-10
-5
-10
-10
0
0
0
0
0
0
+15
+30
+20
~og.hai
DU'19dgn
Culture/Race: _ _ _ _ _ _ _~"""""'"
Profession: _ _ _ _ _ __ Ag..:
Z>
OI....()5 Dunadan
06-10 Rohir
11-15 lkorning
16--20 \Voodman
21-25 Dorwindan
26-30 Lossadar
31-54 Eriadoran
55-78 Gondorian
79-83 Dunlcnding
84-06 Easterling
87-89 H aradan
90-92 Corsair
93-95 Variag
96-00 Black N(;men6rean
BT-3 -
Part V
iXsigning "
v g/gdhil
Name: _ _ _ _ __ _ _ _ _"''''''''"
H alf-orc
Half-troll
Wild Troll
Olog
- These races arc not normally player characters.
t - This classification includes many separate subraces (or
cultures). A sl'cond roll may be made to determine the
~pceific mce (or culture).
_.
+20
0 .
-~
+5
+10
+10
Section
20.0
C haracter
G en eration
Table
-
CGT-3
Bo n ~
T able
BT-3
~x~
Rulm:
"Ro"S!!:
ChGnnailns
., .....J
Agt,, __~Z,,-,
Gr nder:' _ _ _o
M""".
a
o\[
All Eljf<~Js
~ scroll
ojil>f"
~~
S~t
( Abbr.)
Valm:
Agility (AG)
-1L
J.L
ConstitUTion (CO)
..l!L.
In tdligencc (IG)
....!fL
Strrngrh (ST)
Intuition (IT)
Prescnce ( PR)
Normal
Bonus
Rac
Bo"~
TQ(al
Bonus
~
....!l..Q....
....!l..Q....
....2...
--'L
~
--'L
....2...
--'L
....!f1L
--'L
--'L
....oL ....2...
....2... ....2...
....!f1L
Curn nt u vd :, _ _ __ _ _ _ _--'
E"J'C'ritnct Po;nts:'_ _ _ _ _~I"O"P.O.O
THE PROFESSIONS
Each charactr must have a profession. somrimes called I
character c!m. You r character's profession reflects the faa
that his e-arly training has moulded his thought patterns,
thereby affe-cting his ability to d~vrlop ce-rtain skills and
capabilities. A profession do~s not prohibit the development
of skills, it merely make-s some- skills harder and orhe-TS easin[ 0 d ~velop. Any chancter can devdop ;any skill unde-f this
system. Descriptions of the- six professions follow.
BT -6 -
PROFESSION TABLE
PT i m~
PTofus ion
Section
2 1.0
Bonus
T ab le
BT-6
Sb'
R,,1m
\Vmior
&out
AG Ess. or Chan. (+ Irw.-apons skills. genen.1 skills; ( +2)-subttrfuge skills; ( +3r Pmeption
Mo"
IG
",="
IT
Channd ing
(+ l)-Rud Rut\(;, U" IleTn. general skills, PerccptiQn; ( +2)-DiTTCtc.d Spells, Base Spt:1I OS
CO
Channeling
PR
~nce
! "nimist
Ranger
aud
(+ I r wupon skills, general skills. subterfug~ , kdk magial sk,lls, Base Sptll OB. Perception
Note; A II wlfINr
ANiMIST
Prime Stat - Intuition
Profess ion Bonw - + I per level on Read Rune
+ I per level on Use Item
+ I per level on general skills
+2 ptr level on Directed Spells
+2 ptr level on Base Spell OB
+ I per level on Perception
Spell Restrictions - May learn optn Channeling spell
lists and Animist spell iiscs.
..
83
Part V
[)aipin,
"'"""=:,
Section
21.0
84
"
Pan V
~'Lgnlnga
Chnactu
b.
'"
At this poinr. you have detennined your character's culture/ race, profession, and srats. In addition, you have determined a number of other capabilities based upon those three
factors (e.g .. .stat bonuses. realm of magic. languages, spt'cial
bonuses. etc.). Using the material in this seerion, you will
detennine your character's special background options. roll'
traits (Seerion 4.0, p. 24-25). and general background.
such items much harde r [Q sell. Spells from theSt: items 3re
always cast with no modifications for preparation time ( i.e..
they have instantaneous effect. see Section 8.4, p. 54).
BACKGROUND OPTIONS
SPECIAL I TEMS
A BI~('
RiM'
EX:l.m pIe:
Track
JG_ _
Perception
IT_ _
Alignmrnt: _ _ _ _ _ _ __ _ __ __
Special;,________,V" "O_b.,"."~"".<!!
"t
__
P'" his bobby lkill ra'ih i"IO Caviltg (~
St{omkry shll, Strtio ll 5.4.3, p. 35). Sillu il is II srrol/J.Jry shU
Ix Bt's 5 skill rllIIL alld rt(ords lhan.
Filially, br rboosrs
Section
22.0
10
ODOOO
CGT-2 -
SPECIAL ITEMS -
Roll
Item
0 1-60
SPECIAL ABIUTIESRoll
Ability
01-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
Lightning
91-95
96-00
T.. actions:
On~
srcondaryskill.
6 1-89
9000
Pan V
Ocsigninga
o.=u
"""
Section
22.0
C haracter
Generation
Table
CGT-2
..
F 86 ~
DETERMINATION OF
BACKGROUND DETAILS
Each character template includes a description of the:
char;lcttr', background and hisrory (see ApfXndix A-I, p.
tions and Role: T rairs, the: GM may usc these choices to help
G~lIi"JJ ""
Elf,
",a,,',
10
lU'f"irt
If
los/fmily
kirlDOm
Section
22.0
ROLE TRAITS
You and yourGanu:masu:rrnustdelerminc your character's
role traits;lS outlined in Section 4.0, p. 24-25. Ro le T raits
include:
Personality
Motivation
Alignment
Example: Caladbi/'s playtr duiJa fhe Jol~wi/ll Rou TmilJ:
"StriOHS" and "F/IOi.ud" 10r Perfo'llllily, 'Thlroy E'il" JIff'
MeJilllllien, alld "CooJ"1or AI\gIIIIImI.
Personalrty; ________,S c
,""'
"",,"FO<e"",~d
Motiy~uon:
V. stroye.vil
Alignrnent: _ _ _ _ _ _ _ _ _ _ _--"
G,ood""
Sullen. Morosc.
SombC'r. Serious.
... Lighthearted. Cheerful, Joyous
Mn-ciful.
Compa.ionare. Kind ............ Uncari ng. Mean. R uthless. Crud
AU5trr(". Sober. Restrained.
T emprr~re. Moderate ....... .. ............... Unrcsrr~ined. Indulgent
Destroy: "'ii, Sa .. ronir jor{tJ, o<l, .. r./ ract, co .. n''Y,gulld, pop .. in,ion
nl<r, inJiviJ...,i, <Ii".
M.rtyr. Over-protective.
Protective
Ellro\'err. Out-going.
Talkative ..................................... Reserved. Shy. Timid. Introvert
RrsJX"ctful.
COIlrteous. PolitI.'. Civil .... Im polite. Rude. Impudent, Inso lent
Docik Pli.lble. Amenab le. COOprr.lTive ........ Stubbom. Obstinate
Confident, Sanguine. Secutf' ..... Nervous, Apprehensive, D aunted
P~(ific.
Qmitablc. Forgiving
lkntvolcnt. Generolls, Giving .....
Hc>lWsr. Direct. Trustworthy
HOflOT.1bk High -princ il'l~d .....
Loy.ll. F~ithful. Reli~ble ...
,"
Fur of(phobi:t): kighlf, da r'ntsJ, waltr, t/(o
AC<Juirt: ~xx for yyy: "xxx" il wrallb, power, knowltJge, magir il<ml,
tIC, 'J" Is a rwkr, (",,"lry, 0<111< ../ .au,luild, religion, ,Ian, popwla/io"
(tnl", m.
AC<Juire Personal: powt., know/rJge, magi( i","J, pitasur',j""",
Acquirt: and Mainuin Person:tl Honor
Adventure. Thrills, Exeitcmf'nt
Self-ct:n tt:r ed, gcner.al sdf-interest
.. T reacherous. D is loyal
Heroism
"Make the World a Better Plact:"
rtf_
Curiolls.Inquisitive.
Focused. Attentive
Stoic.l,npassive, Stolid ..
Sociabk Gregarious
.......... Nonsocia l, Antisocial. Cold
Optimistic. Upk~1 ...... Uncertain. Cynical. Farali .~tic. Pessimistic
.. ... Evil
....... N eutral.......
Religion.
....... Neutral.....
.. ....... Atheism
.. ... Opposing Religiont
... Socialism
.. .... H edonism
......... Egoism
.............. Materialist
........ Literal
Disordered. Messy.......................
- Thi. appIi ... 10 ~ny twO ruling gron! that oppOJe 011< o,her. 11,(
group. CJllcon'rol diff<r~II' coun'rieJ, ids. city_sutcs. (t(.; or. they can
~ rival grollp' wilhin the umc political or geographio.1 emi,y (e.g ..
rebellion. civil war. nc.)' For Example. th~ Gondorian Kin -strife in
Middlc-c mh, F"nce v. _ England ;n ,h. JOO-ycan War. York ",",
Lall",tu in the \Var of Ihe Ro .... North "5. So",h in the War of
NOr'lh<rn Aggression, etc.
Talmmt . Understanding
Dcprndclll. Clinging .............
Part V
rn.ignmg.
Section
22.0
F 88 ""
'*
Part Y
Duigning.
a..<acter
b.
...
~:::X~4P:X~
SpeU Lisa:
! ) Moy"'9 Wqys
2)
Chance
( }( 1
Languages:
I) Ad<>~.
2)
3)
4)
5)
6)
7)
kifltr::~
a....!!)lQ:
Slllar::i!!
Bohirr~
&J..k U:1obbltllbl
Rigid
~afhct'
'llOOQO
of
'XlIDO:lQ 00 - R. nk5
Chain
Plair
CJC)[)QQ DO - -
Thrown
CDOQO
M issile
Pole-3nru;
IDOOOO
--'L.
Climb
Ride
Swim
Track
-,-
-L
--'L.
-L
=01JOCXlO
WIJOOOOOOO
wcnolJOCXlO
oaaoooaooo
=00000
IDCICiOO 00000
Read Rune
Use Irml
Directed Spells
Miscellaneous
D:ICOQ 0ClQ00
OOQOO 00000
&;
Perctption
Body Development
Section
23.0
ooaao
ooaoo
iDOOOO o::lOOO
lOok
--L
--L
Glladbil marh his Ado/LIlmrt skill ranh wilb "X"s in 1M
appropriatt boxu (Jet Talne CCf-5). HI marks om /.ax tach in
No Armor, R(gid [JaIMr, Miuiu weapons, 2-H~nrUd WUPOIIS,
Pok-amrs, RirU, Swim, Rtad R..,II, and USt Lmn. Ht IIUlrh two
/.a;us in Chain alld I-HallrUd EJ,gd wtaponl, alia Ibrtt /.aXlS ill
Body rkwlopllltlll.
SO....,,,
5% Ranks
Skill
oaooo OCXJOO
1D'n'llCICI ocooa
F 89 '"
P;1 rt V
~. i gning a
Charx,..
i<
CGT -5 -
No Armor
,,
Sof!
000 0
a a a
000
I
I
o
o
WC;1pon Skills;
I-H Edg~d
0
000
o
o
o
Rigid
u~ther
Chain
2-Handed
J
0'
Thrown
[J
I-H Cone.
Missile
Polc-~rms
a
a
a a
!
0
0
232
o a a
,,, J
a 0 a 0 ,
,,,o,
o a
,,
o
o
000 ,
1
,
,
,
,
J
3
, ,, ,, ,
,
o
o
, o
0
002
a 2 0 0
000
000
3
2
3
3
200
4
,
000
000
022 , 2
0 000 o 0
0 0 a a 0 0
02110[3011
112
122
I 022
I
I
2
2
I
I
200
0
I
a a
0
I 000 0
10011
4
0
III
<Mntr:al Skills;
o , o
,,,
,
o ,
o
o
0
0
0
0
0
0
0
0
223
o
o
000 0 5 0 0 0 0 0 0 0 3 3
I 0 2 J 0 5 I 0 7 0 8 400
235111011021012
o ,
o 0
0
2
,,,
0 0 0 0 0 0 a 0 0
4 000 020
o 0
o a 0 a a a o 0 o 0
o 0 0 0 0 0 o 0 o 0
0
0
a a a
Pick Lock
DiS:lnn T r.1p
2 3 4
000
o 0 0
2
I
1 00
o
o
0
0
Perception
2
Body Develop. 3
I
2
3:
[ 0 0
322
0 0 !
! 3 J
2 2
10 5
10 10 2
~hgiC:l.l
0 0
0
0
0
0
0
0
0 0
0 0
0
0
2 2
0
0
1
Ambush
Sulk/Hide
0
4
Subterfuge Skills:
o ,
2
3
,,o
,,,
Ride
Swim
o
o
o o
o o
3
1
o o
o o
Climb
o ,
o
o
o
0
0
0
0
0
0
o
o
0
0
0
0
o
o
0
0
0
0
o
s
Skills:
Ru d Run.U~ Item
000
000
,,,,,,
Mi5(db nrous:
% Chance oflurning
:l.SpdJ List - 3
40 30 20 IO
000
o ,
2 2
IS 2
000
000
222
# &'ckground
Options
223
-If the player rolls equal to or below this number ( J-100) , his character learns a s~lIlist. Th ~ choice of (hi$ list must be Illade
within the restrictions of his profession (se" Section 21.0, p. 82-83) and race (see Section 20.0, p. 80-81 ).
t - This "I!ows [he player [0 increa~e the ranks of languages he ~ ! r"ady kno ws due [0 his
Or
In
Table
CGT-S
'"
..
90 '<
Part V
DWgning.
b.a.ua,,~
~X1}X1}X1}~X~
24.0 APPRENTICESHIP
SKILL DEVELOPMENT
~X1}X1}]@K~
PERCEPTION
." . ~~<
~ ..
..~
Languages
Spdl UJu
-
Speci~1
24.0
Character
Generation
Table
CGT-4
PROFESSION
Animist
Scout
Warrior
Ma.>::e
3
5
l
l
0
3
0
0
0
0
2'
I
3
3
0
2
2
5
I
I
Ran.>::u
&.d
2
3
4
2
0
2
I
I
0
2
2
2
3
.~
3
2
su above.
CATEGORIES:
Movtm",nt &
Mantunr Skills:
No AnnaT
Soft Leather
Rigid u~ther
Chain
Plate
Section
Weapon Skills:
I-Handed Edged
I-Handed Concussion
2-Handed
Thrown
Missile
Pole-:anru
~pelilist
Genera.l Skills:
Climb
Ride
Swim
Tuck
Subterfuge Skills:
Ambush
Stalk/Hide
Pick Lock
Magical Skills:
Read Rune
Use Item
Directed Spells
Dis~nn Tr~p
is learned Mpaurely.
sep~urely.
This skill may be developed with points from any C:l.tegory or combin:l.tion of GIItcgoriu.
Secondary Skills - DPs from one or more skill categories can be used to develop nch Secondary Skill. The skill (:I.ugones
that cOfTCspond co each s..,condary Skill au givr:n in Appendix A-S (p. 213) and Section S.4.3 ( p. 3S).
Skill
Mov~m~n[
5% Ranb
&: M.r.n~uv~r Skill c..t~gory:
No Annor
'lXJ
IDI)IDQO
Chain
of
Part V
'lWOQO CO - Ranks
CXODO CQCO-
Pl.:!.te
SECONDARY SKILLS
Devdopment points from one or more skill categories can
b<: used to develop each Secondary SkilL The skill categories
thaI correspond to each Secondary Skill are given in Appendix A-S ( p. 2 13) and Swion S.4.3 ( p. 3S).
M~~imum
aao ---Number
Soft uather
Rigid Leather
Deoigning .
0._
I"H Edged
I-H Concw;sion
2-Handed
Thrown
~iDn'110
r.:JCICOO
00000 COO:SO
IDJOOO CXJOOO
o:ccJO OQQOO
noooo aaooo
Missile
Pole-anns
'llOCl0 coo:JO
roa:JO=
0l0CXl0=
Swim
Track
filially, 1M USts his pcilll in Spell Lists 10 Iry alld Itarn 11M
''Na ture's Cuim" lisl. Ibis gives him a 20% c&lI1U oj learning
lhe lisl (rolling 1m tbal! or "Iual lo 20). H, rolu all 84 alld dots
Irol Itarn lhe list. Ho'WtVtr, 1M mords lhe lisl alld 11M jaa lhal ht
bas a 20% (ballU 10 buiiJ 011 whm he I'f'aclxs 11M IICXI hi.
Spill U$t.t:
[) t\oy1ns
Woys
2) Notur,'s WlsII
Ch:lnc~
[ Xl
[ 20
St:ction
24.0
F 92 '"
Part V
o...igning.
b.cmrac,~
~X49D
k49X49~I@t~
OUTFITTING
Your character automatically begins th e game with the
equipment and money listed below. The Culture/R.a ce
description for your character provides specifi c d etails and
suggestions for this equipment and money (Appendix A-2.
p. 146- I 79).
Up t o t wo no rmal weapons of his choice ( in addi t ion to any
special items)' H e must have a skill rank o f at leas t one in
each weapon skill th at app lies ro these weapons.
One suit of annor ifhis Movemcn t & Maneuver bonus for
that armor is -10 or hi gher.
BT-5 -
41 -60
6 1-80
81 -1 00
101-120
i- ,
121- 140
141-160
..
Sections:
25.0
26.0
Bonus
Table
BT-5
161-180
181 - 200
201-220
221-240
241 _ 260
261-280
281- 300
301-350
351-400
30
20
60
NA
NA
35
IS
25
20
15
15
60
40
30
25
80
60
40
35
30
25
20
20
15
15
15
10
10
10
10
10
10
5
5
0
0
15
15
10
10
10
5
5
0
10
oj
~:x~X~~X~
2 6-35
20
IS
a,gml
16-25
IS
10
10
5
5
5
0
0
0
0
0
0
SallfOll
Ch"ract et's
Wt:ight
NA
NA
NA
60
40
35
30
25
25
20
20
15
15
10
10
NA
NA
NA
NA
60
40
35
30
30
25
25
20
20
20
15
NA
NA
NA
NA
NA
60
4S
35
35
30
30
25
25
25
20
NA
NA
NA
NA
NA
NA
60
50
45
40
35
30
30
25
25
Note: The result is the cha racter's weigh t pen~lty. A char.lct~rs Encumbrance Penalty is the sm~ller of zero
or his ST Bonus minus his weight penalty (i.e.. an Encumbrance Penalry can never ~ greater th an zero).
N ote: An addition,,] penalry of 5 is added to the ma~imum penalty above for e"ch 10 lb. over 160 lb.
14 1-160
NA
NA
NA
NA
NA
NA
NA
60
55
50
45
40
35
35
30
-,
P~rt
lM.igning ~
Character
"'-.
...
T."
CALCULATING YOUR
ENCUMBRANCE PENALTY
/u
(;(./1"111
anJ Bilbo
lXC"""I'
riJJlu
48-49).
Example: In the Exllmp!t in tht prtviolU stl/ion, Caladhil
lquipptd bimll!! alldJigIlrl J 01<1 bow muth wt(ghlhe was carrying.
73.0 lb. Ht rhds Tabk BT-5, anJJi"ds his penalry is -20 (bt
wrigbJ 225 lbs). SinCt IN is txlmntly slrong, b.- /xu a slrmglh
&"'U$ oJ +25, rlswlling in an Enn<mbranC( Penalry oj 0 (il (an
nOI br gnattr lil<lll ZN1!). For a normal person (will, 110 slrenglb
bonuJ), IheEn,wmlmmu Pmaltywould br -20. Peopuhaw Itilsed
Ca!.tdhillbal he would m<lke a good pack animal (,he ltaSillg d~s
110' uIually lasllcng lind is Jeldom rtptllltd).
Caladhil wow/J slart inrwnlng a penally ifhe pirktd wp 8 mort
pounds of Slwjj, so he It/Is lhe G.:!mtmasler lhal a /01 oj the ht<l")'
stuff (barkpark, walmhn, ropt, mosl oJ the ralions, brdroll, larp,
and lorrl,a) is in his &!ckpack.
tvm if he "'1m afight or /xu
10 nm away carrying somrone, ht rail drop bls park allJ his
EncumbranCt pmalry will nol caust him 10 suffer much (il (an
IItvfr bt gnatlr ,ban 0).
nnr
Encumbunce Penalty:_ O_
= sr .Z5
- W t. Mod.~
Section
26.0
BT- 2 -
BT-4 -
Applic~bl~
Su.
Skill or Ability
Part V
o..igning.
0......-
".
Skill
",nk
Nanna!
Skills
-25
+5
+10
+15
+20
+25
+30
+35
+40
445
+50
+52
+5'
+56
+58
+60
+62
Mov~ml"nt
and Maneulll:r:
No Armor. Soft L~ther. Rigid Lt-ather ..................... AG
Chain. Plal~ ........................................................................ ST
Mdee OB ................................................................................ ST
Missile and Thrown OB ....................................................... AG
Climb ....................................................................................... AG
Ride ............................................................................................ IT
Swim ........................................................................................ AG
Track ........................................... .............................................. IG
Ambush .................................................................................. none
St.llk/Hide .............................................................................. PR
Pick Lock ................................................................................... IG
Disann Trap ............................................................................. IT
Re~d Rune ............. ...........................................
.. ...... IG
Usc Item .................................................................................... IT
......... AG
Diucted Spells .................................................... ..
Perception ............ ...................................................................... IT
Body Dl"vdopment ................................................................ CO
Defellsive Bonus ..................................................................... AG
Essence Resistance Roll .......................................................... IG
Channeling Resistance Roll .................................................... IT
Poison Resistallce Roll ......................................................... CO
Disease: Resistance Roll ......................................................... CO
2
J
5
6
7
8
,
10
Tl
12
13
14
15
16
17
18
I'
20
t-
+&I
+66
+68
+70
-25
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+ 12
+13
+1 4
+15
+1 6
+1 7
+18
+ 1'
+20
roll 1-10
roll 1-10
roll 1-10
roll 110
roll 1-10
roll 1~10
ro ll 1-10
roll 1-10
roll 1-10
roll 1~1O
roU 1-10
rolll-ro
toll [-[0
roll [-10
roll 1-10
rolll-IO
roU r.1O
roU 1-10
roll 1-10
roll ! -iO
roll 1-10
+ I for each rank ovn 20 ( .... g., + 72 for rank 22)Roll 1-10 for e~ch rank over 20.
T 0[.11 the number of skill ranks for each skill and determine the bonus from Table BT-4. Then record each bonus
on the appropriate ski!l's bonus line of your Character
Record Shel"t.
STAT BoNUSES
For each of your stats, the stat bonus from Table BT-I
(79, 245) and the racial nat bonus modification from Table
BT -3 ( p. 8I. 244) should already be recorded in the appropriate space next to the stats on your Character Record Sheer.
So. add the twO values for each stat and record the total in the
appropriate space,
Then yOll need to record these total stat bonuses in the Sial
&nlls spaces of a!1 of the skills and other capabilities (Table
ST-2l
PROFESSIONAL BoNUSES
Section
26.0
Bonus
Tables:
BT-2
BT-4
SPEOAL BoNUSES
Finally, for each skill and capability. you must add II>get her the individual bonuses and record the result in the T~
&I1IU space on the player Character Record Sheet. The5/:
Total Bonuses are the values t hat arc actually used whal
playing.
Example: CtJladhil nowJIIIs in all ojhis bol1lms ~nd lolals 11rm.
His ilem ~lld sp((Ial bollllSlS IIrt a + ! 5 broadsword, -5 10
Pmrplion wbm wearing a ~lnILI, +1010 Tratk and Pmtplion,
+5 10 Polson RRs and Distast RRs.
His proJmional [",n l< Sts art +2Jor Wtapoll Shlls, Perro/lion,
and SlalJrj Hide. Ht also gels +3 on all emtral Skills.
Tbt SIal [",nllstf [OllIL slraightJrolli his Cbararttr Rttord Sbl,
and Ibt Skill rank benllIls artOblail1tdjrom Tllblr BT-4 (-25JOI
skill mnk 0; olixrwlsl, 5 IImts the skill mtlk I<p 10 rauk 10).
Fortath shll rllnk in &Jy fkwlopmml, Galadhll rol& /-1 0.
Hl rei&: 5, 8, 4, 3, alld 4;for a lo/a/ of 24. This, p/"s hiS sl~1
&'''I<S of +20 lind the slalldard +5,giws Galadhll49 hils. nIlS
he tall lakt 49 bils I II damage kJort he pasm 0111.
SpeU Lists:
~_dc",
'Ra!!g.'" Ag~:
C"a,."./1"9 Gtnd~r:
is
alack
-----.ll.
\v~ighr.
Mal.
ZZ5I1>.
I ) Movl~ WaX!
2) Natw.....s Guls
J)
4)
[X]
[ Zo]
[ ]
D.st..aX [;,,11
')
6)
7)
8)
[
[
[
[
[
(jooJ
')
'"x
St ...."
Eyu:
S ....IOUs. r QCws.d
Languagu:
I)
2)
J)
4)
]
]
]
]
]
Adllnolc
Wut ... a"
au."YG
S,"da... /n
'c
')
6)
'Robl .....
7)
511"0"
V.,-X Dbs.t'VG"t
Nonn.al
Tow
"""~
8oo~
E..ptritn<:t PoinfJI:
Powtr Points:
Armor Worn:
Va l u~
...!lL
Consmution (CO )
I mdli~I\<:~
(IG)
innm'on (IT)
PfU~rw;:t (PR)
App"ar:lncc (AP)
= ST....!ZL - W r. Mod.----Za....
2% Ranlu:
"0'
Bonus
or
Bonus
AG...!lL
==
==
=
00===
OCDXI
===
uxu
xuu
uu,x
Sp;,,1
---!lLDB
IG---..!L
~RR
IT---.:L
-----.!L.RR
---=ll......RR
CO~
CO~
-2-
h nn
Bonus
Total
8oo ~
+0
."
30
... 5
Un"
60
....:!L
~
ST....:U....
ST....:U....
ST....:U....
....:!L
AG....!l.L
---.:L
AG~
--.:L
--.:L
--.:L
--.:L
--.:L
ST..3L
I2IO:DJ o:::n::D
CJ:O:(]
co:x::o
AG....!l..Q....
!XDD
IT----.!.L
AG....!.l.L
=
==
=0ClJ00=
Profruian
Bonus
Ircnu
....!ll...
"un
D:J:XlQa:J:D -
0'J:0:I
Stat
AG....!.l.L
ST--'l,L
ST--'l,L
~OCI -R~nlu
CJ:()CQ
&ii/a L.gf"....
AG....!l..Q....
AG....!l..Q....
5<>,
Od'~n.i,,~
~
~
S% R=1u:
/Q.oOO
co:x::o
IT----!.L
a::x:ro
c::x::o:::JJ 0::::0:0
.]
co:x::o
=
==
=
.....:1.LOB
~OB
~OB
XX"nn
IG~
a:::o:lJ
co:x::o
IT----.!.L
CO....!l.L
....:1..O....MM
....:6Q....MM
..,2Los
IG~
P"--'L
QIOID!XDD
CDID CD:l:D
~ o:o:JO
~M
~O B
~OB
Skill Curgory:
===
co:x::o
-!lLMM
....::lLMM
+5
~x~x~m
PartY
o.,.igning ~
Cha""cl~r
br.
'"
SKILL BONUSES
Each skill has a row on yom Character Record Sheer
( marked with "J" s on the sample CRS on the i'lext page).
Skill bonuses are the numbers added to various rolls which
detennine the success ofevents and actions during play. They
represent how capable your character is perfonning various
activities. The basic classifications for skill bonuses are:
Offensive Bonuses (OB)
Defensive Bonuses (DB)
Moving Maneuver Bonuses ( MM)
Static Maneuver Bonuses (SM)
Section
27.0
~X~D1
DEFENSIVE EQUIPMENT
There is a section of the Character Record Sheet wit" J
space fo r the type of armor being worn (marked with "2"50n
the sample CRS on the next page). There 3re also box~ 10
check in order to indicate whether or not your characur IS
using a shield, a helmet, arm greaves, and/or leg greaves. If
worn, armor, helmets, and greaves do not count for encumbrance purposes.
OTHER CAPABILITIES
Other information should be recorded on your Charmer
Record Sheet. T his information is not used as much duri~
playas the skill bonuses, but it is still important.
STATS
..
p
l..>DI"'J<"
'J
'J
'J
'J
'J
"
'J
~;
~hmct:
"
...--
V,I ...
Part V
De,igning.
'J
'J
.J
Su, (AW. .)
S.m, ~ h (Sr)
"-;!"y(AG)
c."\",, ... ~ .. (CO)
-"
97
1""11,&"",, ( I,,)
1","" .., ( rI)
" G......--
~ --------Num<..
= -,
~~
""0
.. " .
=
=
=
CD:J:D
"
==
==
=
"'"
=
=
==
=
==
=
,,--
00_ _
xx .....
SPELL LISTS
CONSTANT I NFORMATION
Certain information concerning your character is relatively (anstam and unchanging. Your Character Re:cord
Sheet provides spaces for this information ( marked with an
"8" on the sample CRS on this page). This information
includes your character's name, culture/race, age, profession,
realm of magic, heigh t, weight, hair color, eye color, demeanor, personality, motivation, and alignment. A space is
also provided for any special properties you might wish to
record.
Section
27.0
..
98 '"
PART VI
A SAMPLE GAME SETTING
..
Pan VI
AS-pIc
Sming
",.
N ote: Th Cam~masur} not tbi players, shoold "ad Ihm sanarios thoroughly. k fht playtrs advtl1turt, fhi
eM should dmribt
CIVILIZED AREAS- ~
THE INN AT THE LAST BRIDGE
1./ J1oo ~ oj
I~' usl I ""
"
............
itV \:',
.)
~-
~ -tiS'L~",'1
Level
H iu
Lrddon Grumm
3
5
4
66
61
56
TRAVELERS:
Turli" (Ar-G,",I,.)
TH E LAST IN N:
Rubb Grumm
a...~ Grumm
Annor
nOll~
none
none
OS
Shield
0
5
10
non e
nOlle
none
88
10
30
30
20
20
20
[0
20
none
48
rigid le"h..
ch.in
rigid leather
rigid le~,her
rigid le.ther
ngid luth.r
rigid lu,h..
none
72
9S
none
ch~in
190
plau
55
35
40
A.....gtTroll
YoyngTroJl
Ftmalr Troll
&byT,oll
;00.
Toogh Troll
HERUM R GULAR:
A,Gill"
9
Thul<. On: up"in
5
C.[=
is
General
SubterfUge
Skills Bonus Skills Bon us
J6
is
26
12
44
25
99
"
10
5
3
12
10
S
6
I
IOllg bow/55
,hon bow/4O
composite bow/60
qu~rttn!<l.fT/45
none
none
0"
dub/M
.hort sword/7O
64
56
Fa!rn
We~ponl
Missile OB
none
2
2
Gold>ng
We~ po"l
Melee OB
Me'
..
I""
79
[34
112
90
72
35
J'<'
none
llone
none
none
none
none
none
Y"
non.
.pc:ar/52
h.nduo/63
dub/l06
d"b/88
club/70
dub/56
dub/29
.hon s",o.d/22
.hort bow/76
.hon bow/4O
,hrown rock/ I08
thrown rock/90
thrown rock /72
thrown rock"/57
,hrown ,ocl<."/4O
shan bow/38
27
IS
31
26
21
17
12
21
4S
d.ggcr/45
stimiu./89
macc/IJO
composit< Ixlw/35
comp05it< bow/77
none
67
65
4S
II
58
12
6
4
3
2
I
,','
2"d R eef oj
,IK L UI I""
Part VI;
T he Inn
...
1""'"
100
P<lrt VI
"~pl~
Snting-X'<
o..'siJr cf
,h, lAst It,"
Because of the Inn's location and distance from centers of
population and production, prices for accessories tend to be
a bitsreep for mos t t raveler's tastes. aboutont and a halftimes
n il&.,
Part VI:
Th e Inn
THE COUNTRYSIDE - ~
FORESTS AND HILLS OF THE TROLLSHAWS
Three grave dangers await those courageous or greedy
~nough
THE HILLMEN
Hillmen, dcscendam:s ofDun!endings and just as hospitable, fought the Witch-king when he subdued (some might
uy razed ) Rhudaur hundreds of years ago. Now they fight
for him, at least when "asked." L OWTS of copper jewelry and
loud, bawdy songs, Hillmen relish the outdoor life, scaling
steep cliffs like mountain goats. Superstitious and xenophobic, Hillmen fear darkness and prefer [Q spend the long
winter nights in their homes, talking [00 loud. screammg
insults and curses at each other, and laughing at misfortunes
md missteps t hat might bring tears to a kinder race of men.
........
:/ .
, '.
AREA MAP OE T HE TR,OLll.5H:1tW5
, , .. '
. . .... ~)
,.
Part VI
... Sampl~
Sening
-.><
THE HILL-TROLLS
Trolls arc huge, tough. ugly, stupid and bloodthirsty. and
the Hi!l-trolls of the T ro ][shaws, although a bit more
intelligent than most of t heir bret hren. are no exception.
Hill-trol ls do speak a bitofWestron, usually enough to make
you understand that you are in great danger and have bur a
momenr to make friends or die. Trolls relish nothing more
than the grinding o f flesh and bone in theiT ghastly teet h,
although they prefer r.1tuning up a victim over a course of
several days before dining on the unlucky wretch. H ill-trolls
do employ hammers as well as their claws and like most
Trolls, mus t avoid sunlight or they will turn to stone. the
sight of which drives fe!low-Trolls into paroxyms of uncontrolbble. hideous laughter.
i
\-.-
Part VI:
Th,
T rollihaw.;
ADVENTURE SITES - ~
AN ABANDONED CASTLE
Three days north of the Last Inn and just off a tributary
of the Mitheithel stand the crumbling, eerie ruins of a oncemagnificent castle, H erubar Gular, the Dwelling of the Lord
of High Sorcery.
The stream that once fed a moat shielding the stronghold
from frontal attack has now cut through the wall and eaten
away at T ower 3, which is flo oded, and has tumbled Tower
4, which has dammed the stream and diverted its flow . ( A
subterranean river skirts the walls in the rear and provides
escape from the deepest bowels of the keep, if o ne makes it
that far in his exploration of the much-feared Castle in the
Woods.) Th e main gate is blackened and blasted. T he
entrance on the castle side of the splintered, plank bridge is
flooded; the approach from the road, however, is high and
dry. Steep cliffs fall behind the castle and provide ideal
protection.
The castle is currently occupied by a rowdy band of Ores
led by their captain, Thuk, and his master, the elusive and
peripatetic Mage and agent of the Witch-king known to the
Orcs of the castle as Ar-Gular. (T he perceptive PC may
recognize the handsome evil-doer from his regular appearances at the Inn, where he sings and charms audiences as
T uriin, the wandering minstrel.) Ar-Gular is, in actuality, a
Part VI
A Sampl~
Setting
"'" ""
Put VI:
T he Castle
A Sunple
Srtting
"'" '"
passage.)
Behind a slightly less filth-encrusted brick marked by a
barely-discernible "X" abom four feet above the floor, there
rests a simple leather-covered box with an Easy ( +20) lock.
Inside the box is a duplicate key [0 the treasure chest lying
deep within lower chambers of the casde, on Level 3 . A
Medium ( +O)stabbing trap protects the box; anyone puUing
at the covering brick who doesn't duck below the level of the
brick wil1 bernet with a blade driven deeply into him. ( An 'A'
Slash and a 'C' Puncture Critical.) On the other hand, a
typical Dwarf or H obbit wi!! merely chuckle to himself as the
blade juts hannlessly above his head.
. ;,
h~ken.
III ruins; only scatrt red hum~n bones, a skeleton with an arrow
through the rib cage, and a beastly stench greet the
muring hero.
Pa rt VI
..
."
....
" ,.
.."
..
"; .
n,jour
towtrJ
oj
t~ t ... tlr
Part VI
A Santplc
Setting
It..
-".
Kllp -
Owlndt
SECOND FLOOR
A balcony overlooks the Great H all, where balls and fea.o;;ts
enlivened and enlightened the structure long ago. Gmst
Quarters and the remnants of icons in the no w-empty
Ceremonial Chamber take up the rest of the second floor.
Xu, I SlfllXJ ~
THIRD FLOOR
1. Lord's Bedroom. This 36' by 24' chamber holds a seem
passageway ( built into the wall) that leads to the Library,
bypassing the Servants' Chambers.
2. Serv:mt1l' ChambC":n. A 30' by 13' room
where the M age-lord's personal servanU
slept and stood ready to serve him at an}'
hour.
3. library of Lore. Floor-to-ceiling bookshelves line much of ,he Library'S walls.
Looted, yellowed maps and ripped.up
books arc strewn about the floor and tables.
Dust ha.o;; settled o ver everything. (Thr
Library, approximately 50' by 25', also
contains a secre t. unlooted room and two
secret passageways discussed further in #'5
6, 7, and 8.)
4 . Observatory/ lookout. A 37' by 2(J
room with windows looki ng out upon thr
road leadi ng to rhe castle gates. T he tde
scope in one window is functional, butrhe
glass is smudged. Orcs use this room as 1
lookout station; the watch changes every
four hours. There is always at least one Ore
here, and there is a 10% chance of the Ore
Captain, Thuk, coming by in any given 10
min\lte ~riod .
5. Laboratory. T his 65' by 20' chamber
holds aged lexts, papers, and puzzling ex
perimental devices, all in disarray. A tilly.
secret room (further discussed in # 9)
stands undisturbed, hidden behind flool'
to-ceiling bookshelves.
6. Secret Passage ( Bedroom). This narrow
hall built into the wall leads directly to tiN:
secret passage hidden behind bookshdve
in the Library.
"
Part VI
A~pk
S~uing
t..
"
I("p -
j,Jjloo,
~'.
: ~~
~.~
'=
f::::::::I
-"
iii
Ii!'
0' .J)
'.
1_ .. .... ")
witbin
Part VI:
Th.
Castle
II s..",plc
Setting
""
-",
.
.'. . ,..
,.,
. <>.~ ~.,.:;
'.
.-
"
6. Dungl"on C hambcr # 4.
7. Hot " of EsSl"nce Inhibitio n. H ere, power points can be
body).
4. A +5 magic javdin t ha t returns 10 115 thrower afur Its
Dowl! I f/J
To Sirk
LEVEL 2-A
II!)' f/Jldm
Underch:lmbers.
iA_,
rumkrs 1~12.A
....".
('J
-~
~.
..
PIO?
..",
"
."
J. Dungeon Chamber # I . Here, a prISoner wlthholdtng deSIred information is held and fed:t stl"ad), diet of
mildly POI50I'IOUS and haJJucinogl"llIc mushrooms. ( Orcs
of the C:lstlc commonly carry an tidores to the poisons
III Vials I~bdled in Orci5h.)
e.
.-
,.
."
LEVEL 2-B
Note: Th Iltromp,myillg il/uslralion milrks arias wk" theft is
gooJ (htmrt rif bting bium, iIlJ;(alts tbt. J'ffll7l/Agt. (Mila tNI ~
PC wil/ bt billm filch rounJ bt. spenJs ill lhill J'Ilfti(lIlar (hilmbtr,
anJ /tlb what kind rif bilt he wiil lIiffu, s/xIIIIJ his flick Jmrl him.
A
Put VI
A Sample
a = 5% SpiJtrs
b = 20% Asps (S1I,dlS)
( = 5% /JaIS
J = 10% lizards
Snting
""
,.~,
(&.mbtTs -
IIW/2- B
.-
,
"
Underchambers.
" .
tt[J
.. .
~.:_
,1
.-
Part VI:
Th,
Castle
LEVEL THREE
J. Staiu. On this level, one finds some of the greatest
tn:asures of the western T rollshaws--and one faces the
gravest d;mgers. None of the Orcs ever comes to this level of
the keqJ: Ar-GUlar alone enten thCK da rk chambeu. The
WoifS from the previous level lead one into a wide walkway,
the Hall of Runes.
2. Hall of Runes. The Hall of Runes is full of cryptic clues
to magic items and treasures hidden cI~w hrn on this floor.
For uample. behind the wall-to-ceiling tapestry of a b:mle
Kene one will find hidden in a crack in the wall a slender,
plIable key that will unlock a gold chest in the GTe;'!t W upon
mdTreasure Room down the hall. (To find the key requi res
~ Very Hard (.20) Perception Roll.) Messages inscribed on
tilt wall warn all who enter to leave the way they came or to
surrender unro death and damnation.
Pan VI
AS-pI<
........
.,
....
~-
Part V I:
Th,
Castle
Part VI
AS-pIc
Secting
"".'"
C""J~!f
IeW'N
w~y i~
MOfl'a
Part VI:
Th,
Cast1e
R"I I
*""
iltir -
Put VI
As..".
'"'"'
'""
C~ve
H ill_troll
""tliar
3. Torture and Holding U U. H ere Leddon and another man (who claims [0 have been to the Castle in the
W oods) arc held captive. Ironically they arc chained just
a few feet from the secret exit. a jagged hole which is
compl~tely blocked by a huge rock. H owever. water
from the underground stream that leads to the outside
and to freedom does trickle out from beneath the rock.
The prisoners are generally unguarded. However, once
every fou r hours, one of the male Trolls is supposed to
ch ~ck on th ~m and th~ir chainsThe four mal~ Trolls
who occupy the lair ar~ trying [0 fatten th~ lean Leddon.
but their off~rings-haJf-coohd rabbit and raw v~ni
soll-hav~ met with marked resistance from th~ plucky
young man. Due to a recent influx of carel~ formnes~~kers. th ~ floors of this cell and of [h~ la.rger living area
are lincr~d with bon~s and skeletons. But for this stroke
of good fortun~, Leddon Grumm and his fellow captive
would already hav~ join~d their fl eshless comrades in an
uneasy. eternal rest.
4 . Br. Wi.ne and Food Storage Cell. Shelves a r~
"S[ock~d" with the best and worst Dorwinion vintages,
bottles of Bree beer and sundry supplies.
Part VI:
H ill-troll
Lair
Part VI
A~pk
Sc.ling
It..
'"
flill_troll
/,;,ir i"tidt
.,
6. Arms Sto uge Arc.a. A few ban en:d shields and axes of
normal capabilities arc scattered about t he floor. A halfdozen short swords lay nearby;
one is +5, and anQ[her is only
50% of the normal weight of a
short sword.
7. Path to lo wer halls. This
.~
'ct-.'
by.)
8, Secret passage. This wind
~ .. ..
!I;ff}jj~ .
Part VI:
Hill-Tro U
Lair
PART VII
THE APPENDICES
1"""
Il3
*
Part
"'"
vn
Appn><lic<I
.>!
APPENDIX A-I
THE CHARACTER TEMPLATES
~UUIHIHIUIUD
Hills.
4) Sinda Elf Warrior (p. 120-121 ) _ Camthalion is a
calm. nature-loving Elf-warrior.
5) Dun lending Scout (p. 122-123) - Belefleca is a fiery
and gregarious male Dunlending. H ~ fancies himself as
author and poet.
6) Hobbit Scout (p. 124-125) - Boffo Northlook is an
adventuresome Fallohide male who hails from [he
Nonhfarthing.
7) Dwarf Scout (p. 126-127) - Owalin is a sober and
JUspiciolls male who makes his home in the Blue
Mountains.
Appendix
A-I
C h aracter
Templates
--- Indrizor -
Experience Points:
Mov~cn (
10,000
u vcl 9
L""eJ 10
Bonus
Bonus
Bonus
Bonus
Bonus
Bo"~
Bonus
Bo" ~
20,000
30,000
40,000
50,000
70,000
90,000
110,000
[30,000
150,000
+35
- 15
-30
+5
-70
+35
-15
-30
+5
-70
+35
-15
-30
+5
-70
+35
-15
-30
+5
-70
+35
-15
-30
+5
-70
+35
-15
-30
+5
-70
+ 35
-15
-30
+5
-70
+35
-15
-30
+5
-70
L""d 2
Bon us
Skill/Ability
Profcssio n: \ValT;or [
& M an r u vt;r:
Chain
-5
Piau
-70
+35
-15
-30
+5
-70
+43
+33
+3
+ 33
+33
+33
+56
+36
+36
+36
+36
+41
+69
+39
+39
+44
+39
+49
+82
+42
+42
+52
+42
+57
+92
+45
+45
+60
+45
+65
+99
+48
+48
+68
+48
+73
+106
+51
+51
+76
+51
+81
+113
+54
+54
+84
+54
+89
+120
+57
+57
+92
+57
+97
+[25
+60
+60
+100
+65
+31
+6
+41
-24
+32
+7
+42
+7
+38
+8
+43
+8
+39
+9
+44
+14
+45
+10
+45
+15
+46
+11
+46
+21
+52
+12
+47
+22
+53
+13
+48
+28
+59
+14
+49
+29
+60
+15
+50
+35
No Armor
Soft Leather
+ 30
-15
Rigid Lmhcr
-30
W upon Skills:
J-H Edged
I-H Concussion
2-Hmded
Thrown
Missile
Pole-arms
Genu a! Skills:
Climb
Ride
Swim
Track
+!QS
Ambush
Sulk/Hde
Pick Lock
Disarm Trap
Magical Skills:
Rnd Rune
Usc Item
Directed Spells
-25
-25
-25
-25
-25
-25
-25
+10
-25
+0
+5
+10
+5
+10
+15
+5
+15
+20
+5
+15
+20
+5
+20
+25
-25
+10
+5
+5
-25
+15
+5
+10
-25
+10
+5
+20
-25
+25
+5
+25
-25
-25
-25
-25
-25
-25
-25
-25
-25
-25
-25
-25
-25
-25
-25
-25
-25
-25
-25
+0
+0
+0
+0
+0
+0
+0
+0
+0
+20
+83
+25
+30
+35
+40
+45
+50
+96
+109
+122
+135
+148
+161
and Bonusn:
+10
+15
+57
+70
0
0
+35
+40
+25
+30
+5
+5
-25
+5
+45
+35
+5
+10
+50
+40
+5
+15
+55
+45
+5
+20
+60
+50
+5
+65
+52
+5
+30
+70
+54
+5
+35
+75
+56
+5
+40
-25
+0
+25
'*
(*" 1
Profession: Warnor
EXp"rience Points:
Level
Bonw t
Skill/ Ability
Movement &. Maneuver:
No Annor
Soft Leather
Rigid Leather
Chain
Plate
Weapon Skills:
I-H Edged
I-H Concussion
2-Handed
Thrown
MiS5ile
Pole-anns
Item
Bonus
+IO/-5
-5
-5
-5
-5
-5
Realn>;
D~eanor:
Personality:
Motivation:
Alignment:
S~,
Strength
Agility
Constiru tion
Intelligence
Intuition
Presence
Appearance
6'4"
225 lb.
Bbck/Guy
Male/25
Channeling
Haughty
Confident
Sdf Interest
SelfC.. mered
Val ue Bonus
90
100
79
58
J6
62
96
+10
+25
+10
+0
+0
+5
Lmguage
Adunaic
W ..stron
Haradaic
Apysaic
Black Spt"ech
VU;l.dja
Spell Lim
I)
2)
J)
4)
5)
6)
7)
"'nk
5
5
5
2
2
Level Learned
0.
0'
0.
0.
50
50
SM
SM
SM
SM
-5
0.
0'
MM
MM
MM
SM
SubterfUge Skilli:
Ambush
Stalk/ H ide
Pick Lock
Disann Trap
Height:
Weight;
Hair/Eyes:
Gender/Age:
T oul
BonusjType
MM
MM
MM
MM
MM
General Skills:
Climb
Ride
Swim
Track
Magical Skith:
R ead Rune
Use Item
Directed Sp"lIs
Special
Bonus
0.
SM
50
50
_ _ _SM.MM
SM
SM
SM
OR
OR
RR
RR
+25
-5
0.
OS
SP
~r~~w~l----------~EQ-~-~-'m--&~M~oN-<y-----------1----------~N-o-=-----------~l~l
- Leowyn -
Profus io n: W'arnot
uvel2
Level 3
Skill/ Ability
unl I
Bonus
Bonus
Boow
Bonus
Bonus
Boo w
Bonus
E"'fU!ricncc Points:
10,000
20,000
30,000
40,000
50,000
70,000
-5
-.5
-70
+25
-20
-5
-5
-70
+25
-20
-5
+5
-70
+25
-20
-5
+5
-70
+25
-20
-5
+5
-70
+38
-7
-7
-2
+33
+28
+5.
-4
-4
+.
+4 '
+36
+64
+4
+49
+ 44
+77
+2
+2
+7
+57
+ 52
-4
+46
+26
- f9
-3
+52
+27
-f8
-2
+55
+28
+ 13
-25
+5
-20
-25
-25
+5
-20
+5
-20
-25
-5
-20
-25
-5
Rigid Leather
Chain
Pla te
Wupon Skilli:
I-H Edged
I -H Concussion
2-H:mdcd
Thrown
Missile
Polc-afins
Lenl 9
uvcl iO
Bonus
Bonus
Bonm
90,000
11 0,000
130,000
[50.000
+ 25
-20
-5
+5
-70
+25
-20
-5
+5
-70
+ 25
-20
-5
+5
-70
+25
-20
-5
+5
-70
+25
-20
-5
+5
-70
+82
+5
+5
+10
+70
+60
+87
+8
+8
+13
+83
+68
+92
+ff
+ff
+'6
+9'
+8 '
+97
+14
+44
+49
+96
+89
+102
+47
+47
+57
+ 94
+107
+50
+55
+65
+.06
+99
+29
+58
+29
+ 14
+30
+6'
+30
+15
+31
+64
+31
+'6
+32
+67
+32
+22
+33
+70
+33
+23
+34
+73
+34
+24
+35
+76
+35
+30
-25
+5
+ .0
+5
-25
+.0
+ .0
+10
-25
+15
+15
+10
-25
+15
+20
+15
-25
+20
+20
+20
-25
+25
+25
+20
-25
+25
+30
+25
-25
+30
+30
+30
-20
-25
-5
-20
-25
-5
-20
-25
-5
-20
-25
-5
-20
-25
-5
-20
-25
-5
-20
-25
-5
-20
-25
-5
+ 20
44
3
+5
-5
-5
+ .0
+15
+15
+25
Sf
4
+5
+25
+25
+10
+20
+20
+30
59
5
+.0
+30
+30
+10
+25
+25
+35
66
6
+10
+35
+35
+15
+30
+30
+40
74
7
+.0
+40
+40
+15
+35
+35
+45
+50
89
9
+15
+50
+50
+20
+45
+45
+52
96
10
+15
+55
+55
+ 20
+ 50
+50
..
+IOJ
General S kills:
Climb
Ride
Swim
Tuck
Subt.. rfUgc Skills:
Ambush
Stalk/ H ide
Pick Lock
Disann T rap
Magic.a.l Skills:
Read Rune
Usc hml
Dir~[cd S~Hs
"
8
+10
+45
+45
+15
+40
+40
[!]
Skill/Ability
level
Bonus t
Item
Bonus
+15
2- H~nded
General Skills:
Climb
Ride
Swim
Track
SuburfUge Skills:
Ambush
Stalk / Hide
Pick Lock
Disaml Trap
H eight: 5'5"
Weight: 130 lb.
Hair / Eya; Blonde/Blue
~nder/Age: Ft'malc/27
Language
Rohimc
5
5
J
2
DB
DB
DB
DB
DB
DB
MM
MM
MM
5M
SP
SP
SM
SM
Magical Skilli:
~
ReadRune
5M
Use Item
Directed Spells
SM
Total
Bonus/ Type
MM
MM
MM
MM
MM
Thrown
Missile
Pole-anns
1_____________________r-____________________________
Special
Bonus
DB
SM
SP
SP
SM
MM
MM
SM
SM
5M
RR
RR
RR
RR
DB
DB
SP
- Bali RJ,dhelm -
uvd 2
Skill/Ability
uvd I
Bonus
Bonus
Bonus
Bon us
Bonus
Bon us
80nIU
Bonus
Level 9
"'mw
uvd 10
"'mw
Experim ce Points:
10,000
20,000
30,000
40,000
50,000
70,000
90,000
110,000
130,000
150,000
+5
-40
-25
+1 5
-60
+10
-10
+10
-10
-25
+15
-20
+10
-10
-25
+15
- 10
+10
-10
-25
+ 15
+10
+10
- 10
-25
+15
+10
+10
-10
-25
+15
+10
+ 10
-10
-25
+ 15
+1 0
+ 10
- 10
-25
+15
+10
+6
+ 39
+84
+49
+14
+ 14
+39
+42
+48
+99
+88
+23
+38
+48
+5 1
+104
+54
+109
+101
+57
+11 4
+62
+17
+22
+42
H5
+94
+75
+20
+30
+45
+26
+51
+5 1
+29
+106
+32
+64
+54
+77
+57
+60
+ 11 9
+111
+35
+83
+65
+ 15
+5
- 15
+10
+16
+28
+8
-12
+13
+34
- 14
+ 11
+22
+7
-13
+1 2
-I I
+14
+40
+10
- 10
+ 15
Mov~en t
& M.3neuver.
No AnnaT
Soft Leather
+5
-40
Rigid Lcathn-
-25
Chain
Plate
+5
-60
-25
+15
-30
Weapon S ki lls:
I-H Edged
I -H ConCUS5;on
2-Handed
+3
+58
+33
Thrown
+8
Missile
Pole-anru
+8
+3
Gmt:ral Skilk
Climb
Ride
Swim
T rack
+6
+71
HI
+11
+ 11
+36
+89
+96
+1
- 19
-24
+7
+2
-18
-23
+8
+3
- 17
+8
+9
H
- 16
+9
-25
+0
+10
+0
-25
+5
+10
+5
-25
+10
+ 15
+5
-25
+15
+15
+10
-25
+20
+20
+ 10
-25
+25
+20
+15
-25
+30
+25
+15
-25
+35
+25
+20
-25
+ 40
+30
+20
-25
+45
+30
+25
-25
-30
-25
-25
-30
-25
-25
-30
-25
-25
-30
-25
-25
-30
-25
-25
-30
-25
-25
-30
-25
-25
-30
-25
-25
-30
-25
-25
-30
-25
+10
99
+ 10
112
+15
125
+15
138
+20
15 1
+20
164
+25
I77
+10
+0
+ 10
+10
+0
+ 15
+15
+0
+15
+15
+0
+25
+20
+0
+35
+20
+0
+45
+6
+9
SubtufUge Sk.illi:
Ambwh
Stalk/ H ide
Pick Lock
Disann Trap
Magical Skills:
Read Rune
Use Item
DiRcted Spdl5
New Spell Lists
Body Development
Power Points
Caving
First Aid
Foraging
60
73
86
-25
-30
-25
+5
+0
-25
+S
+0
+5
+5
+0
+10
&.Ii Redhdm'. T:ole _I g"'w up in Ih~ Iron Hm., nut Ih~ h..dwalers or Ih.
river Carnen, Th.n:, I lind wilh my r.ther Nain and Spnt my swumers on
"'p"dilions in.o .he Grey Mountains. It was during my tenlh such sojoum thaI
.h~ I[~.d ...h Lomaw claimed Nain', lif~. Hi. drath placed Ih. family mantle
upon my .houlders and, .hough 1 h~"e resolved '0 ,lay th. ~ t and claim his
,ro~ has my f.thu'. he.d_price.1 unduJland tnall musl bide my ,ime and .efine
my skilb. Other. of my kind find my reslraim ..... nge, bUI I resp"ct and fonow
Ihe way. of my falh .... fon:fOlh~rs. W. ar~ never ru h. Our (;n:. run 100 deep.
Now. ! wander in .ureh of a D...gon-slaying axe.w ,hall can f~H Lomaw
and complete my que.!. My brolher Gili remai""1 home, acting in my stud
while Ileam neW ways and finish my long ~arch. He is a sl"lwan fighlu, and
I lruSt him more .han anyone .
Like.ll Naugrim, I tole"lIe Ihe Nonhmen and suffer Ih~ company of olher
Hildo. fairly well. 1 .m suspicious of 'Ofl, cily folk and prct.ntioul EI.... _
.. pccially the N oldor. Still. I wi ll deal with .nyon. who helps funher my goal
and accords m. honouble ... pcct.
I walk whe.e o,h.... ide. bearing ,he arms of my line with pride. Unfonunately. I find my,clf comp"Jlcd.o ke.p my magic helm in my p;lck. InSlud of
scaring .rav.n ... with my rerocious.looking ned cowl. I cover my h.ad with.
deep blue hood. However, wheneyer [ wur thi. enchantcd hood. I can lummon
my hclm 10 my hd and any wC3pon on my beh 10 my hand with simple
command: ''Nvw !.. "dy!N
~ JI-----------.c.'.~.,--C----'"
TER --''GRO--
UND&--H--,-"-DRY------------l.------------5TA-R-T---ING E-o-~--'"--'--
NT &--"--ON'Y-------------![r~~1
~
- Bali R.edhelm -
Professio n: Warnor
CulTent Level:
Experience Points:
Skill/ Ability
Bonw
Lew]
h em
Bonou
Toul
Bonus/ Type
-5
-5
-5
-5
-5
No Annor
Soft Leather
Rigid Ltathcr
Chain
Plate
Weapon Shlli:
-5
-5
+ 10/-5
I-H Edgt:d
J-H Concussion
2-Handed
Thro wn
Mii15i1c
Pole-anns
-5
-5
-5
MM
MM
MM
MM
MM
a.
0.
___ a.
0.
___ a.
OR
G",nera.! Skilli:
Climb
Ride
Swim
Track
H eight: 4'10"
lvi i Nt:w Ranks/
Ra nk Levu Learn ed
Language
W ..ight: 165 lb.
Khuzudul
5
Hair/ Eyes: Black!Grc:y
\Vcstron
5
Gt:nder / Age: Male/ 25
Rulm: Channeling
Sindann
3
Urn;tic
Demunor; Sober, Quiet
2
Silvan
2
Perlonality: Pugnacious
Motivation: PT'Qu(t Rae ..
Align mrnt: Laws/Principles
C:~CCCC~:CC2~C::CCC1-______________________________~
1___
5,,,
VaJut: Bonus
Strength
98
Agility
77
Constitution
Inttlligencc:
Intuition
Pr .. ~n( ..
AplX'aranct
93
63
55
43
49
+25
+0
+25
+0
-5
-5
uvd uun~d
1) _ _ _ _ _ _ __
Spdl Lists
2) _ _ _ _ _ __
3) _ _ _ _ _ _ __
4) _ _ _ _ _ _ __
5) _ _ _ _ _ __
6) _ _ _ _ _ _ __
7)
MM
MM
MM
SM
Subterfuge Skills:
Ambwh
Stalk/ H ide
Pick Lock
Disarm Trap
SP
SP
SM
SM
Magical Skills:
R~~d Run~
SM
U~h~m
DirCCl~d
SM
a.
Spells
Foraging
5M
SP
SP
.--5M.MM
5M
SM
Spt:cial Sonwa:
Ess~ncc RR;
Channeling RR:
Poison RR
Oi~ase RR:
+40
-S
+35
+ 3S
RR
RR
_ _ _ RR
RR
+20
D.
a.
SP
~[~~l~--------E~Q-~,-M~
~ &~M~ON-,,----------L-------~N~o-=----------~l~l
[I20]
- Camthalion -
Bonus
Bonus
Boow
Bonus
Levt:1 9
Boow
Levt:IIO
Boow
20,000
JO,OOO
40,000
50,000
70,000
90,000
110,000
130,000
150,000
+35
-30
-60
-75
+35
- 15
-30
-60
-75
+ 35
-15
-30
-60
-75
+ 35
-15
-30
-60
-75
+35
- 15
-30
-60
-75
+35
- 15
-30
-60
-75
+35
-15
-30
-60
-75
+35
- 15
-30
-60
-75
+35
-1 5
-30
-60
-75
+23
- 12
- 12
+3
+48
+18
+31
-9
-9
+36
+61
+21
+ 39
-6
+24
+39
+74
+24
+47
+27
+27
+42
+87
+ 27
+60
+ 30
+30
+45
+92
+30
+73
+33
+33
+48
+97
+33
+81
+36
+36
+5 1
+102
+41
+86
+39
+39
+54
+107
+49
+91
+42
+42
+57
+JI2
+57
+96
+45
+45
+60
+ 11 7
+65
+31
+2 1
+36
+6
+32
+22
+37
+7
+38
+23
+38
+8
+39
+24
+39
+9
+45
+25
+ 40
+10
+46
+26
+41
+ 11
+52
+27
+42
+ 12
+53
+28
+43
+13
+59
+29
+ 44
+ 14
+60
+30
+45
+ 15
-25
+40
+5
- 10
-25
+45
+5
+20
-25
+50
+ 10
+20
-25
+55
+10
+25
-25
+60
+1 5
+25
-25
+65
+15
+30
-25
+70
+20
+30
-25
+72
+20
+35
-25
+7.
+25
+35
-25
+76
+25
+40
+5
+20
+0
+5
+20
+0
+5
+20
+0
+5
+20
+0
+5
+20
+0
+5
+20
+0
+5
+ 20
+0
+5
+20
+0
+5
+20
+0
+5
+20
+0
+45
43
3
+40
+25
+15
+30
+25
+30
+ 50
51
4
+45
+30
+20
+35
+30
+35
+55
64
5
+50
+35
+25
+35
+30
+40
+60
77
6
+55
+40
+30
+35
+35
+45
+65
90
7
+60
+45
+35
+40
+35
+50
+67
103
8
+65
+50
+40
+45
+40
+55
+69
116
9
+70
+55
+ 45
+50
+40
+60
+71
129
10
+75
+60
+50
+55
+45
+65
Level I
Skill/ Abili ry
Boow
[0,000
l...t:ve12
Bonus
- IS
Profusion; \V;tmor
Boow
Weapon Skills:
I-H Edgw
I-H Concussion
2-H anded
Thrown
Miss il ..
Pole-arms
General Skil.lt:
Climb
Ride
S wim
Tnck
Subterfuge Skills;
Ambush
Sulk/ H id"
Pick Lock
Disann T np
Magical Skills:
Read Rune
U5<: hml
Dif<"CtM Spdls
Foraging
Mcditadon
Sky-Watching
+20
-5
+20
and BonUSl'!s:
+40
36
2
+35
+20
+10
+25
+25
+25
Camthalio,,'s T alt: _I have ~Iways loyed Co follow che bo. ...u chat climb ~nd
leal' {hrough {he high boughs of (h~ foresu nUr my home in Lindanut. Th.""
ami<u{ lhe g",a{ t"'e' of H.,l indon, Ilurned to live close to the SU ts.
Like my twin brothtt H~ldamir. I h~,... one green e~ ~nd one blue eye,
although mine a", . witched. My right e~ has ~ sky-colored hue, the Slme ,M,f"
found in his l.ft .~. Our m. ntor. the!>.ard Arovesll, uud to Sly tMt we could
know the "other side of each o. h.,," .h. f.cling ,f"ep bo.hind nth other'. worW.
I only know IMI, howe"", far we upar:lled, we cou ld fcd uch Other'. motta!
p.1in. ~nd furs. This is why I know my brolher is dud.
H aldamir [.ft hom. {wo y.a .. ago. H . planned to ride ", LOri.n, and ,hen on
to Bdfala. in wuthe,n Gondor. He sought a bdl, which was crcot.d by ourgrcat
uncle for the L:.dy G:. ladriel. for it i. so id that within this mystical instrumHlt
i. a mirror thai alUw ... the d.,k quution. of Ihe .piri! and .bw!ycs all lament.
O. eply croub[.d by hi. Sc:a-longing and the loss of his young Ion Leni.n,
Haldamir (.It compelled to pron the nf':lcity of th is uk Now h. i. 1001. I have
r..olved 10 fond him.
I loye bo.asl$ and other E[ns, but I minru.t Men. I hat. Iheir disdain (or
""lure, ~nd thtit thint to scttlc (>'('1)' corner of the [and. $rill, I can weather any storm ifil'J nece~ry. Btuing the magic longbow Haldamirp..scnled me upon
his dcputu"" I ~m confident mough (0 tackle the crowded highw:ays of
northwestern Endor.
Dagger ( lib)
Long Bow ( +10 OS) ( 3 Ib)
Broadswo rd (4 Ib )
2 Quivers ( 20 Arrows Each ) ( 7 lb)
ClOthes &. Ptt'S(lnal Eff. cts ( includ.-s boots. cloak, wrapons bdl)
Belt Pouch ( w/morn'Y, Flint &. Sted ) - 3 sp ( l Ib)
Satchel (ho lds 10 Ib, weighs lIb) I Torch ( li b)
Lock Pick Kit (0.5 Jb)
50' superior rope (3 !b)
Waterskin ( 1 Jb)
Grtatbread ( 1 week.4 Ib)
- Camthalion -
ProfcS$ion: \Varrior
E:t~ricnce
Current uvel:
f-
T"'~
Poin15:
It.. L...I &or.u... for ,he Curnnt Un! fi.om ,I.. pr ... ious page.
uvd
Skill/ Ability
Bonus
h ",m
SpKial
Bonus
Boow
MM
MM
MM
MM
MM
Rigid l...t:athcr
Chain
Plate
Wnpon Skills:
I -H Edged
0'
0'
0'
2-H andcd
Thro~
0'
+10
Missi le
Pole-anns
H ~ight:
6'5"
Lvi
Wt:ight: !92lb
Mald 27
Ch;tnnd ing
Calm, Quiet
Calm, Conrent
Alturistic
Alignment:: Good
5u<
Strength
Agility
Corutinlfion
ImtHigencc
Value Bon us
90
96
Intuitio n
76
44
90
Presence
92
Appt:lr:lncr
87
+10
+25
+ 10
+0
+ 15
+20
unguagt
R.nk
Sindarin
WNrron
Silvan
5
5
5
QuenY:I
W~i ldyfh
2
2
2
Rahimc
Nahaiduk
Spdl Lis15
!) SurfaccWays
2)
3)
General Skilli:
Climb
Ride
Swim
Track
New R:mluJ
uvell...t:arned
Taul
Bonus/ Type
0'
0'
MM
MM
MM
SM
Subterfugt Skills:
SP
SP
Ambush
Stalk/ Hide
Pick Lode.
Disann Trap
Level Lc:arncd
I"
SM
SM
Magical Skilli:
Read Runt
Use Ictm
Directed Spdls
SM
SM
0'
SM
SP
5)
Bod y Iftvtlopment
Power Points
6)
Acrob~ r ia
7)
Boat H andling
First Aid
Foraging
4)
SP
MM
_ _ MMSM
SM
SM
SM
SM
M~ditation
Sky-Watching
Spuial Bonuns:
Essenc~
RR;
Ch~nnd ing
RR:
+0
+IS
Poison RR:
+20
+110
Disease RR;
D~fe!Uivr Bonus ( DB): +25
Base Spell DB;
+0
Encumbrance Penalty _ __
RR
RR
_ _ _ RR
RR
0'
0'
SP
W[~~~l----------E~Q-~'-M'-m-&~M~O-N,-,----------L---------~~-T-~----------~[ ~l
- BelefIeca -
P rofession: Scom
Level I
Level 2
Boow
Bonus
Bonus
Boow
Bonus
Bonus
Bonus
Bonus
Level 9
Bonus
l evel IO
Skill/ Ability
Expuiencc Points:
10,000
20,000
30,000
40,000
50,000
70,000
90,000
110,000
130,000
150,000
+20
-30
-15
-60
-75
+20
-30
-15
+20
-30
- 15
+20
-30
-1 5
+20
-30
-15
+20
-30
- 15
+20
-30
- 15
+20
-30
-1 5
+ 20
-30
-15
+20
-30
-15
-60
-60
-60
-60
-60
-60
-60
-60
-60
-75
-75
-75
-75
-75
-75
-75
-75
-75
+22
+1 7
-13
+32
+17
+32
+28
+ 18
-12
+38
+18
+38
+ 34
+ 19
-I I
+44
+ 19
+44
+ 40
+20
-10
+50
+20
+50
+46
+21
PoJ c-a~
+ 16
+16
-14
+26
+16
+26
+ 52
+22
-8
+62
+22
+62
+58
+23
-7
+68
+23
+68
+64
+24
-6
+7 1
+24
+7 1
+70
+25
-5
+ 74
+25
+74
General Skills:
Climb
Ride
Swim
Track
+61
+11
+16
+6
+67
+ 12
+ 17
+ 12
+73
+13
+18
+18
+79
+14
+ 19
+24
+85
+1 5
+20
+ 30
+88
+ 16
+2 1
+36
+91
+17
+22
+94
+18
+23
+48
+97
+100
+20
+25
Subterfuge Skills:
Ambush
Stoilk/H idr
Pick Lock
Disann T rap
I
+22
+7
+12
2
+29
+ 14
+ 19
3
+36
+2 1
+26
+43
+28
+33
5
+50
+35
+40
6
+57
+42
+47
+64
+49
+54
8
+7 1
+56
+61
9
+75
+63
+68
10
+79
+70
+75
-25
-20
-15
-25
-20
- 15
-25
-20
- 15
-25
-20
-15
-25
-20
-15
-25
-20
- 15
-25
-20
- 15
-25
-20
-15
-25
-20
-15
-25
-20
-15
+34
48
3
+40
+35
+15
+10
+ 40
+ 35
+42
54
+50
59
5
+50
+40
+20
+15
+50
+40
+ 58
65
+ 66
70
+74
76
8
+65
+45
+30
+25
+65
+45
+82
81
9
+70
+50
+30
+25
+70
+50
+87
87
10
+75
+50
+35
+30
+75
+50
Boow
No Anna T
Soft Leather
Rigid u athcr
Chain
Plate
W capon Skills:
I- H Edged
J-H Concussion
2-Handcd
Thrown
Missile
-9
+56
+21
+56
+42
7
+19
+24
+54
+60
M agical Skills:
Rud Rune
Use Item
Direc ted Spdls
Perception
Body D evelopment
Power Points
Acrobatics
Acting
Contortions
Foraging
Public-Spcaking
Singing
Belefl.:~a, Tale _
+ 18
37
I
+5
+30
-15
-20
+30
+30
+26
43
2
+35
+30
+15
+10
+35
+30
10
+45
+35
+20
+15
+45
+35
..ptr;oliy,,,. Min oj R.J..n, llLKd 10 laugh ~t all h~r wonderful stories and adages.
bm remember this one most. Oddly enough. though. 1 fai!Ilo \"ah htr advice
h rI. I still shudder ot sn.hs . nd I still fur the RohilTim. I'll pet ~ny wolf.
no matter how (eral. ond I'll duel any Troll Or Ore. bm I wi!! not walk among
snakes Or confront a M an from Rohan. It i. a strange fur born. out "song I
heard while I still a stumbling child. I cannOt sh.k. Ihe feding.
N onetheless. I love to . ravd. uptci.!!y in the wild. and I Iu...., ... ol....,d to
chronicle my journeys in both song and pro.e. It i. for this ...$On th.r II.ft my
ancestr.l home in Cillien-o-Cils[rcm in DunfuI"2n. Equipptd only wi[h" stout
spt.r. " shield . handa~e .nd " book of precious writing skins. 1 now seek an
adventure worthy onore. It i. my hopt to ..ak." pl.ce in the rich history of my
ptople. My ' ''tor M~ra predicted my f.me. and I.m sure [h.t winding journeys
will prove heT visions [rue.
Without doubt. 1 am br..h and boiste rous and given [0 singing songs with
the slightest suggestion or whim. My fdlow Dunmcn comidu me gregarious.
but other ptoples label me loud. Perhaps the Men o( the H ill. aT< loud by their
SI.nd:ords. but we 3rt h"rdly as dull or tiresome ;u [he.. dour compl.in.... I l. ugh
when I hear them complain.
10
(~ ]r-..........c...""..CTE... "..,,G'OUN..O..&
+55
+40
+25
+20
+55
+40
+60
+45
+25
+20
+60
+45
~t ~ 1
li
. .".'.O
',..........................ST.' T.NG
..E'""
..' M
' NT
..& ..
" O
N
' '............
[]
- Belefleca -
Culture/Rae",: Dunlcndin
ProfUlllJon: Scout
Expc:riencc Points:
Current Level:
t _ T a . dtc
u""J Bonuuo f.... th. CuTKn' Lew] from the prn iow f"'&<"
Skill/ Ability
Levd
Bonus t
Itro.
Bonus
Special
Bonw
Total
Bonl,lSfTypc
MM
MM
MM
MM
MM
Rigid Leather
Chain
Plate
WC;lpon Skills:
I-H Edged
0'
I -H Concussion
0'
o.
2-Handed
Thrown
Missile
+ 15
Polc-anns
General Skills:
Climb
Rid",
Swim
T rack
o.
o.
o.
MM
MM
MM
SM
SubterfUge Skills:
Ambush
Stalk/ H ide
Pick lock
Disann Trap
H eight; 5'1 0"
ungu:lge
W r ight.; 175th,
Hair/Eyes: Brown/Brown
Gender/ Ag .. : Male/20
Realm: Channeling
Ouna..]
\V ..stron
Pukad
Intuition
Pr..~ncc
Appurance
76
90
91
36
79
81
52
+10
+10
+10
+0
+5
+5
Spell Lisu
unl L.-arncd
1) _ _ _ _ _ _ __
2) _ _ _ _ _ _ __
3) _ _ _ _ _ _ __
4) _ _ _ _ _ __
5) _ _ _ _ _ _ __
6) _ _ _ _ _ _ __
7)
SM
Mlgic.a.l Skills:
SM
SM
0'
Read Rune
Directed Spdls
Motivation: Self-ceneered
V;olue Bonus
SM
Use Item
5
5
Sr:..t
Stung!h
Agility
Constitution
inulligc"cC'
SP
SP
SM
SP
SP
MM
SM
MM
SM
SM
_ __ SM
Special Bonwu:
Essence RR:
+0
RR
Channding RR:
Poison RR:
+5
""
+10
+ JO
DefensiV<' Bonus (DB): + 10
Di~:I.$e
RR
RR
RR:
& se Spdl O B:
+0
Encumbrance Pcn~lty _ __
+25
D'
O.
SP
[+l~--------~-W-~-'~-&-M-ON-~--------~---------N-o-=----------~[+l
- BotO Northtook -
Skill/Ability
uvd I
""ow
uvel 2
Bonus
uvcl 9
Bonus
uvel l O
Bonu.
10,000
20,000
30,COO
130,COO
[50,000
Sofl
Lt~,kr:
+0 "II levels -
40,COO
50,COO
70,COO
90,000
llO,COO
Iev~Is
~14
~8
~2
+.
+ 10
+16
+22
+28
+34
~44
~43
~'2
~' I
~.O
~39
~38
~37
~36
~35
~'4
~43
~'2
~' I
~40
~39
~38
~37
~36
~35
+51
+56
+52
+62
+53
+68
+55
+80
+56
+86
+57
+92
+58
+98
+59
+60
+JOI
+104
~44
~43
~42
+5.
+74
-41
~40
~39
~38
~37
~36
~35
+56
+6
+46
+ 68
+8
+48
+ 13
+ 74
+9
+49
+19
+ 80
+10
+50
+25
+ 86
+11
+51
+31
+92
+12
+52
+37
+98
+13
+53
+43
+101
~24
+62
+7
+ 47
+7
+14
+54
+49
+104
+15
+55
+55
+1
+27
+ 17
+12
+2
+34
+29
+19
+3
+41
+41
+26
+4
+48
+53
+33
+5
+ 55
+60
+45
+6
+59
+64
+57
+7
+63
+68
+64
+8
+ 67
+72
+68
+9
+7 1
+76
+ 72
+10
+75
+80
+76
+40
~25
~25
~25
~25
~25
~25
~ 25
~25
~25
~25
~25
~25
~25
~25
~25
~25
~25
~25
~25
~25
+15
+15
+ 15
+15
+15
+15
+15
+15
+15
+15
+83
91
9
+60
+88
[]
and Bonuses:
+36
52
2
+45
5
+15
+44
58
3
+45
5
+45
5
+ 52
63
4
+ 50
5
+ 45
5
5
+ 60
69
5
+50
10
+50
5
5
+68
7.
6
+55
10
+50
5
10
~25
~25
~25
~30
~30
~30
~30
~30
+73
80
7
+ 55
10
+55
10
10
0
+78
8S
8
+ 60
96
10
+ 65
IS
IS
IS
+55
10
10
5
+60
10
+ 60
IS
15
10
IS
IS
"i,
[]
STAATING
rrJ
- Boffo Northtook -
Profusion; Scout
Curnnt uvd:
Experience Points:
level
Skill/A bility
Bonus
Item
Bonus
+5
Height:
Weight:
Hair/Eyes:
Gender/Age:
Rutm:
Dtmunor.
Pcrsonati}':
Motivation:
Atignment:
Stat
Strtngth
Agih}'
Constitution
Intclligence
Intl.J;tion
Prtsence
Appear-mce
3'9"
62 lb.
Brown/Brown
M~lr/31
Channding
Carefrte
Che"),
Curiousl}'
Good
Value "'>ow
69
-20
+40
+25
+0
78
+Q
49
-5
56
100
92
61
Language
Kuduk
\Vutron
Dunad
Silvan
Spell Lists
R, nk l...t.vd l...t.arned
5
5
2
tevell...t.arned
1) _ _ _ _ _ _ __
2) _ _ _ _ _ _ __
0'
0'
0'
0'
3) _ _ _ _ _ __
4) _ _ _ _ _ _ __
5) _ _ _ _ _ _ __
6) _ _ _ _ _ __
7)
MM
MM
MM
SM
SP
SP
+10
+10
Magical Skills:
Read Rune
Use hem
DirtCled Spt'lb
Mi",dlaneous &. Secondary Skills:
Perception
Body Ift;vdopment
Power Points
Acrobario
Appraisal
Conrorrions
FintAid
Ropt'-Murery
Trickery
S~eiaJ Bonuses:
Essence RR:
+50
Channeling RR:
+20
Poison RR:
+55
Disease RR:
+40
Defensive Bonus (DB): +40
EWe SfXlI DB:
+0
Encumbrance Penal}' _ __
00
0'
General Skills:
Climb
Ride
Swim
Track
Subterfuge Skilli:
AmbU$h
Stalk/Hide
Pick I.m:k
Disaml Trap
BonwfType
MM
MM
MM
MM
MM
Toul
SM
_ _ _ SM
SM
SM
0'
SM
SP
SP
MM
SM
~M.MM
SM
SM
..
_ _ _ SM
RR
RR
RR
0'
0'
SP
r 1-1~--------~E~OO-"M-~--&~M~-~----------1----------N-O-T~------------~l1-~1
- Dwalin -
Culture/Race: Dwarf
Skill/Ability
Bon us
Level 2
Bonus
E"J><'rience Points:
10,000
Level I
Plate
Wupon Skills:
I-H Edged
J-H Concussion
2-Handed
Thrown
Missile
Poic-arms
Gcncr;ol Skills:
Climb
Ride
Swim
T r.1ck
SuhurfUgc Skills:
Ambush
Stalk/Hide
Pick Lock
Disarm Trap
level 9
Levd 10
Bonus
Bonus
Bonus
Bon~
Bon~
Bonus
Bon~
8 0nm
20,000
30.000
40,000
50,000
70,000
90,000
110,000
130,000
150,000
+10
-35
-20
+0
-65
+10
-35
-20
+5
-65
+10
-35
-20
+10
-65
+15
-35
-20
+10
-65
+15
-5
-20
+10
-65
+15
-5
-20
+10
-35
+15
-5
-20
+10
-30
+15
-5
-20
+10
-25
+15
-5
-20
+10
-20
-4
-3
+62
-3
+12
-18
-3
-2
+73
-2
+13
- 17
-2
+29
+ 76
+29
+14
-16
-I
+30
+79
+30
+ 15
+15
+30
+31
+82
+31
+21
+16
+36
+32
+85
+32
+27
+17
+42
+33
+88
+33
+33
+18
+48
+3 4
+91
+34
+39
+19
+54
+35
+94
+35
+45
+20
+60
+11
-19
- 14
+11
+17
+12
-13
+12
+23
+13
-12
+ 13
+29
+14
+19
+35
+15
-10
+20
+41
+16
-9
+26
+47
+17
-8
+27
+53
+18
-7
+33
+59
+19
-6
+34
+65
+20
-5
+40
-25
+2
+22
+ 17
-25
+9
+29
+29
-25
+16
+41
+36
-25
+23
+48
+48
-25
+30
+ 60
+55
-25
+37
+67
+67
-25
+49
+71
+71
-25
+61
+75
+75
I
+65
+79
+79
2
+69
+83
+83
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
-20
+71
75
7
+35
+20
+ 25
+ 10
+30
+79
80
8
+40
+20
+ 30
+ 10
+30
Chain
P ro feuio n: Scom
-5
-65
-4
+51
-4
+1 I
-19
-II
[]
Magic.al Skills:
Read Rune
Usc Item
Diucced Spells
N ew Spdl Lists
and Bonusu:
+31
+ 39
53
47
2
3
+10
+15
+10
+10
+10
+ 10
-20
+ 10
+10
+20
+47
58
4
+20
+10
+ 20
+ 10
+20
Dwalin', Tal~ _I .", Ow.I'n, son ofOm;n; I h.'1 from the N.n Naugrim. rhe
"Owarven V.le" tucked into Ihe castern fhnk of the Blue Mountains. I grew up
thm: and in the hill-mine, of nearby Numeriador.l bec.me acqu.inted wilh both
Ihe E]d:1I and the DUned:.in while .till a youth, and] bear no prejudice against
these noble people . On the other hand,] feel nothing but malice toward the Orc.
and Troll. that occ2.'Iional!y haunted my homeland.
I am like mo.t of my kind, in th. t 1 take my friends and enemie. seriou.ly.
Thus. when my childhood companion. &lin . ked me along on two . ~peditions
to the Iron Hill . ] went as his scout. H e rewarded me with ,orne gold and" few
new tr"ding contacts. nOI 10 mentioned hi. own good comp.ny.
Min saYf-d my lif. when We were .... iled by Giani_spiders in Mirkwood.
.long ro.d the Elves cal! the Way of Dwarves. Thus. lowe him my life. Now he
i. cri ppled. howevct'--'-lhe ...,sult or a skinni.h with some HiH-trolb in the
Coldfel!_nd he I."" asked me to mfil! my' obligat;on by ...,covering the
h~mmcr he lost in the fray. A magio symbol of hi, l;nuge. the Ongon-slaying
h:lmm.. .."bodies the spirit of hi, forebea,.., ... &lin b.J;e~e. it i. in a Troll-lair
wmewhe,.., in Rh"d.ur. ! can only hOF that it ha.nt beer'l lo.t Or "aded. My
rur...,nt ttovel, lead me to comple,,: thi ppointed quest, but it m<ly tak< 'ome
time berore I have the "...,ngth and aptirude necessary to undertake the ta.k,
Now, I travel in s..arch of the power, experience, and too!' I need.
[]
+ 55
64
5
+25
+15
+ 20
+ 10
+25
+63
69
6
+30
+15
+25
+10
+25
+84
86
9
+45
+25
+ 30
+10
+35
+89
9J
10
+50
+25
+35
+10
+35
2 Daggers (2 lb)
Mace ( +I5 OB)(5 lb)
[J
(.i.]
- Dwalin -
Current Level:
Skill/ Ability
Level
Bonus t
Points:
Item
Bonus
Height: 4'9"
Weight: ISO lb.
Hai r/Eye,; Black/Brown
Gender/Age: MaJe/23
Ru lm: Channeling
Demu.nor. Sober. Quiet
Pn-sonality: Suspicious
Motivation: Materialistic
Align ment: Ncurral
Language
Khuzudul
\Vestron
Sindarin
Umitic
Silvan
LvI I N ew R..nks/
""ok Level Lu rn ed
5
5
T otal
BonwfType
MM
MM
MM
MM
MM
OB
+ 15
General SkiJ.[.,:
Climb
Ride
Swim
T rack
Subterfuge Skills:
Ambush
Stalk / H ide
Pick Lode.
Diurm Trap
Special
Bonus
DB
DB
DB
DB
DB
MM
MM
MM
SM
SP
SP
+ 10
+10
Magical Skills:
Rud Rune
Use Item
Directed Spells
SM
SM
SM
SM
DB
SM
SP
SP
SM
____SM.MM
SM
SM
SM
RR
_____ RR
RR
RR
DB
DB
SP
- LOthiniel -
ProfU'l;on: Scout
Skill/ AbiLty
uvd I
Bonus
uvd2
Bonus
Experience Points:
10.000
20.000
30.000
40,000
50.000
70.000
90.000
+30
-20
-35
-70
-85
+30
-20
-35
-70
-85
+30
-20
-35
-70
-85
+30
-20
-35
-70
-85
+30
-20
-35
-70
-85
W upon Skilli:
I-H Edged
I-H Concussion
2-Handed
T hrown
Missile
Pole-arms
+11
-24
-24
-4
+4 1
-24
+ 17
-23
-23
-3
+47
-23
+ 23
-22
-22
-2
+53
-22
+29
-21
-21
-I
+59
-21
+35
-20
-20
+0
+65
-20
Genera[ Skills:
Climb
Ride
Swi m
Tnck
+31
+21
+36
+16
+ 32
+22
+37
+22
+ 33
+23
+38
+28
+34
+24
+35
+39
+40
+34
+40
Ambush
Stalk/Hide
Pick Lock
Disarm Trap
-25
+47
+22
+17
I
+54
+29
+24
2
+6 1
+36
+31
3
+68
+43
+38
+75
+50
+45
Magica[ Skills:
Read Rune
Use Item
Directed Spells
+20
+IS
-5
+20
+IS
-5
+20
+IS
-5
+20
+IS
-5
+20
and Bonu~s:
+4 I
+49
27
32
4
6
+25
+30
+25
+30
+20
+25
+15
+20
+40
+40
+35
+40
+57
38
8
+35
+35
+30
+20
+45
+45
+65
43
10
+40
Subt~rfUg~
+25
uvd9
Bonus
uvd 10
Bonu5
110.000
130.000
150.000
+30
-20
-35
-70
-85
+30
-20
-35
-70
-85
+30
-20
-35
-70
-85
+30
-20
+41
-19
-19
+1
+71
-19
+47
-18
-18
+2
+77
-18
+ 53
- 17
- 17
+3
+80
-17
+59
- 16
-16
+4
+83
-16
+62
-IS
-IS
+5
+86
-IS
+36
+26
+41
+46
+37
+27
+42
+52
+38
+28
+43
+58
+39
+40
+29
+44
+64
+30
+45
+70
5
+82
+57
+52
+86
+64
+59
8
+90
+71
+ 66
9
+94
+78
+73
10
+98
+20
+IS
-5
+20
+ 91
65
18
+60
+ 60
+55
+35
+55
+70
+96
f"I.}
-35
-70
-85
Skilli:
LOthinid. T alc -A$ my name impli ..... I love flowen.1 h.>ve alw:ay. gloried in
the blooms in the: glen. that dot my fO...,Jlcd homeland. They enliven my spirit
and make me sing. So. every Spring for as long as I can ...,member. 1 have walked
a wide_reaching circu;t ncar the Woodland Rulm from which I hai!'1 wand..
far outside the G...,enwood. to the .ho...,. of the Long Lake. the foothill. of the
Grey Mountains. and Anduin Vale. all the while tending the f""grant blossoms
given birth hy the Sun. My father. Aroniril. once walked be.id. me. t ... ching me
the way. of the !COlIC. Now I go alone or with my si.ur Calmirid.
L:ut yur.1 diKov ...,d an awful truth, that .0meOne Or something Was dowly
poisoning the flowers of Rho van ion. Re.olving 10 unCOv", and end their h.inoll.
plOl.lequippcd myself to go .outh ward through ,h. fonst. Stforel could leav .
IhOllgh. my f.,her took me.o the Elf-king. who explained the: depth of the dan~r
and tri. d to di,"ade me from my appo int ed plan. I 1i$lened. but I nflW:d to
abandon my course. My father chen spoke of a potion call.d Olviale. When
spray. d upon a >talk. it could cllre any ill ,hn might ,h...,a,en ,h. plant.
I now travel jn search of chi. "oried medicine. which i ...,puled to be:u rare
as any herbal remedy. My quest may .eern strange Or futile. but I do not c~fC.
Others may label me foolish Or nahe. bu,l...,vcl in my simpleoplimi.m and lov.
for Ion cau . I be.. no mali~c for anyone or anything. .ave tho who wOllld
C.II.e hann 10 ,he defensdes_specially my belov.d blooms.
I carry li,tl . Nevcrthclus. my father bequeathed me a good. light bow and
a magic dagger of defense. Tog.ther. they should insure a .uccessful .ojoum.
+IS
-5
+40
+35
+25
+ 45
+50
+20
+IS
-5
+ 20
+15
-5
+20
+15
-5
+73
49
12
+45
+45
+81
54
14
+50
+50
+45
+30
+50
+60
+86
60
16
+55
+55
+50
+30
+55
+65
+40
+25
+50
+55
+85
+90
+IS
-5
71
20
+65
+65
+60
+35
+60
+75
f.. ][~r-"""""""""""C"HA""RA""CTER
""""B"'"C"'"G"R"O"UN""O""&""H"""""O"R"Y""""""""""""--"""""""""""""S"T"'"."T"'"N"G"E""Q"U"W"M"C"NT"""&""""O"N"""_""""""""""""~(.][41
Skill/ Ability
uvr.t
Item
Bonus t
Bonus
Movt:mt:nt 6: M.ant:uvt:r:
No Annor
Soft uather
Rigid u ather
Chain
Platt:
Special
Bonus
T otal
Bonus/Type
MM
MM
MM
MM
MM
W upo n SkiU,:
I -H Edged
I-H Co n(US5ion
DB
DB
DB
DB
DB
DB
2-Handed
Thrown
Missile
Pole-arnu
G.,nt:ral Skills:
Climb
Ride
Swim
Track
MM
MM
MM
SM
Subtt:rfUgt: Skills:
Ambush
Sulk/Hide
Pick Lock
Di s~nn Trap
SP
SP
SM
SM
Magical Skills:
Rud Rune
SM
SM
DB
USI" ltrot
Dirt:ctt:d Spells
SM
SP
SP
MM
SM
SM
SM
SM
SM
Special Bonuse!:
Essenct: RR:
+15
Channeling RR:
+10
Poison RR:
+ 15
D istaSI" RR:
+105
Defensive Bonus ( DB): +20
B.uc: Spell OS:
+0
Encumbr:mce P t:nalty _ __
RR
RR
+25
RR
RR
DB
DB
SP
8B!~---~~'~-&M~ff ----~----NO=----~ffi
Cultu~c/R;t(c;
- Galadhil -
DUnadan
Level I
uvd2
uvd 9
uve J 10
Skill/Ability
Bonus
Bonus
Bonus
Bonus
Bon us
Bonus
Bon us
Bonus
Bonus
Boow
Expuience Points:
10,000
20,000
30,000
40,000
50,000
70,000
90,000
110,000
130,000
150,OOJ
-5
-1 0
+15
-30
+5
-10
+15
-30
+5
+0
+15
-30
+5
+10
+15
-30
+5
+15
+15
-30
+5
+15
+15
-30
+5
+15
+15
-30
+5
+15
+15
-30
+5
+15
-60
-60
-60
-60
-60
-60
-60
-60
-60
+ 15
-30
+5
+15
-60
+47
+2
+32
-13
+17
+32
+59
+4
+34
-I I
+19
+34
+71
+6
+36
-9
+21
+36
+83
+8
+38
-7
+23
+38
+87
+10
+40
-5
+30
+45
+91
+12
+42
-3
+37
+52
+95
+14
+44
-I
+44
+59
+99
+16
+46
+1
+51
+66
+103
+18
+48
+3
+58
+73
+107
+20
+50
+5
+65
+80
+ 18
+ 13
+18
+ 18
+26
+21
+2 1
+26
+34
+29
+24
+34
+42
+37
+27
+42
+50
+45
+30
+50
+58
+53
+33
+58
+66
+ 61
+36
+66
+74
+69
+39
+74
+82
+77
+42
+82
+90
+85
+45
+90
Ambush
Stalk/Hid"
Pick Lock
Disarm Trap
-25
+12
-25
+ 10
-25
+19
5
+10
-25
+26
5
+15
-25
+33
10
+15
-25
+40
10
+20
-25
+ 47
IS
+20
-25
+54
IS
+25
-25
+61
20
+25
-25
+68
20
+30
-25
+75
25
+30
Magical Skills:
Rnd Rune
Use Item
Directed S?<,I15
+5
+10
-IS
+5
+10
- IS
+5
+10
- IS
+5
+10
-IS
+5
+10
-IS
+5
+ 10
-IS
+5
+10
-15
+5
+10
-IS
+5
+10
-IS
+5
+10
- IS
+43
67
4
-IS
+25
+10
+15
-25
+10
+50
73
5
-IS
+25
+10
+15
+5
+10
+57
79
6
+15
+25
+ 10
+ 15
+5
+10
+64
85
7
+15
+30
+10
+ 15
+5
+10
+71
91
8
+15
+35
+10
+15
+5
+ 10
+78
97
9
+15
+40
+10
+15
+5
+10
+85
103
10
+ 15
+45
+10
+ 15
+5
+ 10
Rigid Leatha
Chain
Plate
W upon Skills:
I-H Edged
I -H Concussion
2-Handed
Thrown
Missil.,
Pole-arms
General Skills:
Climb
Rid"
Swim
Track
Suburfugr: Skilli:
Fletching
Rope-Mastery
Sky-W atching
-IS
-25
-20
and BonUK5:
+29
+36
61
55
2
3
-IS
+25
-20
-IS
-25
+10
-IS
+25
+10
-IS
-25
+10
Gabdhil's Tal., - A.J long as I ",member. [ have been) grim. quiet man. Odd
Or Oawed <hings interest me. II do subtle signab. cool colors. and irr.vertnt
.rtistry. I rtspt<:t rut,.,.int and honor and deep passion.
J was born in Anhed.in at &r ~ranorn. in Ru.duin (\V."Rood").J was <he
third child and youngu son in the House of Galborn. My father. Hald,.,.hir. and
my mOlher. Abrien.lrUled me wannly, especially aft.r my brolher Androhir was
killed by \Vhife-wol .. ts during the awfUl Winl" of my fourth yur. When ou r
family WH fore"! 10 abandon our ;mpov..ished ..nle IwO ye.n bier, I 'pent
mOll of our daY' hunting. I"'pping, and r..hing with my falhu. At the umc time.
[prepared my.tlffor service with my uncle. A Rangerof lhe North. Galadan led
a company thaI patrolled Ihe EII.nmoa",.
E...,nts compired to di.rupt my plans. Ihough, when a band of roving
Dunmen slew my falher and kidnapped my s;.lcr Eltn;cn during a wum, rainy
nighll t Summer. Now, 1hope: to settle matters with thue vile murdertr. befote
I nuke any plans for Ihe fi>rure. J will find E[enien, and I will reco...,r Carv.gil
(S. "Red-.word"), the magic . word of my forefa,hers and ,ht symbo! of the
an"ent noble line ofGalbom <'Jf the Redcye. I am a f.. 1 friend ofElve. and the
linle Halfling . a bitter enemy of \ Volyt. an d Dunlending.s.
1 carry a broad.word forged long ago in Annuminas. a gif' from my uncle
Gabdan. It i. uJ!~d Maldav~il (5. Gold-.word"). and is ,he companion bbde
to Carvegi!' Thi. weapon is inlaid with mithril and has a diamond in ,u pommel
which glow. gold whenner it come. into contact: with a harmful poi.on.
Skill / Ability
u ve1
Bonus t
Item
Bonus
SpKial
Bonus
T ow
Bonus/ Type
MM
MM
MM
MM
MM
+15
Pole-anns
08
08
08
08
08
08
Gener21 Skill s;
Climb
MM
Rid~
MM
Swim
Track
SM
2-Hmd~d
Thrown
Mi~ile
MM
Subterfuge Skifu:
Ambush
Stalk/Hide
Pick Lock
Disann Trap
SP
SP
SM
SM
M.gical Skills:
1-------------------------,-------------------------------1
Height:
Weight:
Hair/Eyn:
Gtnder / Age:
Rulm:
Demeanor.
Personality.
Moti vation:
Alignment:
6'5"
2251bs.
Black/Grey
Male/23
Channeling
5,=
Serious. Focustd
De.stroy Evil
Good
SUt
Strength
Agility
Constitution
imdligcnce
Intuition
Pn-stnce
Appt'arance
Value
98
91
90
4.
85
63
82
Bonus
+25
+10
+20
+0
+5
+5
Language
Adtinaic
\ Vcsrron
Quenya
Sindarin
Rohimc
Hobbitish
Silvan
Spell Lists
I) Moving Ways
2) Naturc's Guises
3) Path Mastery
4) Natur~'s W ay
5) Surface Ways
6)
7)
uvd uarned
I"
3n1
6,h
8,h
lO<h
SM
Read Rune
Use Item
Dirccted Spells
SM
08
SM
SP
SP
MM
~.MM
SM
SM
SM
SM
AA
RR
+25
RR
RR
08
08
SP
(~J~---------------E-Q-m-'-"'-NT--&--M-O-~------------------L.---------------N-O-T-B--------------------~l~~~:l~
- Skutilla -
un.! I
uvel 2
Level 9
unl 10
Skill / Ability
Bonus
Bon us
Bonus
Bonus
Bon us
Bonus
Boow
Bonus
Bonus
Boow
Experience Poinu :
10,000
20,000
30,000
40,000
50,000
70,000
90,000
110,000
[30,000
150,000
+15
-15
-35
-50
+25
+15
-15
-35
-50
+25
+ 15
-IS
-35
-50
+25
+IS
- 15
-35
-50
+25
+ 15
-15
-35
-50
+25
+ 15
- 15
-35
-50
+25
+15
-15
-35
-SO
+25
+IS
-15
-35
-50
+25
+ 15
-15
-35
-50
+25
+IS
- IS
-35
-50
+17
+ 17
+17
+22
+27
+17
+ 19
+ 19
+24
+29
+34
+19
+21
+21
+3 1
+36
+4 1
+21
+23
+23
+38
+43
+48
+23
+25
+25
+45
+so
+55
+25
+27
+27
+52
+57
+62
+27
+29
+29
+59
+64
+69
+29
+31
+31
+66
+71
+76
+31
+33
+33
+73
+78
+83
+33
+35
+35
+80
+85
+87
+35
Climb
Ride
Swim
Tuck
+58
+18
+23
+8
+66
+21
+26
+16
+74
+24
+29
+24
+82
+27
+32
+32
+90
+30
+35
+40
+98
+33
+38
+48
+106
+36
+41
+56
+111
+39
+44
+64
+[16
+42
+47
+72
+12]
+45
+SO
+80
Subterfuge Skills;
AmbU$h
Stalk/H ide
Pick Lock
Disann Trap
-25
+27
+5
-IS
-25
+34
+5
+IS
-25
+41
+10
+IS
-25
+48
+10
+20
-25
+55
+IS
+20
-25
+62
+IS
+25
-25
+66
+20
+25
-25
+70
+20
+30
-25
+74
+25
+30
-25
+78
+25
+35
-25
-IS
-10
-25
-IS
-10
-25
+IS
-10
-25
+IS
-10
-25
+IS
-10
-25
+IS
- 10
-25
+IS
-10
-25
+IS
- 10
-25
+IS
- 10
-25
+IS
-10
+36
43
3
+SO
+25
+5
+35
+25
+IS
+43
48
4
+55
+30
+10
+40
+30
+IS
+50
54
5
+60
+35
+10
+ 45
+ 35
+ 20
+57
59
6
+65
+40
+IS
+SO
+40
+20
+64
65
7
+70
+45
+IS
+55
+45
+25
+7 1
70
8
+75
+50
+20
+60
+50
+25
+78
76
9
+80
+52
+20
+65
+52
+30
+82
81
10
+85
+54
+25
+70
+54
+30
Soft uathcr
Rigid uathcr
Chain
Plate
W apon Skills;
I-H Edged
I- H Concussion
2-Hmded
Thrown
MiSSIle
Pole-ami'
General Skills;
Magical Skilli:
Read Rune
Use Item
Directed Spt'lls
Foraging
Plant Lore
Sky-Watching
+25
+25
-IS
and BomlRs:
+29
37
2
+45
+25
+5
+30
+25
-IS
Skut ill ..'. T al., _ I bdi~"e in th~ "-nci~m Nonhman creed, which .ays: "u.v< ir
bt, 1m I",."",U bt ",orr." My prople, the \ V<><><Im.n ofRho".. nion, would p".uh but
fOf this rule. \Ve ~ re few and we are poor in material wealth.
My mother, Slmda, winth, gave birth 10 me on the Inil belwun Buhr \Vidu
and her home in \Voodmcn-town, wh ich i, in the dark (orest of Mirkwood.
Sup""tilion has it that anyone: born on (he (",il.l",l1live on the tn il, and it K erm
that thi. true. \Vh ile I am an)'thing but ~ friend of . ttangt", much Ie.. r.c w
",Ituro., I hOI", spem mOSt o ( (he recent ycars t"'",ling (u and wide.
NOI long ago, I In"dled to ,.,e a Jomowhat redu.i"o kinmun who livc:d in
fin iu.t south and weJl of the greal E.an Bight, His name w:u So",,,-cor, and we
grew up togeth~r learni ng th e odd' w.ys or"s.cm.'. Magic." W. 'lUdied wood
magic and huling for fi"c yea",
My trip ended in . Orrow. I found my.df witn .... to the aftermath of a greal
tragedy for, as I cam. upon Sorvace tre . home, I ~w .moke. Sneaking to the
b;ueth!broadoak that harbored tM f1~t,llIumbl.d upon my friend's mutili~ted
COrpK. TheR were other .igm of a viol.nt "rugsle, ~nd indic~ [iofIJ that
Borvacer'. wife .nd two children had been laken by t he atlaCkeU. \Vounds ~nd
footprinu told me that a band ofEa.t erl ing r.id~n had ,lain my compatriot and
ensloved hi. family. Aft.. burying my f.ll.n friend I swofe ~n o~th to frcc hi. kin
.nd a",ngr hi. death.
Now, bearing my magic quortCT",arr, 1 t Tl\ vd sou thward, tow.rd the co;utsof
Gondor-o.ll the whil. following th. twilling t,."il of the Eulerl;ng .I."e...
witbout b..,kl"'" -
14 Ib
H andm ( Sib)
[ Quiv<'T$ ( 20 Arrows) ( 4 Ib)
Clothes &. Perso nal Effects ( indudes boots, cloak, wc~po", kit)
Bd t Pouch ( w/money, Flint &. Sted) ~ 2 sp, 4 bp, 3 cp, 7 tp ( l ib)
Backpac k ( holds 20 Ib, weighs 2 Ib)
Lock Pick Kit ( 0.5 [b)
Bedroll ( Sib)
5 torch~ ( 5 [h)
50' superio r rope ( 3 Ib)
Gt-.~tbr.ad ( I w~. k, 41b)
Waterskin(llb)
- SkutilIa -
Culturc/Race: \V oodman
Profession: R an
CulTtnt Level:
t_
Take.he
eT
[:,0..J
Experience Points:
Le~oI
&0"" ...
uvd
Skill/ Ability
Bonw
Iu:m
Bonw
Sptcial
Bonw
T oul
Bon1.1SfTypc
No Amlor
Soft Leather
Rigid Leather
Chai n
Plate
W eapon Skills:
J-H Edged
I-H Concussion
2-Handcd
Thrown
MM
MM
MM
MM
MM
0'
0'
+10
Missi le
Polc-:mns
0'
0'
General Skilli:
Climb
MM
MM
MM
Rid~
Swim
Track
SM
Suburfuge Skills;
Ambus h
H eight:
W eight:
Hair/Eyes:
Gender / Ag"':
Ruk:
6' 1"
195 lb.
Blondc/Gret'n
Malc/ 19
Channeling
Dcmu.nor: Ru.,.vcd
Pcnonality: Reclusive
Motivation: "Live&Lct-Livc "
Lvii
Llngu~gc
Nahaiduk
\Vntron
Sindarin
New Ranks/
R,nk Level u am cd
5
5
3
Spell Lins
I ) Path MastCT)'
Level Learned
2) Surface Ways
5<h
7<h
'od
Sta[k/Hid~
SP
SP
Pick Lock
SM
D iunn Trap
SM
Magical Skills:
Read Rune
SM
USC'
SM
I t~m
Dir~ct~d
6)
7)
Encumbrance Penalty _ _ _
4) Nature's Guiscs
5)
10th
_ _ _ 0'
Spdls
Special BonlUu:
EsSC'nu RR:
+0
Channeling RR;
+ JO
Poison R R:
+ 10
Disl"aSC' RR:
+ 10
Defensive Bonus ( DB): + 15
Base Spdl OB:
+0
J ) Moving Ways
0'
0'
SM
SP
SP
MM
SM
SM
SM
SM
SM
OR
OR
RR
RR
+15
0'
0'
SP
[~J~--------------E-Q-UWM.-'-NT--&-M--ON-'-Y---------------"---------------N-O-n->-----------------~l~l
- Widonu -
Cu!rure/!Ucc; Dorwinad:m
Prof"ssion.: Bard
Level I
Level 2
Skillj Abiliry
Bonm
Bonus
Bonus
Bonus
Bonus
Bonus
"mw
Bonus
Bonus
[.eyel iD
Bonus
10,000
20,000
30,000
40,000
50,000
70,0Cl0
90,000
110,000
130,000
150,000
Leve l 9
+11
+11
-19
+2 1
+26
+11
+12
+17
-18
+22
+32
+12
+ 13
+23
-17
+23
+38
+13
+1 4
+29
-16
+24
+44
+14
+15
+35
- IS
+25
+50
+15
+16
+ 41
-14
+26
+56
+1 6
+ 17
+47
-13
+27
+62
+17
+18
+53
- 12
+28
+68
+18
+19
+59
-I I
+29
+74
+19
+20
+65
-10
+30
+77
+20
+21
+11
+2 1
+21
+22
+12
+22
+22
+23
+JJ
+23
+23
+24
+14
+24
+24
+25
+15
+25
+25
+26
+16
+26
+26
+27
+17
+27
+27
+28
+ 18
+28
+28
+29
+19
+29
+29
+30
+20
+30
+30
Ambush
Stalk/Hide
Pick Lock
Disann Trap
-25
+16
-9
+6
-25
+17
+22
+7
-25
+18
+23
+8
-25
+ 19
+24
+9
-25
+20
+25
+10
-25
+21
+26
+ 11
-25
+22
+27
+12
-25
+23
+28
+JJ
-25
+24
+29
+14
-25
+25
+30
+15
Magical Skills:
Read Rune
Use hem
Directed Spells
+21
-24
-9
+22
+7
-8
+28
+8
-7
+29
+14
-6
+35
+15
-5
+36
+21
-4
+42
+ 22
-3
+43
+28
-2
+ 49
+29
-I
+50
+35
+0
+18
32
6
+3
+15
+25
+20
+25
+40
+25
+25
+20
+20
+24
38
8
+4
+20
+30
+25
+30
+45
+25
+25
+25
+25
+30
43
10
+5
+25
+35
+30
+35
+50
+30
+30
+25
+25
+36
49
12
+6
+30
+40
+35
+40
+52
+30
+30
+30
+30
+42
54
14
+7
+ 35
+45
+40
+45
+54
+ 35
+35
+30
+30
+48
60
16
+8
+ 40
+50
+45
+50
+56
+35
+35
+35
+35
+54
65
18
+9
+45
+55
+ 50
+55
+58
+40
+40
+35
+35
+60
71
20
+ 10
+ 50
+ 60
+55
+60
+ 60
+40
+40
+40
+40
I-H Concussion
I-H anded
Thrown
Missile
Pol,,-arms
Gen"ral Skills:
Climb
Ride
Swim
Track
Subterfuge Skills;
an d Bonuses;
+12
27
4
+2
- IS
+20
+ 15
+20
+35
+20
+20
+ 20
+ 20
Widonu', T alt _ J Jiv~ fnt lnU5ic, good...,d wint, fast /Ti rndships, and thr joy
of finding an undi.:oY~rrd plusur~. My mothrr Tardonu w:os th~ nme way.:iS
w~. my father Wagyora. Ikfo..., they perished in {h~ .tonny wav" of the gre.t
Inland Sea. the "Su ofCukJ.," they taught mr to embrace lifc likc;t w:u a lovcr
in need of" full-blown hug.
I was born ~nd rai.ed in the city ofRi.vod. An old, cosmopolitan port .icu3ttd
ncar Ih c ~onflucnc. of the River Running and the Se~ ofRMn, it i. oft~n called
[he 'Crossroads of Endor: Myriad culturu chaucteriu (hisliv")y harboug~,
a pl ace whe..., a one_block .troll might mran mreting. with tribe. m. n bearing a
dozen different bannctJ and .pcaking as many tongu~s.
It i. hardly surprising, then, that I g"'w up (u t. By tht age offouruen. I was
running with friends all night at tim~s, and earning my keep by playing song. on
my enchanted harp. My fathn, who traded in wine, at r..,t sough t to ",in me;n
a bit; but, in the ond h~ concedtd mt to the .t...,cU. Hi. f"'quem journey. kepI
him away most of the time, and my mother s.w little "'350n 10 intervene in my
affairs. Sh~ had gTOWn up the sam~ way. So, 1 g"' w up strong and e.ublished
myself n a credible .ong.tr......
Not long ago, I met a channing young m.n ftom the und of GondoT. H i.
name was "Himramir." W e sha",<! 3 few m !. and pl.)" and .poke of travelling
together. H e disappeared suddenly, though. taking a copper .nd sapphire broach
my grandmolherhad given to me.oon aft er my birth. Feeling betra~d, 1 decided
10 fonow in hi. dusty wake and ",claim the heirloom. So, I .ea",h and explore.
CHARACTER BACKGROUND
& H ISTORY
t-
The GM must choose (or allow the player to choose) four ~re
Skills for the charact~r.
MONEY
- Widonu -
Culture/Race: Dorwinadan
Profeuion: Bard
Cu~nt
Level:
Skill/ Ability
uvd
Banw t
Item
Bonu,
Weight: ! 10 lb.
HairjEyu: Ok. Brown/Grey
Gender/ Age:
Ru lm:
Deme:. nor;
Per,onalicy:
Motivation:
Female/26
Essence
H ardy
Friendly
"Live&:Let~Live "
Va lue Bo"w
53
95
82
96
42
90
97
+5
+15
+5
+15
+0
+10
unguage
Logathig
\Vestron
Silvan
Black Spttch
Adunaic
LvII N ew R:mIuj
Ron' u vel u arned
5
5
3
2
+I/4th.9th
+1/2nd.7th
+ 1/ln,6th
Dunael
Rohirric
+ 1/3rd,8th
+ 1/Sth, IOth
Spell Lim
uvd Lc:arned
I) Controlling Song
I"
2) Item Lore
2"d
4,h
3) Sound Control
6,h
4) Essence's Way
5) Physica l Enhancement ___ 7'h
6) Unbarring Ways
7)
9",
poag<.
Total
Bonw/Ty~
MM
MM
MM
Wea}'Qn Skills:
I- H Edged
I- H Concussion
2-Ha nded
Thrown
Missile
Pole-anns
Height: 5'2"
S pecial
Banw
""vi. . .
[<i)J
o.
o.
o.
o.
o.
o.
Genual Skills:
Climb
Ride
Swim
Track
SM
SubterfUge Skills:
Stalk / Hide
Pick Lock
Disann T rap
5P
SM
SM
Magical S kills:
Read Rune
Use Item
Directed Spells
SM
SM
CO
MM
MM
MM
N OTES
SM
SP
SP
SM
SM
SM
SM
SM
SM
SM
SM
SM
RR
RR
RR
RR
+25
O.
O.
SP
Cul(urelRac~:
- Lblindir -
Naldo Elf
Profession: Bard
level I
Level Z
Bonus
Boow
Boow
Bonus
Bonus
Bonus
Bo'lll$
Bonus
Level 9
Bonus
L .....d 10
Skill/Ability
E~rienc ..
10,000
20,000
30,000
40,000
50,000
70,000
90,000
110,000
130,000
150,000
Po;n15:
Bonus
WtlIpon Skills;
I-H Edged
I-H Concussion
2--Handcd
C/J.ri,.;-7Q all]"vch -
+8
-22
+13
-7
+28
-22
+9
-2 1
+14
-6
+34
-21
+10
-20
+20
-5
+35
-20
+JJ
-19
+21
-4
+41
-19
+12
-18
+27
-3
+ 42
-18
+13
- 17
+28
-2
+48
-17
+14
-16
+34
-24
+7
-23
+7
-8
+27
-23
+49
-16
+ IS
-IS
+35
+0
+55
-IS
General Skills:
Climb
Ride
Swim
T rack
+21
+16
+26
+26
+22
+1 7
+27
+27
+23
+18
+28
+28
+24
+19
+29
+29
+25
+20
+30
+30
+26
+21
+31
+31
+27
+22
+32
+32
+28
+23
+ 33
+33
+29
+24
+34
+34
+ 30
+25
+35
+35
Subterfuge Skills:
Ambush
Stalk/ Hide
Pick Lock
Diunn Trap
-25
+41
+26
+JJ
-25
+42
+27
+12
-25
+48
+28
+13
-25
+54
+29
+14
-25
+60
+30
+IS
-25
+66
+31
+16
-25
+72
+32
+17
-25
+ 78
+33
+18
-25
+84
+34
+19
-25
+90
+35
+20
+42
+48
+47
+53
-8
-7
an d Bonusu;
+37
+43
38
33
6
4
+2
+3
+5
+35
+25
+25
+25
+25
+35
+35
+35
+40
+35
+35
+35
+5
+30
+35
+ 25
+30
+25
+30
+25
+25
+54
+59
-6
+60
+65
-5
+66
+71
-4
72
+77
-3
+78
+83
-2
+81
+89
-I
+ 84
+92
+0
+49
44
8
+4
+35
+30
+30
+40
+40
+40
+35
+40
+30
+30
+30
+55
49
10
+5
+40
+30
+30
+40
+45
+40
+40
+45
+35
+35
+30
+61
55
+67
60
+70
66
16
+8
+45
+40
+40
+50
+50
+50
+45
+60
+40
+40
+40
+73
71
18
+9
+50
+40
+40
+50
+55
+50
+50
+65
+ 45
+45
+40
+76
77
20
+10
+50
+45
+ 45
+55
+55
+55
+50
+70
+45
+45
+45
Thrown
Missile
Pole-anns
M3gical Skills:
Read Rune
Un Item
Directed Spdls
+6
-24
+6
-9
+21
+36
+41
-9
Misccllaneous &: &condary Skill,
+31
Perception
Body Devdopment
27
Power Points
2
Base Sptll DB
+1
+5
Acti ng
-5
App~aisal
First Aid
-5
+5
Meditation
+35
Trickery
+5
Diplomacy
Public-SJXaking
+5
+25
LoRSkilJ #1 t
+25
loR Skill #2 t
Lore Skill #3 t
+25
Lore Skill #4 t
-5
12
14
+6
+40
+35
+35
+45
+45
+45
+40
+50
+35
+35
+35
+7
+45
+35
+35
+45
+50
+45
+45
+55
+40
+40
+35
-I
t-
Th~ GM must choose (or allow the player to choose) four Lon:
Skills for the character.
TQr~1
wilbour '~I<lxl- 13 Ib
J 6-25 lb; - I 0: 26-35 lb;
-IS: 36-45 lb; -20: 46-60; -25: 61-80; -30: 81 - 100;
-35: 10 1-120; -45; 121-140; -55; 141-160
.withl: 23.S Ib -
( 1
- L6lindir -
PrOf"'5sion: Bard
Current Level:
Experience Points:
uvel
Skill/Ability
BonUll
Irt:m
Sptcial
Toul
Bonus
Bonus
BonusJTyp<"
MM
Weapo n Skills:
J-H Edged
J -H Concussion
2-Handcd
Thrown
Missile
Pole-arms
General Skills:
Climb
Ride
Swim
Tuck
Subterfuge Skills:
Ambush
Stalk/ Hide
Pick Lock
Disarm Trap
M.1gic.1l Skills:
Read Run ..
W ",igh(: 2 ! 8 Ib.
Hair/Eyes: BI;tck/Gr~y
,",nder/Age: Mald33
Ru.lm: Essence
Dcmunor. Proud
Puronality: H aughty
Motivation: uarn III Crnte
Alignmlnt: Good
Strt'ngth
Agility
Co'l5titulion
lnrdligcncc
Intui tion
Prucnce
Ap~arance
Value Bonu5
37
57
61
95
79
97
100
SP
SP
SM
SM
Us .. Item
SM
SM
D irCCled Spells
OR
SM
Height! 6'7"
StU
MM
MM
MM
SM
+0
+15
+10
+20
+10
+30
I) Item Lore
2) Controlling \\f3 )'S
3) ll! usions
4) Sound Control
5) Loft'
6) S?"ll Ways
7 ) Essence W ...ys
SP
SP
SM
SM
SM
SM
SM
SM
SM
SM
SM
SM
SM
Lvi Learned
I"
I"
3,d
5,h
6,h
8,h
9,h
Special Bonuses:
Ess.. ncc RR:
+20
Channeling RR:
+!O
Poison RR:
+20
Disease RR:
+ 110
DefensiYrBonus ( DB): +15
RR
RR
RR
RR
DB
B~SpcIlOB:
DB
Encumbrance PmaIty _ __
SP
[~~-------~
--'M'-~-&-M-~~--------~--------N-O=----------~[~
Cultun~/ Rac~:
- Lamalas -
Silvan Elf
Professio n: M ~gc
Skill/ Ability
uvd I
Bonus
Levcl2
Bo"w
E"pcricncc Point,,:
10,000
20,000
30,000
Movement at Maneuver:
No Armer: +20 all levels -!i<!jl LwbN: +0 al! levels -
40,000
50,000
70,000
90,000
110,000
Lewd 9
Bonus
Level 10
130,000
J 50,000
Bonus
W upo n Skills:
I -H Edged
I-H Concussion
2-H amicd
Thrown
Missile
Pole-arms.
+5
-25
-25
-15
+25
-25
+5
-25
-25
-15
+ 25
-25
+5
-25
-25
- 15
+25
-25
+5
-25
-25
-15
+25
-25
+5
-25
-25
- 15
+25
-25
+5
-25
-25
-15
+25
-25
+5
-25
-25
-15
+25
-25
+5
-25
-25
-15
+25
-25
+5
-25
-25
- 15
+25
-25
+5
-25
-25
-15
+25
-25
+20
+20
+25
-5
+20
+ 20
+25
-5
+20
+20
+25
-5
+20
+20
+25
-5
+20
+20
+25
-5
+ 20
+20
+25
-5
+20
+20
+25
-5
+20
+20
+ 25
-5
+20
+20
+25
-5
+20
+20
+25
-5
-25
+30
-5
-10
-25
+30
-5
-10
-25
+30
-5
-10
-25
+30
-5
-10
-25
+30
-5
-10
-25
+30
-5
-10
-25
+30
-5
- 10
-25
+30
-5
- 10
-25
+30
-5
- 10
-25
+30
-5
-10
+32
+22
+ 23
+ 39
+29
+ 36
+. 6
+ 36
+. 9
+53
+.3
+62
+ 60
+50
+ 75
+72
+57
+80
+8'
+64
+85
+ 88
+76
+90
+92
+83
+97
+96
+87
+104
and Bonwcs:
+40
+. 5
17
22
6
6
+30
+25
+25
+30
+50
2.
8
8
+30
+30
+55
33
10
10
+35
+35
+60
39
12
12
+35
+35
+65
+67
50
16
16
+40
+40
+ 69
55
18
18
+45
+45
+71
61
20
20
+ 45
+45
General Skilli:
Climb
Ride
Swim
Track
SubterfUge Skilli:
Ambush
Sulk/ H ide
Pick Lock
Disann T r.lp
Mogie-al Skills:
Rud Rune
Usc It em
Diuctcd Spells
I...mala. ' Tal~ - I WaJ boTn lam.I 50n ofCdahi. a' Ar:ldhrynd. ,he Hall, of
he Elven-king.. in Grnwood .h. Grul. Studying under the !ut<l.gc of.he Av>.r
mage Ardumi., I b"camc .. lnrned (cllow 3t ....cry young .ge. Unfortuna,dy, I
also beame uccptionally rud., . ] pined for.M wid. woodland. md .h. SlaT-
p".'"
or
I.
I.
+40
+40
t-
The G M mWI choo$c (or .1I0w the player to ch005e) .. Lor. Skill
for the chau(t<,r.
5 sp, 4 bp. 5
cpo 3 Ip ( lib)
Level
Bonw t
Skill lAbility
Item
Bonus
Movement 6: Maneuver.
No Armor
Soft Leather
Rigid Lr~thrr
Chain
Piau
0.
0'
0.
OB
0.
0.
General SkiD,:
Climb
Ride
Swim
Tl";lck
MM
MM
MM
SM
Subtufuge Skills:
Ambush
Stalk/Hide
Pick lock
Disarm T rap
ungu~ge
H~ir/Eyes: s..ndy/Gr~n
8th
Silv:on
\Vestron
Qurnya
Sindarin
Adunaic
Su,
Stl"l'ngth
Agility
Constitution
Inte!!igencr
Intuition
Pruencr
Appearance
13)
14)
15)
16)
Value Bonus
+0
33
52
46
98
92
76
86
+10
+0
+20
+15
+10
SP
SP
SM
SM
Magical Skills:
Read Rune
Usr Item
Directed Spells
MiJCelbn~w
Total
BonwfType
MM
MM
MM
MM
MM
Height: 6'0"
Weight: 153 lb.
Speci..t
Bonus
SM
SM
OB
Perception
Body Development
Power Point.First Aid
lore Ski!! t
Special BonuseJ:
Essence RR:
+20
Channding RR:
+ 15
Poison RR:
+10
DiscOlSC RR:
+ 100
O..rensive Bonus (DB): + 10
Base Spell OB:
Encumbrancr Penalty _ __
SM
SP
+2 add.r
SP
SM
SM
RR
RR
RR
RR
OB
OB
SP
l140]
Cultur~! RlIIc", :
- M irwen -
Dunadan
Level 9
Level 10
Bonus
Bonus
Bonus
20,000
30,000
130,000
150,000
u,vd I
uvtl2
Skill/Ability
Bonus
Experience Poinu:
ID,OOO
Ltvd 3
40,000
50,000
70,000
90,000
110,000
,', y.,"',
~.,
No Amlor: + I 5 aJllevds -
Scjr
u~tbt"
W eapon Skills:
I-H Edged
+15
-20
+10
-15
+15
+10
+IS
-20
+10
-IS
+15
+10
+ 15
-20
+ 10
-15
+15
+10
+IS
-20
+10
- IS
+ 15
+10
+15
-20
+ 10
- 15
+15
+10
+IS
-20
+10
-IS
+15
+10
+IS
-20
+10
- 15
+15
+10
+15
-20
+10
- 15
+15
+10
+15
-20
+ 10
- 15
+15
+10
+IS
-20
+10
- 15
+15
+10
- 15
+10
+15
-5
+15
+10
+15
+25
+15
+10
+15
+25
+15
+10
+15
+25
+15
+10
+15
+25
+15
+10
+15
+25
+15
+10
+15
+25
+15
+10
+15
+25
+15
+10
+15
+25
+15
+10
+ 15
+25
Stalk/Hide
Pick Lock
Disaml Trap
-25
+10
-5
-20
-25
+10
-5
-20
-25
+10
-5
-20
-25
+10
-5
-20
-25
+10
-5
-20
-25
+ 10
-5
-20
-25
+10
-5
-25
+10
-5
-20
-20
-25
+10
-5
-20
-25
+10
-5
-20
M"gicai Skills:
Rnd Rune
Use Item
Directed Spells
+32
+17
+18
+39
+46
+24
+31
+26
+34
Misc"U:aneous &. Secondary Skills ;lnd Bonuses:
Perception
+10
+15
+20
Body O .. vdopmcnt
43
48
37
Base Spell OB
+2
+4
+6
Power Points
2
4
6
Appraisal
-5
-5
+25
First Aid
-5
-5
+25
Signaling
-5
-5
-5
Lor~ Skill # 1 t
+25
+30
+35
Lor~ Skill #2 t
+25
+30
-5
Lor~ Skill #3 t
+25
+30
-5
Lou Skill #4 t
-5
-5
-5
Lore Skill #5 t
-5
-5
-5
+53
+38
+42
+60
+45
+50
+67
+52
+ 58
+74
+59
+66
+81
+66
+74
+88
+73
+82
+92
+77
+90
+25
54
+8
8
+25
+25
+25
+40
+35
+35
+25
-5
+30
59
+10
10
+25
+25
+25
+45
+40
+40
+30
+25
+35
65
+12
12
+ 25
+ 25
+25
+50
+ 45
+45
+35
+30
+40
70
+14
14
+25
+25
+25
+55
+50
+50
+40
+35
+45
76
+16
16
+25
+25
+25
+60
+55
+55
+45
+40
+50
81
+18
18
+25
+25
+25
+65
+60
+60
+50
+45
+55
87
+20
20
+25
+25
+25
+70
+65
+65
+55
+50
I -H Concussion
2-Handed
Thrown
Missile
Pole-anns
Genu;!! Skills:
Climb
Rid",
Swim
Track
Suburfugt Skills:
Ambush
M,rw~n's Tale _ They call m~ Mirw~n. Ihe "Jewd-m~ iden," (or I w;u born
b.ne.th Ihe lighl of an enclmmd gem. This pttrJeu emerald adomed Ihe ring
on my moth~r Miri"n's r,,,gu. the ume ring Ihal my grandmother and my
grandmolher's g,.,.ndmother proudly war<'.
L:uer in life. I learned Ibl Ihe jewel, Ihe MirG.len, and thering.lh~Corla;qa,
origin.lly hailed from ~ncienl Numenor. They were rescued by Miriphd, "prescient Seer ,n th. How<: ofElend ,] Ihe Tall. II is Jllid 1h~1 .he who w..... Ih.
Corlaiqa sh~!1 find bl=ing in her magic and curiosity in hn sou!.
I inh.ril~d Ih~. gifl.<, along wilh the ring, tI,. day my mOlher died. I al.o
b.came heir to a 51.... ng. legacy: a que" 10 find th. lo.t Book oflh Green Ligh1,
which was w,il'en in the Eld er Days by ,he N aldo Khol., Rumil afTit;on. A
gi(1 ftam IheNoldarta El rQ.---1he lirst KingQflhe [)Unad.n ofWelletne.",_
the {orne purporudl y tc ache. read"" much Qf what w;U Qnce known aooul
Noldo j. wd-cra rt. It i. bey<>nd price. and I.gends warn th'lI il .hould nev.r fall
in!Q unrighteous hand .
N~I",.,lIy.1 .~.k Rumi]'s oook. juS!~. I seck a prQfXr p c. (or my kind.
~~~~~,~
""J'
t-
Tol~1 wri,gbr:
__________ ______________________________.l__________________________________________
~
-![,~/]
'f~
t-
Bonuoes for the c.. ..... m lewJ ffOrn rhe previ ...... p>g<.
Level
Bonus t
Movement 6! Maneuver:
No Armor
Soft Leather
Rigid Leather
Chain
Plate
Skill/A bility
Item
Bonus
Wupon Skilh:
I-H Edged
I -H Concuuion
2-Hmded
Thrown
MiS5iJe
Pole-arms
unl Learned
I ) EsRn~ Puctptions __ I ..
2) Spirit M.utery
151
3) Light uw
2nd
4) Essence Hand
2nd
S) EsStnce's Wart- _ _ _
SptU Lim
',d
6)Spdl Ways
7) Illusions
8) Ice Law
9) lofty Bridge
10) E.:orth uw
4th
51h
6th
71h
8th
Language
Adunaic
\Vestron
Sindarin
QUl'nya
Stu
Strength
Agility
ConstituTion
Intellig"nce
Intuition
Pr"Knce
App<'an.nce
Value
39
90
43
99
78
57
64
Bonus
+5
+10
+10
+20
+5
+5
MM
MM
MM
MM
MM
0.
0.
0.
0'
0'
MM
MM
MM
SM
Subterfuge Skilk
Ambush
Stalk/H ide
Pick Lock
Dirm Trap
Tout
BonwfTyp"
0'
General Skilh:
Climb
Ride
Swim
Track
Height: SIO"
Weight: 150 lb.
H:l.i r/Eye~: Brown/Hazel
Gender/Age: Female/27
Rulm: E"ence
Demunor: ~riow
Puwnality: Inquisiti~
Motivation: Curiousity
Alignment: Neutral
SpUtal
Bon\d
SP
SP
SM
SM
Magical Skills:
Rud Rune
UK hem
Diruled Sp<'lls
SM
SM
_ _ _ 0'
SM
SP
SP
SM
SM
SM
SM
SM
SM
SM
SM
RR
RR
RR
OR
0.
0.
SP
~~',J~------------~----------~------~
N-OT-""----------~[~',l
'-Y
EQUtPMF.NT &. MONEY
. . . . . ' ....
- Elbragol -
Level 9
Level I
Level 2
Skill/Ability
Bonus
Bonus
Bonus
Bonw
Bonw
Bonus
Bonus
Bonus
Bonw
Lt:vd 10
Bonus
fupericncc Point.!;:
[0,000
20,000
30,000
40,000
50,000
70,000
90,000
1[0,000
130,000
ISO,OC()
Movement
a.: Maneuver.
a..,":-35 an lcvcb -
Wupon Skills:
I-H &lgt<!
I-H Concussion
2-Handcd
Thrown
Missile
Polc-;"nn5
General Skilli:
Climb
Ride
Swim
Track
+ 10
20
+ 10
15
+20
20
+10
20
+15
15
+20
20
+ 10
20
+20
15
+20
20
+16
+21
+16
+16
+17
+22
+17
+ 17
+ 18
+23
+ 18
+23
+19
+24
+19
+24
+20
25
+15
10
+20
25
+15
+15
25
+20
+15
25
+20
+15
25
+25
+15
+20
+20
+20
+ 16
+21
+17
+22
+27
+19
+28
+33
+21
+10
20
+25
15
+10
+10
20
+35
15
+20
20
+20
20
+10
20
+50
15
+20
20
+10
20
+55
15
+20
+22
+27
+22
+37
+23
+28
+23
+38
+24
+29
+24
+44
+25
+30
+25
+45
25
+30
+15
+20
25
+30
+15
+20
25
+35
+15
+20
-25
+35
+15
+20
+ 46
+51
+27
+52
+57
+29
+58
+63
+31
+64
+69
+33
+70
+75
+35
+56
49
+12
12
+20
+30
+25
+25
+62
54
+14
14
+20
+30
+30
+25
+68
+74
65
+18
18
+25
+35
+35
+30
+77
71
+20
20
+30
++0
+35
+35
+ 10
20
+40
15
+10
20
+45
15
+20
20
+2 1
+26
+21
+31
+20
25
+25
+ 15
+20
+34
+39
+ 23
+40
+ 45
+25
+50
43
+10
10
+15
+ 25
+25
+20
20
20
+30
15
+20
20
+25
+20
+30
20
Subttrfugc Skills:
Ambwh
Sc...[k!Hidc
Pick Lock
Dis~nn
T rap
Magical Skil&:
Read Rune
U.sc Item
Din'acd Spt'lls
DB
Power Points
Anim~1 H~ndling
Bo~! Handling
First Aid
Sky-W~!ching
+2
2
20
10
+ 15
- 10
+4
4
+ 10
+6
6
+10
+20
+20
+44
38
+8
8
+15
+25
+ 15
10
+20
10
+20
+20
E1bngol'l Talc _ I ~m Elbngol. In. "Sudden Sur." !he Jon of Ihe 5inda Elfrtuiden Silrtur_n ~nd the Arthad~n R ~nger Orodhil. My mOlher 00", mc .ome
thirty-on. ye~ .. go. lS m.lay dying in the .molde.ing ruin. of my f.!he.. keep.
Thus. I waso'ph~ned.1 birth. R cu.d by AmOOron ofViny~th..d. I w~ i.ed
by Ih. Noldor of Fo.lindon. They taught me to .u~ct the culm",. of my
p~rentJ.~. well th~1 of Ihe High ... I"". of the HonlC of Finwt.
I take pride in my Pc..,.lhil roou. and w,lk proudly . mong . ny pwple. Yet
I am mml comfortable in ,h. wilds ... if I could ",member and f.cI the urn.
puions Ih~1 drove my fain.. '0 the fronli., of nortn.rn Eri.do .
$l:nngdy. my enchanted ... IT. Amimo,.". is rtpulcdly the prop"'rty of the
Mon who .Iew my pOrtnu. II i. fashioned in In. [)Un~dan style . rw:lIC'YU ...
cons!.>nl rtmind of ,h. truchcry (oment.d by juloUJ. greedy huru.
II is my ckornl wi.h and chOICn purpoJ. 10 ........ lhe Lord. o(both Lindon
and Arthedain. I ho~ 10 lend my .kitJ. ... 'p"'Il ...stc, to nch o( their C.UJ,...
First. howe ..er. I .hall .mb~rk on journey 10 find an Arth.dan St.. named
Nirnndan. Ihe m~n who killed my family in order 10 (ulfill an evil pledge.
+20
60
+ 16
16
+25
+35
+30
+30
IIl!J\Ic~~l~C;";I;'";';'/~R~";'~'~H;';I'~-';I'~::::::::.............--..~1O;1;b~r;a..o;1i"~Curnnr
~::~::~:::::-~:;::::~::P:'70
:k:.:":.o:~~.A::",:.m:":'"1r~J
Ltvd:
Experience Points:
uvd
Skill / Ahility
Bon u,
Ium
Spt:cial
BonUll
Somu
~ .
T ouI
Bonus/Typ..
MM
W eapon Skills:
I-H Edged
I- H Concussion
2-H anded
08
08
OR
O.
T hrown
08
08
Missile
Po le-anns
Gener",1 Skills:
Ri de
Swim
MM
MM
MM
Track
SM
Climb
Ambush
Stalk/ Hide
SP
SP
Pick Lock
Dis~ nn Trap
SM
SM
M agical Skills:
Height:
Weight:
Hair/Eyes:
Gend er/ Age:
Rulm:
6'3"
200 lb.
Black/Gr.. y
Malc/31
Channeling
D cmu no r. Rescrv..d
Personality: Thoughtful
Mor;ut1on: Pres('rve Culture
5
5
Sindarin
\V"srro n
Qucnya
Silvan
Lists
Levd Learned
I) Calm Spirits
1st
2) Surface W ays
J) Cr~~tions
ist
2nd
4) BJ<XXI W ays
2nd
5) Bone/Muscl~ W ays_Jed
6) Direa Channding _ _ .,h
7) Sound/Light Ways _.eh
8) Natuu's Mo vemem __ 5'h
5m
Strength
Agility
Constitution
Inu II igence
Intuition
Presence
Appearance
Val ue Bonus
53
8J
46
92
95
64
91
+5
+ 10
+5
+10
+15
+5
10) Protections
II ) Organ W~ys
(2) SpdI [flfen$e
14) Purifications
9th
(5) Animal M astery _ _ 10th
6th
7th
8th
Rnd Rune
SM
Use Item
Directed Spd!$
SM
08
SM
SP
SP
SM
_ _ _ SM
SM
SM
RR
RR
RR
RR
+10
08
08
SP
~[J\Ic~l~--------~~~u-'~-'m--&~M-ON-,,----------l..--------~N~o=------------~lJ\lcl
- Beraiath -
Profession; Animi$!
uvd I
u vel 2
Level 9
Lev"! 10
Skill/Ability
Bon~
Bon ~
Bonus
Bonus
Bonus
Bon~
Bon us
Bon us
Bon~
Bon ~
10,000
20,000
30,000
40,000
SO,()(X)
70,000
90,000
110,000
130,000
150,000
[!J
Wupon Skills:
I-H Edged
I-H Concussion
2--Handcd
Thrown
M issile
Po Ic-amu
General Skills:
Climb
Ride
Swim
TfllCk
-20
-20
+10
+10
-20
+20
-20
-20
+10
+10
-20
+25
-20
+10
+10
-20
+30
-20
-20
+35
+16
+31
+16
+6
+1 7
+'2
+17
+12
+18
+',
+18
+ 18
-25
+20
-25
+'0
-25
+20
+5
+30
+31
+6
-18
+37
+7
+ 14
+40
-20
-20
+10
+10
-20
+45
-20
-20
+10
+10
-20
+50
-20
-20
+ 10
+10
-20
+55
-20
-20
+10
+10
-20
+57
-20
-20
+10
+10
-20
+59
+19
+',
+ 19
+2,
+20
+'5
+20
+'0
+21
+'6
+21
+'6
+22
+'7
+22
+42
+2'
+'8
+2'
+48
+24
+'9
+24
+54
+25
+40
+25
+60
-25
+25
+5
+30
-25
+'0
+5
+30
-25
+'5
+5
+30
-25
+40
+5
+'0
-25
+45
+5
+'0
-25
+50
+5
+30
-25
+50
+ 10
+30
-25
+50
+15
+30
+43
+13
+16
+ 49
+ 14
+2'
+55
+20
+25
+61
+21
+'2
+67
+27
+34
+7'
+28
+41
+79
+34
+4'
+85
+35
+50
+54
49
+8
12
+'5
+10
+45
+45
+60
54
+1 0
15
+40
+10
+50
+50
+66
60
+12
18
+40
+15
+55
+55
+72
65
+14
21
+45
+15
+60
+60
+78
71
+16
24
+45
+20
+65
+65
+84
76
+ 18
27
+50
+20
+70
+70
+87
82
+20
,0
+50
+25
+75
+75
-20
-20
-20
+10
+10
-20
-20
+10
+10
Ambush
Stalk/ Hide
Pick lock
Dinnn Trap
M2gic:u Skifu:
Rnd Runt;
Use Item
Directed Spells
Base Spell DB
PownPoinrs
Animal Handling
First Aid
For~g;ng
Sky-W ~tching
+2
+'0
-25
+'0
+'0
+4
6
+30
+5
+'5
+'5
+6
9
+'5
+5
+40
+40
lkraLith'l T ale- l ~m p~rt of a Im~U. scc r(cive Northm~n people. the so-called
"lkar-folk of Rho van ion." \Vtca!1 oundveslkijabu. Elda chronicle", speak of
u. u the .. lkoming. ... or Children of Ikom.
I grew up to the wen of the G~u River. not f~r from th.lullowed Carrock.
.t Long-.pring House. There. JUSt below lhe H igh P.us.I lumed the lore of my
peopl. and the wa)lll of wild . My father. Iknufa. W", aSkin-changer. H e ,,"ught
me to conju~. &fore long. I found comfort and COUTagt' in Nature-magic and
(he powers of the al mighty IXma. Th. H ununun gave me strenglh and blested
my spells.
Like all my people. my family is en([mted with a W atch. The F~e Peoples
rely on us to keep Ihc Misty Mounuin pa ..,. and the adjoining trails 0p"n and
ufe. wuthcrpcrmitting. 0", Watch e"tends northward and wcstward from the
c..rrock. and includes the old Ore_hold at Goblin-gatc. Iktwecn Ih. Yrch and
theit crude t",p'. many of my brethren fuvc pt'ri.hcd.
While thelkij.bar a~ .. reclusivc 101. our ,.rvice . , Ih. ca~t>kers of the g.ce.
into Rhov.nion demands thai wc deal with oth~r nations. Thu. I h.ve b.:~n
appointed to deliver word of the fOcent elev.t;on of my father to the pos< of
W.ildanb.ir. [ plan to travel far and wid~. , pr d;ng good liding. on b~h.J f of
my kin.men. and I rning the w~ys of other peoples.
En.... mbr"n{c Pm,,/ry: +0: 0-25 Ib; -5: 26-35 lb; - I 0: 36-45 Ib;
- 15; 46-60 Ib; -20: 6 I -80; -25; 81 - [00 lb; -30; 101 - 120 Jb;
-40; 121-140;-50; 141-160
Spur (+ 10 OB) (2 Jb)
Shidd (+ 25 DB)( 15 Jb)
H andan (5 Ib)
Bractl!:t (+ 2 spell "dder. 0.5 Ib)
Clothes tit: Perso nal Effecu (i nclud~ boou. cloak. weapom; belt)
Belt Pouch ( w/ money. Flint tit: Sted) - 2 ~p. 3 bp. 2 qJ. 5 Ip ( lib)
&ckpack ( ho lds 20 lb. weighs 2 Ib)
Bedroll (5 Ib)
Lock Pick Kit (0.5 Ib)
T arp(4 Ib)
25' superior rope: ( 1.5 Ib)
3 T orches (3 Ib)
Waterskin ( llb)
Grcatbrcad (3.5 days. 2 Ib)
l' 1
- Beralath -
CulturdR2ce: Bromin
Profusion: Animist
Current Level:
t-
T.s.~
Experience Points:
Skill/A bility
Level
Bonus t
Itc:m
Bonus
unguage
Adiduck
Gender/ Age:
Realm:
Demeanor:
Penon.ality:
Motivatio n:
Channeling
Cheerful
Jovial
Pre5erve Culture
Waildyth
W e5 uon
N ahaiduk
Silvan
5
5
5
5
Alignment: NttLtr.ll
SPf'1l Lists
Level Learned
I) Animal Mastery _ _ _ In
2) Calm Spirits
3) Surface Ways
4) Nature's Lore
In
2nd
2nd
Sa,
Strength
61
Agility
Constituti on
78
3 rd
Intelligence
Intu ition
Pr..,~nc..,
7) Blood Ways
5th
8) Bone/Muscle Ways_6'h
Appraunce
9) Organ Ways
7th
IO) Sound/Light Ways ~ 8th
J I) Protections
12) C reations
S) Plant Mastery
Value Bonus
88
49
100
51
+5
+5
+5
+0
+25
+0
"
9,h
I",h
Total
Bonus/Type
0.
0.
0.
0.
0'
+10
0.
MM
MM
MM
SM
Subterfug.., Skills:
Ambush
Stalk/ H ide
Pick Lock
Disann Trap
SP
SP
SM
SM
Magical SkiUs:
R..,ad Run..,
Us.., Item
D irected Sprlls
Spcci.al
Bonus
pr<yiaul 1"&<.
MM
General Skills:
C limb
Ride
S wim
Tuck
Height: 6'4"
Weight: 220 lb.
.....
SM
SM
0'
SM
SP
SP
SM
SM
SM
SM
S p..,cial 8onuns:
~nceRR:
+0
+25
Channeling RR:
+5
Poison R R:
Di~a.se RR:
+5
Defensive Bonus ( DB): +5
Base Sprll OB:
Encumbrance Penalty _ __
RR
RR
RR
RR
+25
D'
CO
SP
146""
Part VII
Apptnd ica
unwieldy.
h."
P liYSICAL C HARACTER
Build: Short, stocky, strong, wl!h rxceptiona Ill' strong limbs, Mal.!.
average 150 pounds: females, 135 pounds.
Coloring: Black, red, or dark brown hair. Fair to ruddy compblOil.
Endurance: T remendow. They can carry great burdms 0 \'''' 10flj]
distances with little resl.
Height: Males avenge 4'9"; females. 4<5".
247).
ERU
VAUI
-R----------I
A"'-'
MAlAR
s"'ruman
Dw.uvts
U"J," - -
Wra.R DS
SAU\tON
MORGOTH
--- ---
Mon
--
Elvts
H obbits
---
Troll.
-:::::.::-::;---
--_:: -- - - _ _ __"-r--L----,
----_
-- -- ---Half.",,!!.
--
Olog.h.,
..
OTHER FACTORS
147
Demunor. Sobrr, qui et, posse.uive, suspicious, pugnacious, intros~ctive, ,md o ft en very gReedy, Tenacious warriors, they fighr
Without qwrttt" and ne\'H retn:<IIt. E<iich DW<lln tn:~ll his kind as
brothers ~nd non-Dw~rvcs as le$.Ser beings who, one w~y or
MlOther, ~re a COnSI~nl threat. Their blood is thick and their
bonds arc decp. They enter into agreements with utrcme C<llrc.
but, once m<llde, honor thr-m to th e letter. The old adage is true:
-00 fnend ev",did a Dwarf a favor, no emmy ~ ",,"ong, without
~ing rep~ ld in full."
ungwge: 5111l"fing Unl"lIgn: Among Ihl'mselves, Dwarves speak
Khuzdul (Rank 5), a guarded longul' known by virtually no one
bu t themselves. \Vhen in public or about in (he wild, Dwarves
s~<IIk \Vemon (Rank 5), Ihl' Common Speech. or one of the
Elvish tongues; Belhteur (Rank J ) or Sindarin (Rank 3). S!m
Ikwlop,,, ..u: Dwarves also h~vl' Ihl' opportuniTy to learn: Adiduk
(R~nk J), [hln.,el (R <IInk I ), LogMhig (Rank J), or Nahaiduk
(Rmk 3).
Prejudices: O rcs, \ Vargs, and Dragons arc the sworn ene mies of all
Dwarven-kind. Above all other r~c(S, they despise theS(" I he most,
although they arc u trcmdy suspicious of mages and Elves. They
have suffered tOO mu ch as a rl'sull o f magic. No Dwarf will ever
forgel the sly words o f $;ulron, one whose conjuring ensl~ved
m<llny of their great lords.
RHtrictions on Profc.ssions: No Dwarven Magnor Bards. Taught
1nd bleM by the Vala Smith Au l;:, Dwarves pncticc a plai n,
pr.lctic<IIl E:irth-magic. They know of spells <lind ench~nnncnts,
but gcnC"r.llly scoff at the W<llYS of Elves or other conjurers,
preferring msuad to usc such powcr in the making of pcnn~nt
phYSical Items. Traditional M ages and Bards arc unheard-of;
Instead Ihey produ(C alchemISts and cnglmn-s.
O UTFITTING O PTIONS
Dwoif
BACKGROUND O PTIONS
Appendix
A-3
Cult ures
/ Races
- - - ---<l"
UMLI __- - - -
Th~
PHYSICAL CHARACTER
Appmdi...
OTHER F ACTORS
Weapons: Dagger, handa~ .., short sword. club. war hammer, ma.
whip. bola, composite bow, short bow. sling. batlle-ur, nolil,
quutemaff. ja....lin, spear. RM 0f'"O"': knife, war mattock. h~l
pooo_
ArmQr. Any. The Urn!. favor ngld lea!hM' annor made from!M
~hs of thc polar bear. northern dk. 5<'al. or whale hide.
Clothing: OurlT l"rb: long, fur-lined coal made from the peluofd\t
polar bc:ar, 5<'al, whi,e fo.l. "rctic hare. or snow lion; large lealher:
hood with long, fur-lined "wings" thJ! wr:Ip around the IK'ck.u
a scarf; soft feh or knitted cap o f yarn spun from anll1lal hair,
h~avy. fur-linn! leather nuttens ol'er IIgh!er, knitted hlK'r-mlt
teru; leather panU; heavy, Ihlgh.hlgh lea!her boou. inlllT 1''''
shirt of suedtd Icather; jerkin ofknlul yam spun from anrnW
han-; leg hol-t- of sulcd lcatheror knml yarn; soft luthers",,"
or half-boou. Nont of thClr g~ n"enu are dyrd, retn.llnlng !Ilt
Ix.ge or neutral shades natuml to th~ Wild.
Monty: Goods which may be bartered or sold for comag..: a skin
of spt'nnactll (,mpon.lOt mg",dient m ointments and candia)
worth 20srlvtr pltCCS; 7 1eavCJ ofDJrsurion ( a lcafhnl. 16
conCUSJron h.ts;) wonh 3 sp nch; 4 5('.11 pelts worth 5 sp exh;Of
10 carvtd tnnk~u of rurwhal.vory wonh 2 sp each.
BACKGROUND OPTIONS
Umli
~o.
Special htms: All avaI lab le. M051 should bot- corutructtd from
matenals common m Ih~ Far North: hrdrs, bone. wood, bronzr,
Imn.
futra Money: A 5<'1"cllon of hnbs (Arfandas. EdrJrn, JOJo;opo.
Darsurion. Grfnul. Mirennn. \V ind amit, Arlan. Delrun.
Melandar. Olvu, Aldab. Febfendu, AtigaJI. Kathkun, and/O!
Zur) worth 1-200 gold plrces.
H obbies: PrrtMry5i.Ih: movlng and mancuItnng In any annar, inJ'
weapon skIlls, trackIng, any magICal skrlls. sulk/h.de. pnuptlon, body d~vclopm~nt. SttonJ..ry SI,II., cavmg. fOr:lgmg. roptm;utery. sky-watching; ArlrStll Sidl. . danct. stol'}'lelltng; JltWrr..
5i,/b: icc-skating, skimg; eN]1 5h/b, bone-carving. leather-work
ing. smithmg, trap-building, wood-carvmg; l'ifTlInft 5Mb. publ,t
5pt'3king.
SUI Incrusu: Any srat may be mcreased.
futra l.an~gu: In addition to tht tongues ],~ltd .lboV<', Umh
mrght In unusual arcurrulancC'S learn: Black 5pn-ch (IUnk 2~
Nahalduk (Rank 2). or Orkish ( Rank 2).
Appendi~
A-2
C ulCU TU
/ Raccs
-~
They are also immortal, and age in a &,",ceful, nearly impt>rcepriblc mannn. Elves commonly die from only two OIu~: through
'Klk"ce or as a rtsu lt of a wuriness of the world. In the latter c..se
11\ Elf II simply overcome wllh gTlef OVff the course of lime. thereby
loslllg the w,1I (0 I,,'e. All the EIYes woo p;1ss away are gatherrd in
tho: HallsofMandos, the Place of Awairmg. in the farwest of Aman
(Vahnor). There they awai t lhe End of the \Vorld, or are ...,Ieased
back IntO th e world to replace another of their Jill(' who has
pmshed. In a s.cns.c, EI~ arc often reborn as descendanb of
tho:msclyes.
The EIYes reY<'rt the Vahr (Q. "Power,') ~nd many know their
1LI1UIl" well. Stili, they have no formal rdiglon; instead they show
thtit rt'sptct through ~try and song and gather to celebrate life
mel the gifl5 from on high. This ruptct for the way of things is
~Iy tied to their ac((prance of their close ties to the Fate sct
down in the SongofCrtation. although much of It ..Uo stems from
III undersundlng and joy regarding the Crnl101U of n;lture which
Iu..... been handed down and owerseen by the Valar. Abowe all but
EN they worship Varda, Queen of the Valar and fai rest of all in
mauon. She ,$ the bnnger of light, and they c.. 11 her '"uay of the
fun'" (Elentan or Elbere!h)
Elves do not need sleep. IIUTrad, they nuiye rest through
mMitation involying memorie~, past ('Vents they recall with renurkable Ylvidness. Nonmlly they go into this trance- like state for
1ippfO(imatciy two hours each day, although they can function for
lBany days with 11IIIe or no relie( \Vhile in their mrdiutive su tr.
El,,", are urrn:nely difficult fO awaken; rhey ri~ af a point
pm1ouslydccided. Thismannerof reslls m keeping with the Swen
fondness for the night. Men hawe often rtfelTtd fO them as people
Ililhr ltars with good rt:ason, for Elwes oS .'IS well on a star-lit
fttmngas a man would at fhe height of day. Elwen Sight is ideal for
the parCIal da rkness of the shadowy forest or d oud ysky. and allows
Ihnn a mobclity un like that of any ot her race. In absolute darkness,
bo~~r, they suffer as others do; they can not see at all.
Thei r sense of hearing is abo superb, and no doubt accounts for
the EIVi:n skills with mllsic. Their reveTence for song is unparaJJeled
and Iw affected their language and way of kee ping precious
It(Oltb. The Elves were first to usc spoken words and have ta ugh,
Ibtothtr TaCts of lhe gift of sp::ech; thus their own name for their
kmd: ~Quendl"---{he "Speakrrs." All of their sptcch has .. musical
qwltty whtn spokm properly, lending iU<'lf well to Yf"I"5-C. Elven
l.an!s, then, have had little trouble m maintaming the hlnories and
epees of their raee as a collection of wondrous songs and spoken
P"'ry.
Part
vn
Ap~ndi<n
>
Build: Of all the Elves. the Noldor arc the strongest and sturdiest
o f build, alt hough they are still slimmer than Men. Ma les "~'erage
21 5 pounds; fml .. les, 175 pounds.
Colori ng: M ost are dark haired and hawe gnyish eyes which betray
a proud demunor. Descendants of the Fingolfin and FilUm n au
ofltn f~ir haired and blue eyed. for their blood contairu Vanyar
influencn.
Endurance: They do not e.. rry great burdens, but thty an tapable
of traveling 16-20 houn a day. The No ldordo not slp; instead
they rest in a trance for I -3 hours a day (th is restores any Power
Poinl5 used casting sptJls).
H tight: Males average 6'7"; fmla lu, 6'3".
LifCllp;1n: They are immortal and Will o nly dit due to vio lence or
,f they weary of life and lose: rhe Will to live.
Ruisunce: They c.. nnot bt,oome sick or sc.. rrcd and .. re vin ....lly
immunr todisc:~. +20 DB and RR bonu$CJ versuscold .. tucks.
Specilll Abilitiu: No race seu beuer outJide during the darkntsS
of night than the Elves. Noldo vision under moonlight or
starlight is as good:lS a M an's during the hdght of day. ln othn
situations when there is any light .source, Noldor can see at least
50' pe rfectly and fairly wel l up to 100'. In absolute darkness,
howtvcr, they arc: no better than Men (i.e., rhey can't s.ce at all ).
Their hearing range is three times the nonn. Noldor ~rr unparalleled .. t undersunding and working with crafts. +20 for Us.c
Item rolls.
Appendu
A-3
C ulturcs
/ Racc$
CULT URE
Part Yll
Appendi,,,"
b.. .""
Since the Noldor ar~ Elves and tied by their immortality to tlw
Song of Creation. they arc strongly bollnd to Fate and get onlytW\l
background options.
S pecial Abiuties: All avai lab[e. R epla c~ ran ge 61-65 with: stn.itiw
to the Essence. t.he way it pools and flows; this sensitivity c~U5eI
the character to be immediately aw~re of the ptestnC~ of ~n1
enchamments o r 5p"11s ( C;I$t by Essence-users o nly. not Channding) within SO feet.
Spt:eial ht:ms: All ,.vailablt. Most should be construCted ftOm(if1("
or rare materials: ard arcer. arbor:mg (hIgh st .... l). arhdfd (hIgh
glass). borang ( low steel). silver. ga[vorn. gold. m ithri l. gmt$.
Extra Mont:y: Gems (amethyst. diamond. emerald. opal. s,pphirr)
worth a total of 1-200 gold picces.
Appendix
A-2
Cultures
/ Races
H obbit:s: PrimQry Skills: any weapon skills. ride. read runt. usc itm,
directed spells. perception. body clndopmcnt. spell lim. Ionguages. Srront&ry Skolls: acting, medilat ion. sky-w.llching; Artirtr
Shlls: dance. instrumental music. poetry. singing; C...Jr 51;&,
embroidery. sewing. metal-smithi ng. jewel-smithing: J'!fI_
Ski/ls: leJdership. public speaking; Lort Shlls: hIstory of f,!t>\IUI
weapons and olher enchamed creations.
Stat Incru.su: Any stat may be increased.
Extra languagt:s: In addition to the tongllu listed above. a Noldo
might in unusual circumstances learn: Black Spe..ch (Ran~ 3}
Logathig (Rank 3). or Rohirric ( Rank J).
OTHER F ACTORS
(sing. Sinda)
10
cro"
OVCT
tht sea to
/\nun; Imlcad thcy suyi III Middl..-tanh. Thl"y. like thc Silvan
Elva, aR p.:m of the Moriqucndl. the "Dark E ]yu" who nCWT!.3w
lilt Light of Va 1111or.
PH YSlCAL C HARAcrER
Build: Thin when compared 10 Men. the Sindar arc nearly as [all
as the Na ldar but arc generally slighter of build. They arc mOR
..
P"rs r'"
Part
vn
Appmdic ..
b.
""
S'"J..zIlj
CULTURE
Appendix
A-J
C u ltures
/ Races
PutVIl
App<ndic..
b..
""
OUTFITTING OPTIONS
W eapoN: Dagger, broadsword, composite bow, long bow, flail,
quarurstaff, two-handed sword, javdin, s~ar. RM vpti{ttIJ: kynac,
falchion, foil, dag, main g~uche. rapier, bastard sword, gt
prkbalb.
Armor. Any. Sindar prefer to derive the protection given by ~nnor
from magical clothing (rolxs. ca~s, gauntl e~, belu, vcib) wh~n:
such is ~vai labl e r.lther th~n from encumbering leather or metal
suits.
Clothing: Smock of gau:.:c or light silk; do~-fitt;ng V~Sl or tuni c
of fine linen, co tton, or heavy silk--tunics vary in length from
shorr gannents barely extending below the waist 10 long ones slit
up [h .. sides for freedom of movement; leather or metal belt or
a sash of/inen or silk; close-fitting hose or a nrong skin o([ucent
organdy or heavy silk n:aching from mid-calf to the ankb: boots
or dccontive opm sandals: hip- Irngth apr. Th.. colors of th..
gannents arc all variatioM on white and grey: (fearn, ..ggshell.
ivory. pear!, lemon, charcoal. taupe. blue-grey, rost-grey, gn:rngrey. smoke, silver, beige, etc. Embroidery and appliqui arc used
sparingly, usually to crtate tuture or pattern (as wit h whire on
whitr or cream on lemo n) r.u h .. r than for contrast (whitt on
charcoal or blur-grey on ivory).
M oney: Gems (clearquanz. blond chakedony, zircon. mother-of}H';l.r], whi t.. spind) wonh .a tot:l.l of 2 gold pi..cu.
BACKGROUND OPTIONS
Since the Sindar arc Elves ;l.nd tied by their immortality to the
Song ofCreation. they ar.. strongly bound to Fatr and get onl y thrff
backgrou nd options.
Sp..cial Abilitiu: A[[ availablr . Rrplace range 61-65 with: proficient M learning lan~3ges: cha racter r..ceives 3n additional 10
ranks to b.. distributed among the languages of his or hM" choic..
(subject to GM approva l) ; additionally he or she receives I Clttr..
language ... nk at e3ch levd.
Special h ans: All availa blr. Most should lx be~utifully crafted,
bearing floral or luf motifs. 3nd constructed from fint or
re lali"~ l y ra .... materials: sterl, silvcr. mithri l, cry5t31, closegrained wood. marble, agat~, amber.
Extta Money. Gcms ( fire opal, diamond, prarl. moonstone) worth
3 tota l of I-ZOO gold piec...s.
H obbies: Pr;m~ry SkillJ: any weapon sk ills, swim, read nine, uSC" itrm,
stalk /hide, perception, spell lim, hnguages; 5O"J~ry SkillJ: acting. boathandling, meditation. rope-mastery. signaling, skywatching; Art;ltk S'ills . instrumental music. po<"try. singing; emit
Skil&: wood-crafts. weaving. spinni ng. sewing, embroidery.
fletching, ship-building; l..flwntu Shl&: publit speaking, leadership; um S1ilIJ: navigation. lettering s)'!; rC1ns and alphabe~.
Stat Incre:l.'lles: Any stat may lx incre~5rd.
Extra Languagu: In addition to Ihe tongues listed above, a Sinda
might in unusual circUlrutanClE"s learn: Apysaic (Rank 3). Black
Sp"ech (R ank 3). H aradaic ( Rank 4). or Orkish (Rank 3).
Appendu
A-2
C ulture.s
/ Races
~~-----.
Muri~g ..
Special Abilities: All avai labk Rtplact range 61-65 with: special
affinity with trtes and wooclland foliage; all physica.l activitits
pnfonnt d by tM characttt are at a + 15 bonus wh .. n in foresttd
lernun.
Sp..cial h6Jl5: AU avai lable. Due to tht Silvan fondness for
wood land. many items should be fashiontd from fin .. or tnch ~nted wood, .. vrn wuponry typicall y metal in other cultures.
Sted. silver. whiu go ld, tasar.mg, and bronze are also possible
mattrials.
'"'1 53""
Extn Monry: Cians (aqUluru,rint . black opal, bloodnon.-, canK"[Ian. gamrt. fire opal. blue topaz, jade. star sapphire) worth a toul
of 1-200 gpo
Hobbies: Pn'",Qry Skill,: movmg and maneuvering in soft or rigid
leather, any wt apon skIlls. climb, 5wim. track. use item. direcud
$pells. ambush. stalk/ hide, p ...c.. plion. sptll lim, languages.
5DnJ.,ry 5I:il/s: acrob~tiC5. actmg, animal handling. boat-handling. cookery, first aId, foraging. mtditation. rope-mastery.
signal109, sky-watching. ArtiJlic 5I:i/l... instrumental music, singing. Alhklic Ski/b: skiing. skating. surfing. f~ppelling. C.4ft S!ilb:
wood-crafts. leat hH crafts, fle:tching, spinning. weaving. l.o,~
51,/11: plant 101"(", animal Ion:'. teo logy.
Stat Incrusts: Any stat may bt mcrt as ..d.
Extn Langu ages: ln ~ddilion 10 the tongues listed above, a Silvan
Elf might in unusu~l CIrcumstances leam: Apysaic (Rank 2).
Black Spurn ( Rank J ). Varadja ( Rank J ). or Waildyt"h ( Rank
3).
Silva" Elf
Armor. Any. Sd"an Elvu arc a varied group. Some prefer encru.nted leathff ann or, whde ochers favor r1() prorrctiv.. garb. and
guard throlStlvn msttad with S/:,dJ spells.
Clothing: W....I"'''-..St1l": S,lk or conon blouse ( whlrt. beige. pale
grttn, or pale grty): trIm-fitting tunic ( length varin from mLdu lf to mid.thigh) ofhe~vy silk/coHon or bther worked so
fine ly as to dupe hke fabric (bark brown. leaf gr..en. stonn grey);
bandoliers crossing the chut. belt around tht waist, straps
~round the limbs 10 accommodate weapo n shealhs; leggings of
siurdy canvas o r supple [t~ther. undab Of soft boou.
N""-"""I"'"-"JJ:flowing gauze bloust or smock ( whilt, btigt,
~Ie green. or pale grey fabric with tmbroidrry from a SImilar
color spectmm). $Ometmles r<'strained by a gauze or SIlk sash,
otherwise hangmg free; SIlk leggings, flowin g gauze panU similar
10 a divided skirt. or a many-gored galln skirt (marehing Ihe
blouse/smock or bMk brown, l..af grten. storm grey); h<,avy silk
or gauze mamle f;uh ion..d like a doak wilh sleeves or e!ongaud
' shoulda to wa,st) ann opc.' nings, usually falhng 10 Ihe ank lu .
..Iften mlbroldcnd all ov<'r 10 aeate a leafy I... rure; sandals
Of1l.loIn.-nted with gnns or can-.. d wood.
Monty: Possessions 10 be barttl"("d or $O[d: Elven rope ( I 00' worth
ZO sp: holds up 500 [bs.. weIghs only JIbs.). Elvcn silk (length
of3 yards worth 2 gp), or an assortment of preciousslones(lapis
lazuli. malachile. agate. lur,[uoi5<'. onyx, ambtr) worth 2 gpo
Appendix
A-J
C ul[urrs
J Racu
..
P'"
'"
154
Pa rt
vn
Appnodic..
""
.;>!
---->"
HALF-ELVES "".--(Peredhil)
Build: Strong and sle nd er. thinnctthan Men but stoutcrlhan Elves.
They h~ve thin, ~nguJar fea tur~s. M ~ln average 190 pounds,
females 135 pounds.
Coloring: Fair, gmerally with brown or black h~ir and g~y eyes.
Endur;l.nce: Considerable. H alf-e lvn need but 4 hours rest a day:
sleep for monals or medItation for the immorrals.
H eight : Males ;l wcrage 6'3" , females 5' ]1 ".
Haif-rlves
O T H ER F ACTORS
CULTURE
Appendix
A-2
C ultures
/ Races
Because of thei r strong cultu ral and racia l ties, Half-dves only
get three backgrou nd options.
Special Abilities: All available. Replac e range 6 1-65 with: sympl'
thy for the Fre" Peoples of M iddk -eanh; chara cter senses WMI
their enemies (minions of Sauron, ei ther knowingly or unknowingly) are nCar (wilhin 500 feel )'
Special Itenu: All available. Finely wrought metals are a popubr
material for such.
Extra M oney: 1-200 gold piecu or Arnorian or Gondorian mint
H obbies: PrimAry SM&:moving and mane:u veri ng in any annor,;my
weapon skills, ride , swim, track. any magical skills, ambwh,
m lk /h ide, any miscellaneous skills. 5onJ4.ry Skill. . acrobatics,
acti ng, an imal handling, boat -handl ing, first aid. foraging, medlt;tion, sky-watching. A rliSlit 51ilb:storyu lling. instrumentallllU5ic,
singing. Alhltti< Slilb:ski ing, skating. spri nting. Cmjl Ski/I.:fletching.
s~wi n g. I'!fIl<rM<t Skitb: public sp<'a king, diplomacy. leadmhlp.
/.Drt Ski/J.: cultural /racial history, geograph y.
SUt Incuasts: Any SUt may be increasrd.
Extra Lt nguagcs: In addition to the tongues listed above. a H:Jf_
df might in unusu~l circumstances lurn: ubba (Rank J}
Logathig (Rank 3), Nah~iduk ( Rank 3), or Rohirri c (R~nk J}
A-2.3 HOBBITS
(Kuduk)
Hobbits have." an undear origin. although it appt'ars they no~
U1 thr East in the FITSI Age. 3t about the same rim ... as Men. Indeed,
rhty ~ rr said to k rdated to M en. Their habits, however, are
unique: Ihf}' burrow and dig and ......side in "ho[""; thus thar !Unu'
Kuduk, which muns "hol... ...:lwdler" ( from Ihe anClrnt RhovamQn
Hobb,tisl, kC,d-dukan).
PH YSICA L C H ARACTER
Appt:ndix
A3
Culturt:s
j Ra ct:S
Part
vn
Appcndi<n
b& -""
D emuno r. H obbits are basically cheery, conservatiVl:, unassuming, and peAceful folk. Ambi tion is not part o f their makeup.
Most are confonnists who avoid the unknown and shun adventurr, preferring inste.ad to stay within the comforu of neat.
humble villages.
Language: Slarli"tLa"tlUf,t<S: H obbits speak their own subtle variant
of \ Vemon (Rank 5) which 15 modern Hobbitish. This adoption of the Common Spuch ;5 indicative of thei r subde adaptability. for the whole of the tribes abandoned the original Kuduk
tongue when they migrated out of Rho van ion in the 13th and
14th ctnturies of th e Third Age. The Inditional \Vestron name
for H obbilS is Banakil (W. "HaWing")' ~,II Dtwlop",ml.H obbits
also have th e opportunity to learn: Adlinalc ( Rank 4), Kuduk
( Rank 5). Sindarin (Rank 4).
Prejudices: Fallohides arc the most prone to mingle with Big
People. Stoors rardy deal with other rac ..s, and the Harfoou. for
the mOSt part. prefer to intera ct with the grim Dwarves. All
Hobbits share in hating \Vngs and O rcs.
Rcstri ctiom on Professions: H obbiu produce no Mages, Animists. Bards. or Rang.-rs.
O UT FTTTrNG OPT IONS
W eapo ns: dagger, handau. short sword. club, short bow, sling. RM
CP/i01U: blackjack, io. piluEn, throwing stars.
Armor: None or soft or rigId leather. Only in r~re ci rcumstancl"S
will ~ H obbit acquire somNhing [ike Bilbo's shin ofEI\"en chain
mail.
C lothin g: Milk: whit t or cream lintn shin ; colorful (royal blue,
scarlN, gtllss gru n) waisteo)t or v..st, ofttn embellished wi th
embroidery or made from an ornate brocade; [tather k It with a
pewtu, gold, or brass buckle; loose woolen trousers witb legs that
reach anywhere from just below the kn to just abovt th~ ankl~,
often mipped (bright yellow, Fn, blue. orange)' always vibtllntly dy..d.
FrmllltJ: white or crtam linen blou5C and peuicoat; dirndl styled woo len jumper in a bngbt hue (lemon ydlow, fuchsia pink,
sky blue. appl .. green, turkey ltd). rea ching to mid-calf; bodice
(in a contrasting color) th~t laces up the front; lace or crocheted
shawl kno tted around the tOp of rhe shoulders; wh ite or cream
linen apron.
Money: 20 , jlver pieces of Amorian mint.
SACKGROUf\,'O OPTIONS
Appf: ndix
A-2
Cultures
/ Races
Those Hobbiu who dare vtnture away from home are assumed
to k cxtr.lordinary, and therefore get five background options.
Special Abilities: Range 7 1-75 not available (re-roll).
Speciallt ems: Spell adders and items that cast spells not avai bble.
Only items that perfonn a natur.lltask in a superior way ( weapon,
saddle. rope. lockpick, ctc.) wou ld be present in Hobbitish
society.
A-2.4 -MEN
(H ildor or Au",i)
Mtn were the Secondbom and first arose in the Utlfr East
during th .. First Age. There. in a land called H ild6rien, they awoke
to find a wild continent, and il was sam.. time before they fil"lt
encountered th .. Firstborn, or E[ ve~. The Eldar gave them the n;,uw
Hildor (E. "Followers"). although they an: now more common?"
called Atani (Q.) or Edain (S.) which both mean "s..cond Propl...
Men differ from the Elves in many ways, thf least$ubtle or which
is thd r "Glfl of Death." M~n <lIT mortal and liv... their bri.flim
wilh a fin: and passion unlike any othfr race. They an: also IIIOff
vari~d in nature and often fbwed and IlUlnerabk Unlike thr
Firstborn, they arc quite susceptible 10 dis ... ase and ttmpn:l!urt
ex tn:mes. l n the First, Second, and Third Ages. however, theYl1l.rtlr
weary of life.
There aretw<) greattr groupingsofMen: the High Men. who:lt!
commonly called Edain; and the Common Mm.thosc: who didllOl
all y themsc:lves with the El ves in the wars ag,lins[ Morgoth.501111
speak of the Northm~n as a third group, Middle Men, who :It!
racially dose to the Edain. but did not benefit from any contact Ill"
alliance wilh Ihe El ves.
Bleued by their fait h in Em and his Va[a servants, the Adan [inr
is special. High Men are exceptionally large. avt.'l"aging 6'3" to6'7"
and weighing 200 [0 275 pounds. Their great bones and mlU(U.
lature gives them a grand appearance; only Ihe Noldo ElvC$ riYli
their slrength. They are not as nimbi. or resili.nt as Ih. EI,,",
howt.ver. The hair of High Men is dark-brown or coal-bladthcir eyes bluf, grey, or black-and they tend toward fair
Those of pure blood live as long as 250-300 rears.
Common Men arc more numerous and less blessed. Stocky;wl
rdatively short (5' [0 6'4"), they have produced a wldf .-arie? <i
types. Their hair and skin colors vary fron. the deepest brown MIll
blacks to the lightest shades o f blond and cream. Unlike th. H!g/I
Men, many wear beards and mustachfs. From their ranks co~tht
vast majority of Middl e-earth's mannish lin..s.
ron.
(.tnI'd
fkij~b;!r or
IS7
[0
Part V Il
App<ndicco
uniqur.
PHYSICA L CHARACTER
1""'""'.
Coloring: Thr,r complrxlons are fair. but un[ik .. most North"","
(who ur usually are blond). ,h.. majority hay .. rrdclish hair.
Encluranc.. : Bearnings nud sl.... p only twice .. very thrE"E" days.
H~ight: Men ~verage 6'4"; women, 57".
Lifesp.m: 80- 100 yurs.
Resittance: Avt"r~gt".
5pial Abilities: \Vild ~nimab will not attack ~ Beoming unleilS
~C[ivt'ly provok .. d.
CULTURF.
OTHER F ACTORS
Appendu
A-J
C ultur~
/ Ra ces
Part V II
Appendices
6.
""
5',11,
C ultures
/ Races
Ir--
fealU~es.
Men average
Coloring: After long years in rhe hoc South, the Blaek N'"nenor~;>ru
have tann~d, grey- bro wn skin , and black hair. Theirpiercing q-n
arc various shades of grey.
Enduranc e: Considerable.
H eight; M en aver,lge 6'4"; women. 5'10".
Lifes pan: 90- I 7S years.
Appendix
A -2
R uistance: Average.
Special Abilities: +25 to boar-handling manl""uVl""rs. + I 0 to mel..
Offensive Bonuses; - 10 to Defensive Bonus.
CULTURE
C loching & D ~cora(ion: Black and gold are their favored 1.'01011
They wear rich clothing made of dyed silk and Calion. Gems.mel
feathers add elaboration. The karma-N'lmenor's famouso\ItT"
I~pping scale helm surmounted by a coJored leather fish creSt_
iJ; sti ll in usc.
Fears & Inabilities: T hey fe~r Dea!h, bur nO! in b~ttle. Confid~l>Ce
and passion lead them to bl""lic~e they can o~ercome any knoWll
physical enemy.
Li festyle: Black Numen6rean culture reflects a rigid slant. T~';I
societies are well -ordered and ruled by force of person;>liry,
backed by harsh law. Dictators and o ligarchs hold sway ovn-thc
pcopk mOSt of whom are su bjeCt races who Serve and pay rributr
to the Black Numen6rean upper class. \Varrio rs are consld("[~
th~ elite, and mas! Men serve in the anny atone timl"" in their JiI'tS.
Th is has enabled them to almost always be al W.n. Superb
craftsmen and fighters, the Black N'lmcn6reans arc experts >I
ship-building and naval warf.1Te.
M arriage Pattern: Monogamous. Thl"" line is traced through the
male.
O UTATTING OPTIONS
\V upons: Dagger, scimitar, broadsword, snort sword. mact, morning star. composite bow. battleau, flail, quartl'rstaff, twohandtd sword. laneI', spt:ar. RM 111'110111: bastard sword, cat of nine
,~ib. anno~d fiSI , falchion, harpoon, pole arm. long sword.
shang.
Armor: Any. Preftr sole mail armor.
Clothing: Mah silk or cotton blouse of rich hue (wine, purple,
cobalt. absinthe) with headwork ornamenting tht ntck (sud
pt:arls; beads of jade. orndian, mahchitt. agate. or lapis lazuli);
tabard or ovcrtunic ofsilk, black or gold p~ferrcd. ornamtnted
with embroidery in metallic thread (gold, decuum, bron:l!t):
wrist bractrs of gold or brOIlZt with gtamtmc engraving; belt of
metal o r leathtr with tJrreruive metalltc ornamtntation; silken
hoSt; Itather slippers dtcorated with mttallic tmbroidery; cloak
of spangled gau:I!C or of ftath("rs.
Ft,"~Jn: silk or con on gown of n ch hut ( burgundy, violet.
Indigo. cerul("an) with bead work orn~mtnting tht sleeves. neck.
and hemline (seed p"aris; beads of jade. carnelian, malachitt,
agate. or lapis lamli; gemstone spanglts of diamond, ruby.
emerald, topaz, tlC.); tabard or over-tunic of silk. black or gold
preferred. ornamented with tmbroidery in mttallic thread (gold,
demum. bronu) :md gold. onyx. or black opal beadwork; bdt
of metal or luther with tJrtcnsive mtulltc ornamentation; luther
slippers with beadwork or embroidery over thl'it enu~ surfaces;
cloak of sp:mgltd gauu or of ftathers.
Monry: 2 gold pIeces.
Pan
vn
App<n.ti...
""
B ACKGROUND OPTIONS
Otmtanor: Bbck NUlllenOreans arc genc:nlly haughty and Klftmtcm:l-rash. confid(nt, and full of pridl'. They bdieve in
tbm own sUp"nority and support thl' VII'W that it is the destiny
of theIr rac( to m il' M idd l(-urth. Thl'lf vIews have made them
quick to stnke a blow: warlikt and smgle-mmd(d. th ey ( njoy a
fight. Whl'n In a supt"l'1<)r poSItion they will rarely offer quarter.
langwgc: 5'''''1111 f..,,~l"~l"''' They have a strong passion for trad i\1on and have. Ihl'refor(. mainuinl'd thl' Adunaic tongue of
Numenor '" a relati.-.:ly pure fonn ( Rank 5). Mosl also know
\Vemon (Rank 5) and Haradaic (Rank 5). ~,/J rkwl.op",ml:
Si;w:k Numen6reans also havl' th(" opportunity to learn: ApYS.ilic
(Rank 5).
Pl"tjudicH: Black Numenoreans arc bIas! agaInst nc:arly cvny
0100 p<'ople, but theIr prejudlCcs aga.nst the Elves and the
Dunc:datn art particularly vehnntnt.
Rutrictions on Professions: Non(.
Blllt'
N "mmomu"
Appt.ndu
A-3
Cultures
/ Races
I'W
..
""'iiI
160
Appendix
A-2
Cultures
j Races
O T HER F ACTORS
Wupon.: D3gger. scimitar. broadsword. short sword. mact. momingnar. whip. bob. composiTe bow. long bow. short bow. flail.
qlUrtn'5taff, two-handed sword, bn c~. spear. RM 0Plio"J: anllored
fl.St, bastard sword, boar spear, Glt of ninr tails. cutlass, falchion.
Iurpoon. m~in gauch~. ~t, pole arm. sabu.
Armor.Any. Cors..:.iu who are we31thy adorn th~ir armor with gold
chumg or t nguving. Somt favor wurmg a modified vtnion of
the old karma hdm.
Clothing: M,,1n: silk or Catron blouse in the rich colors favortd by
lhe: Corsairs (scarlet, purple, gold), usually w,th embroideud
borders at Ih", wrists and n~ek: silk or cotton tunic (also in a rich
hut), often worn without a shirt. reaching to anywhere ~tween
the ;mkl es and just above the knce. possessing.m daboratt h~m
(fnnged. crendattd, scalloped); btlt o ( huvy gold plat~s engr,lved with ~a motifs; collar of engnv~d gold plates; S<lndals or
btherboots,
Ftm<lln. s,lk or cotton blousc wllh rcvuling necklil'l(' oft~n
worn off the shouldtT. usua ll y in Ih~ rich colors favored by tlttCors.1lrs (cnmson, violrt, gold); ankle-length s,lk or cotton
undcrsk,n, ofun pleated orgatherc"d mto a yoke al the hip. again
In nch huu: short over-skin of silk or danusk. fallmg 10 midthigh or 10 the knee. with an dabornt~ hemlme (cundated,
fnnged, scalloped); bodic~ with showy [aces; ornamental gold
bth; s;mda[s or silk slippers.
Money: 2 gold pieces.
B ACKGROUND O I'TIONS
"..
'"
161
Part VIf
A~ndi ...
"'" '"
CULTURE
Appendix
A3
C ultures
IRaces
AppcndicH
It..
'"
OTHER FACTO RS
3).
Prejudices; Renowned as explorers. traders. and travelers, they h3ve
learned much of the spirit of others and enjoy deal ing WIth a wide
variety of Elves and Men alike.
RClltriccions o n ProfCllsions: None.
Appendu
A-2
C ultures
/ Races
ns
p"rt VII
Appendices
tz,,;
...
App~ndix
A-3
C ultur(:s
/ Raw;
.,
'<"r 64""
Put VII
"l'P"ndic..
'"
eo"dor',."
--
Build: They ~re o f medium to s tocky build and n.gged. with littlt
body hair. Men average 175 pounds; women, 135 poun<h
Coloring: They have a
hair.
tann~d
C lothing & Decoration: Crude wool and hide runics wi th Icggin&3They also weotr rough over-coal:5, sho rt dOJks, "nd fur h~ts, The
woolens are woven in bright plaids, thl'" colors indicating lhe
w~areT's family lines and dan, Ritual tattooing.s wide~prud
Fears & Inabili ti u : Numerous superstitions, notably a fear 01
Darkness ce nuring around th e spirits in the eanh and pLmu
( which com ... forth at nigh r).
Lifestyle: Dunlendings are herders, hunters, and gatherers who Ii"
in extended families and reside in villages and fortified d an.
ho lds. They USe chariots. Extremdy theatric, they are gifttd
poets. musicians, singers, and storytellers. Pugnacious, theyoftm
set tle disputes by raiding, fighting, or even warting on Oil!
another (and of course others).
M arriage Pattern: Mo nogamous, but one must marry ou1!;idr m.
fami ly. Political martiages co mmon. Lin e traced through thr
femak
Religi o n: Superstitious rituals devoted to a compkx grouping of
vengeful pe try deities, Many arc vaguely based on the Dunlendi~'
peculiar interpretations of the Valar, Oral traditions ~rc cru~
to the ke~pingofhistorie~ and law. Sacrificc~ ar... wide~pread arJ
th e clergy ate both revered and fear... d.
OTHER FACTORS
Appendix
A-2
C ultures
/Races
.,.
..
"..
165
B ACKGROUND O PT IONS
Appendix
A-J
Cultures
/ Ract:s
..
166"
-------., EASTERLINGS
..-g- - -
This term refers [0 a collection of peoples who livC' in northcentral Middl e-eart h, the arca to The cast of the western shore of the
s"a of RhCm. These nom~dic con fed nations an: ('VC T in sea rch of
Marriage PaUtrn: Mm may rake more than one wife. but thisU
ra re and costly since they must pay a bride-price. The lint"
tra ......':! through the male.
R"'ligion: Superstitious riruals wncerni ng nature spirits and hmll(
ancestral deities. Many worship Darkness and Morgoth.
OTH ER FACTORS
Appendix
A-2
C ultures
/ Races
IS
Part V U
App<n<!;<..
h.
Gondor.
NOIf: US!' IbJS r~'~fcr rlwrllCitTl bum ,,"J .... rMJ "m",,!
rAr jllnm, l'''Z'''l /"nJs, "nJ small I...millS <if ArrlJ..d..in,
RItwJ.'<f GrJoJ,.", ""J ConJor.
J
P HYSICA L C HARACT ER
Abilit;es: None.
CULTURE
O THER F ACTORS
B ACKGROUND O PT IONS
Eriadonns
rectlVC
Appt-ndix
A-3
Culturu
/ Ra ces
Pan v n
Appendices
"". .""
rma~ for
PHYSICAL CHARACTER
Build: All t~s. but normall y mediu m. M ales averag .. 155 pounds;
wo men, 125 pounds.
C o lo rin g: V ari ations of f.li r
and eyes.
[0
BACKGROUND O PTIONS
Nanna!. five background options.
S pecial Abilities: All avaIlable except range 7 I -75 ( re-roll).
Special lt"m.s: All avai lab le. I rem~ mad .. by urban Gondoriart$ ~M
urban Eriadorans display high qualitr craftsmanship and indudt
dUTllbl( materials often unavailable in more nlral societi(s (Strd
bei ng a prim( uample). Enchanted metals ( mithri!. cog, etc.) m
not .1Vailable, ho w(ver.
Append u
A-2
C ultures
/ R aces
(sing. Haradan)
This is ~ collective name for the ?Wples who occupy the great
md and semi-arid lands south of H arondor and Mordor. the hnd
a n.d Harad. Since this is rough and unblcsS<'d territory, their
gR'atest populations lie kside th c sucoa.n, rivers, bays. and m}'Ti~d
~S. However, Harad contains little cme desert, and spars .. groups
sttd.. or roam thl" whole region. Haradrim (5. "Southmcn") are
ilia called "Southrons" or "Haradwaith" (a tcnn abo referring to
the land).
PHYSICAL CHARACTER
Build: North ~"J <mlral Jmrl: most groups arc small and wiry.
particularly
tllOSC
~v.. rage
J 30
pounds; women, 95 pounds. a,.,slal "rrllS and Fa. fla.aJ . m OSI arC
rdated to the Men of Miirnakan. and are tall and wiry; males
a'~ragc 190 pounds: women, I SO pounds.
Colori ng: Nonhnn groups have light/ medium grry or b ro wn
skin; straiglu black hair; and dark brown eyes. Southern groups
h~ve dark grey. brown. or black skin; straight or curly black hair;
.and dark brown or bbck eyes.
Emh.unce; H aradrim can travel great distances in hot climes and
nrtd litde w;'lter. They are slowed only slightly by sand. They
operate poorly in the co ld.
Height.: NnrlbtrM grnufU' males average 5'5"; women, 5'0". Scutbm.
1'011"... ma les average 6'5"; women 6'1 ".
I...ifHpan: Norlbn-M groHpS: average. about 80-100 years. ScHrbtrM
1'011[,,' short. about 40-60 years.
RHistance; + I 0 DB and RR bonuses versus heat/fire attacks; - 10
DB and RR bonu~s versus cold/ice attacks.
Special Abiliti es: Their eyes arc atnm,d to extremely bright light.
.and they arc urmffecud by brilliant displays which might blind
others.
CULTUR.E
Part
vn
Ap~ndj< ..
b<.
""
um
~brriagt P,l.ltern: Men may take more than one wife. but this is
(,erywhC" rl'.
OTHER F ACTORS
Appcndu
A-J
Cultures
f Races
.,
1""1 70'"
- --
LOSSOTH "__-
---fiH
---
(s;lIg. Lossadan)
The Louoth live In the Elf North of ~S[~ Mlddlt-cmh ~nd
au oftm called "Snowmen" or " Forod waith" ( the latler IS ,,1so a
fUme for thclr land). Th~ au a sparstly u ltltd, tl()m..,)dic folk who
moW' Wit h thl" scuonaJ mlgrauons of big game and r.l.R"ly tnl<'l';>.Cl
WIth o ther Men.
PH YSI CAL CHARACTER
hUT
haI r.
E nduuncc: They arC' utR'mdy rugged and can Ir.lIvd grc~ t di S'
lanCts with Imle or no rest.
VfrSUS
Clothing &: Decoution; FUf, leather, and Ka-m;am mal hides. Some
possess one' colorful, p;iufmt:d coat m;ade of spun fabnc and
line'd with fur. All wear colorful , Imed, com cal hoods.
Fun &. Inabil itiu: Many fur Darkncs.s.
Lifestylt:: The Lossot h arc poor, nomadIC hunt ers and gatht:rcn.
They UK stonework, bone, and I,mltro amounts of wood and
meul ( mos tly cop~ r). Mosl arc pn man lyfisherfol k, employmg
IIghl (but steady)' ocean ready boat:5 called Hmenk,." Some herd
reindr and all m;akc usc of hunting dogs. Furry horses or
reindeer dl1lw their sleighs, although the dogs[ro IS used In areas
o f elltremt: cold. Extended fam lllcs and bands are nonnally the
I:.rgCSI grO\Jps.
Marriagt: Pattern: M onogamous. T he Ime IS traced through the
femalt.
Rdigion: They wors hI p Nature-spirits who they bdieve to be akm
fO enchanted or godhke beasts. Dance and slory-telling rilUals
make up the btdk of ccremonial lifc.
O T I-IER F ACfO RS
Ap p~ndix
A-2
C ul tu r t..s
j Raccs
\Vcapons: Dagger, javdm, nct, shon bow. spt:a r. RM "P',OIIJ: harpOlm, ICC kmfe (11"<':.. t hke +5 gagger)' fishing nel, ICC He (Ircat
as .. baw). trident.
Armor. Their nonna l clot hmg acts <lS soft It:ather annor. Othcr
WI$<':, none.
Clothi ng: Soft, suede tumc decorated with headwork; soft. suedt:
pants also bo.asting bt:adwork; ft:mal ~5 wtaf a bt:,,-d~d suede skIrt
ove r pr~incr pants; soft, lealher moccasins; hea vy. fur-Imt:d
luther o r wool coat trimmed wilh designs embroidered usmg
J>
- - --<I. ROHIRRIM
"0--- - -
I"
"
171
Sprcial Items: Spell adders and daily spell Items not available.
\Vraporu and tools ar.. usually ornamented elaboratt ly--go ld
and silver eng... ving and settings of ruby or amher all' popular.
Extra M o ney. 1-200 go ld prcc.., ofGondorian mint or a number
of ridi ng horses worth an .. quivalen t amoul'll ( light hors.., 45 sp:
medIum horse, 60 sp; heavy hOrR, 80 sp; lesser warhorse. 20 gp:
gr..at .. r warho rse, 75 gp).
H o bbits: PrinurryS!rlu: moving and maneuvering in chain mail. any
weapon skills except I -hand ..d (:onCUSSlon, cli mb, ride. swim,
track, ambmh, Stalk/ hide, perception. body development, languag..!. Serorr""') S!rlu: annnal hand[lng. caving, first aid, fo ...ging.
go1mbli ng, sky-watching. ArtiJ/;, S~jlls: storytelling. singing. Albltlk
Shiu: sprinting, hors.. racing. C"'jl Shlu: metal-C:r.Ifu, Irathercrafts. embroidery. netching. Inj1I<P1<t 51i1Is: public speaking,
diplomacy. I.. adersh lp. Lrm Si r/Is: <=av~lry taellCS, Rohi r history,
horse Io n:.
Stat Incr..:ues: Any $fat may be incr..a.scd.
Extra languagu: In addit ion to Ih .. tongue, listed abov.., a Rohir
might in !.. ~ m: Pukael (R~ nk 2) or Sindarin ( Rank 3).
Appt:ndix
A-J
C ultures
/ Raccs
- - - --<"
Pan VII
Appendiro.
It..
'"
VARIAGS ""-- --
C lothing & D ccontion: Variags f:l.vor black and red clothing and
\Vl:ar ri chly adom~d garb. Their annOT is designed around
hid ~olls. frightening beast designs. They carry gold or gilded
wupons. Many wear gold trinkets in their ears. noses, cheeks. or
lips. Ornarc. ritual scarring (as opposed to tattooing) i~ frequently present.
Furs & In:l.bilities: Variags feuDarkn~ (but not Ihe night) and
illness or infinnity_nything that might infringe upon thei r
physical prowess.
Lifcstyle: Always at war, Va riags b'e a bnllal and tlciting life.
Most are herd~T$ and raid the stocks of their enemies. Elite
warriors and the female priesthood co ntrol life.
M arriage Pattern: W omen take more thm one mate. and there is
no marriage. A women's broth"rhclps raise th e children. The line
is traced through the f~male.
Religion: Variags worsh ip a pantheon of cruel gods :l.nd have
elaborate nighttime ceremonies; sacrifices aboun d. The Lord of
Darkness is (he strongest deity. and is :l.ctually a modified
incarnation ofMorgmh or Sauron. Female priests inrerprn laws.
1",1[; breeches (red or black) spun from camd hair; I("ather ridmg
greav~s covuing the inner surfaces of th e th igh and calf; .und;lu:
helmet o([ayered leather with brightly hu ..d tassels and plumn;
black camel-hair cloak. its surface entirely ("ncrusted with gold
embroid~ry and meulJic red and purple appl iquc.
FttM,,/a: short or long-skev..d runic (red or black) spun from
camel hair; camel hair over-tunic. loos(" flo wing sl ~ev..s. hem ~(
the tnkles; black or red tabard. iu surfact entire1yencrusted with
gold elnbroid~ry and met:l.]]ic red/black and purple appl'qui:
c:l.md hair bueches ( ud or black); leather riding gTfal'cs cO"ering
the inner surfaces of the thigh and calf; sandals: head dress. okmg
the stylized fonn ofa bat. serpent . lizard. hawk. wild cat, or ho~.
Money: Camd wonh 20 sp.
BACKGROUND OPTIONS
O T HER FACTORS
Appendix
A-2
Cultures
/ Races
- - --" WOODMEN
Th~ \Vood m~ n
~.----
wy
PHYSICAL CHARACTER
Coloring: Fair skin wuh reddish highlighu. They have blond hair
;and him or green ryes.
Endunncr: AI'engt',
Hcight: Men al'cnge 6'1": women, 5'5".
l.iff$~ n: 6S~85 yt'us.
173
'*
Part V O
Appcndicea
d=
ReSlTictions o n Professions: No restrictions.
Rnisunce: Average.
Special Abilititl: They can climb and move along cue limbs
tlctWmgly wdl: +20 to climbing and a(roh.ui" manruvt l"$.
Clothing &. Dtcoution: They wen Cl\lde woolffl tunics and short
p.1nu wuh Itggmgs. M on favor coats, d oalu, and fur hats.
Fuu &. Inabi lit ies: N o ne.
LifHtyk They are an ind epe ndent lo t who have no fonnal political
$tructure. uVlng ofT the' gifts of the forest, the'Y fHide m small.
d05(: groups SC'clude'd from othn races. Tlle'y mteract with few
OIhdUon the Bmmmgs and Silvan EI \tU. UUfTly at home in the
woodlands. their tracking, climbing. hiding. hunung. and fOl':lgLng techlllquu are supn-b.
O UTl'lTIING O PTIONS
WooJmt"
Appf'.ndu
A-J
C ultures
/ R.a.Cf'S
----__o.
WOSES ...- - - - -
Part V II
Appnwlic..
It".
""
Appendi.x
A-2
Culture.s
/ Races
Endurance: Aw-r~ge.
H e.ight: Men al'CTage 4'9"; women, 4'4".
LiFe.span: JO..50 years.
ReJiJlance: Average.
SpiaJ Abilities: The wide noses of the \Voses a~ the most
sensitive found III Man. E\en in an oprn field, they nn smdl.,..
Ore before another Man canS("C him. T ogelhc-r wilh thc.ronong
eyesighl. they un track benc-r than almost any hunting hound.
Only runfllng water will stay the.r pursuit. Th.s is even true a
n.ghl. since Woses are blcucd wilh superb n;ght-vtSLon. Even In
Ihe dark foreu of the flIghl they can see 1000 fc-.:I as if II wm:
dayl.ght. +25 bonus to tucking manL"Uvers; + 15 bonus for
foragmg.
They have the ability toS'1 ford:;lYs onend without mm"ment.
\Vilh legs crossed, hands on their laps or knees. and e)'ts cIOKd
or facing groundward, they nn remain silent as a sta tue. ThIS
affords them peace and allows for reca ll or meditation. Unfor.
tunatc1y, it ap parently docs nothing to lengthen thdr yea rs. for
the \Vost$ generall y die at a young age.
CULTURE
C loth; ng &. DKorat.ion: They often braid their hair. pulling If b~{k
to jom behind m mu[nple tails. \Voses wear liule or no dorhLllg
or adornments. Instead. they prefer to go about relying on the-It
rugged bodin, using pigments to c~ate imagery. Those 11u, arc
most acquainted with olher Men occouionally don h.de Icgg">&s
and a breechcloth, and in rugged lelTain the), employ a dLSlLllct
high, thick-soled laced shoe. Bc-yond these trappmgs, they h.l~
ILIIle use for the costUmr$ of other Men.
Fcau &. Inabilities: \Voses do not like towns and Clt.es.
Lifestyle.: \Vose culture revolves around tM forests and plants they
hold so dear. They are frugal and eal little, evco m rhe ml of
tLlnU, and they partake of no dnnk but water. !kmg rxclus.~I)
vcgetanan, they 1Lw- on the g.fts of rhe woodlands and are qu.ck
to acqu.re an undcfStandmg of the nature and locallon of nculy
every plan! in an area-regardless of its size. Onl)' the Elves and
Enu. ClL"cted dlelr sk.lls m carving and plant-lore.
h is for theIr $I On.e sculpture that the \Voses are best known.
They carve a vanetyofmollfs and bcasts. :;Ind employ a panlcuLufonn in the making of life-like "walch-stones" (Pukd-men}
These are gu ardian sutues which they place ro protect paths.
enlries, crossroads, and the like. Legends surround the walch
stonu, most of which He true. It is clear thar rhey aT(" enchamed.
Orcs fear them most of all, and with good cause, since tht \Vasts
can communicate wilh walch-stones of their LlIaking and QI1
derive knowledge from the carvings' "cxprriencu." Some \"C'}'
powerful watch-slones actually come to life in ordu to gu.u-d
their posu.--acting in!le~d of the;r creators-although m sudl
a case. the \Vase sculptor will fed:;lll the pain of his cre~tlon.
They place these w~lch-Slones ~nd hidWl.LS st~tueS around rht
borden of their lands and at various .sensitive sites. Some ~~ usn!
to do no more than dIshearten theIr foes.
M arriage Pattern: Monog~mous. producing few young. 11lc hilt
.s tr~ced IhfO\Jgh the female.
Re ligion: Many of the w~lch-stones !land OVCT Ihe \Vose holy Jna.
Unhke many of Ihe Olher Men. [nirul~rly the Ounlendull
w.th whom the \Voses are often associated. the \Voses Iu~ I
strong Ir~dition of organized worship. This is a pronounMI
animism which revolw-s around a reverence for Natu~. Thty
hold Eru and the Vala r in proper awe, although Ihey havc thnr
own view of tilt n~lurf of the masters of rhe world. Of aU tilt
Va[ar, they worship none more lhan Yavanna, theGivcrofFlULu
and Queen of the Earth. whom they call Mam-ugu-Mam." It IS
she who presides over the kdvar (pbms), and it is the pl.l.OO
which breath life into the world of the \Voses.
A-2.S ORCS 0
OTH1:R F ACTORS
D~meanor;
unguagt: Slnllll: U'\f"'I.ftS: \Vh"n th"y do talk. til" \V05e5 USt th"
guttural Ptikul tongut (Rank 5) which is Id"ally suittd to th"ir
deep VOICtS ~nd is alien to thaI of oth"r M tn. Some also spt"~k ~
[utle Wt$lron (Rank 2) orDu n~eI (Rank 2). H avmg no use for
lradaionalmnes or script. tht \VOKS ha"" d"vdopt"d thtir own
systrm of pictographic signs-most quite simpl e-which they
uellin- for tht ilion practlol purpoS('s. notably to mark paths or
Jlgn:.l theIr brethren while out in tht wood. Shll Dtw/optnrM/:
Woses abo have th e opportun ity 10 [earn more of tht \ Vestron
(Rank 4) and Dunad ( Rank 4) tongues.
Prtiudicu: \Voses hate Orcs. Wargs. and Rohirrim. The lattcr
group hM occasionally made sport of hunting the \Vild Men.
Restrictions on Profusions: There are no \VOSt Magu or Bards.
O UTI' ITTING OPTIONS
P"175"
Pa rt V II
Appendiao
0=.
- ---->"
Common Oru fear the sun and make their dwellings in overns
beneath the mountains. The H ithaeglir (Misty Mountains) and the
End Mithrin (Grey M ountains) harbor myriad tribes who prty
upon the men of Rhovanion, sometim es at the direction of
$.3uron's WLn, often prompted merdy by II gre"d for plunder. The
On's inhabiting the puks surrounding Morclor (Ephd DUath,
End Lithui) are mort strongly dominated by the D~rk Lord.
PHYSI CAL C HARACTER
Build: H eavy. wi th thick hida, short legs. and long. thin arms.
They have grotesque, fanged faces and random hair growth.
M ales and females a~"tragt 65 pounds.
Coloring: Black or grey hair, black or reddish-brown eyes. and deep
gr")' or black hides.
Enduranet: Tr.-mendoU5. Orcs ca n travel for 2 days without rest.
Altematl""ly, Ihl")' on rnn forup to 12 houn with<rut stoppmg.
Fears & Inabi lities: Natural sunlight and dtep. running WaCeT. In
full daylight, their act iVi ty is at -60: m artifida[ or magical
daylight. their actIvity is at -25.
H eight: Males and ftlnal"s avtra&c' 4'.
Lifespan: Indefinite; certainly hundreds of years. but the nature of
their warlike Me pennits few to live pOUt the age of SO.
Rcsistanct: +30 bonus versus heat / fir" attacks.
Special Abi lit.iu: Orcs sleep duting daylight hours. although thcy
ne"d rest only once every 3 days. Orns h VIS ion in most darkfll'S-'i
is as good as a Man's dUring the height of day. \Vh"n IhtTe is
barely any Ilglu (cloudy, moonless nights; upper caverns. dungeons), Orcs can see at [cast 50' ptrf"ctly and fairly w e.1I up to
[00'. In absolute darkness (deep caverns), they can see 10'.
CULTURE
App~ndix
A-3
Culturts
/ Rac~s
i><176
'*
Part VII
A~j< ..
U~l
On
H.. Ij-Or<
(lift rig!')
Common
'0
OTHER FACTORS
Orcs are emd. jealous. prtly. amb,tious, selfish. and
suspicious. They art almost 3Iw~)'s uncomfortable and, :\Sid.,
from m<,alume or battle. an:' never happy or at pc~cc.
Langu~ge: Sl~rli"l Lmgwogts: Orcs speak variolL'l O rk is h dialect!
(Rank 5 ) wllleh au generally relatcd to \Vutron and arc
sornl'what understandablc ( Rank 3) (0 one knowing \VenTon or
another such OrkLsh dialect. Skill fXvt~P"''''': Orcs also hall" th e
chance to bm: \Vucron (Rank 2) and Black Speech (Rank J).
Pr"judietl: Orcs hatt all TarN , mdudi ng Orcs of other {rib"$. T h"y
particularly dcspis ... Elves. who they beJinc to be a spiteful.
wid.cd. and wayward raCt ,
Renrictions on Prof"ssio ns: Orcs produce no Mages. Annmsts,
Bareis, Or Rangers.
D,,", ~'mo r.
O UTfITTING O I'TlONS
Appendu
A-2
C u ltuTes
J Races
O UTFITTING OPTIONS
OUTFITTING OPTIONS
- - -_o" HALF-ORCS
Part
vn
Ap!"'nd;< ..
b,
...
B ACKGROUND OPTIONS
A-2.6 TROLLS
(Tereg, sing. Torog)
Brl by Morgoth m mockfT}' of Ents. Trolls arc as lough and
s!llpld as the stonr from which Ihey wefe made. Thfir nact origin
is doudrd, although some fcc! Ihey arc rdatrd to Giants. In any
e:lllt. th t esse ner of the E:tnh pennutrs their being.
Trolls halC:llI other crrarures, a legacyofMorgoth's dark touch.
By nuure they pnfer 10 rnnam solitary or III small groups. E.... n
thetr brethren arc consIdered 10 bc potrnt,al erlCmles.
Wild Trolls are diVIded into stveral types (basl on (h..ir
loallon): HIli, Fo~Sl, (:IV<', Snow, and .5I:one Trolls. The laller is
th .. mO$t common group. Thesc types all re ..ert to Ihe .slone of meir
sub$t<lnce when nposcd to the Ilghl of day, for Ihey wac creatrd
,n DarkneJS and the Sun can unmake the spell.
Anoth .. r group. Sauron's Olog-hat. desplsc but can withstand
sunlighl. These "Black Trolls" an d Ihe more hcmou$ Half-trolls
are discussed fan:hCT below.
.1>_- -
Appendix
A-3
CuiturH
/ Race.s
Put
vn
Appcndicn
6.
""
Of th~ \Vild T rolls, Cav~ T rolls 3r~ the largest and most
powerful brcC"d. They arc exrremrly solitary and cannibalistic. They
arc almost blind, but have superb f, ~aring and sen~ of smell. Th~ir
scaly hides arc pale. like those of most cave-d welling creatures.
Forest Trolls are the least bnJtal of the T ereg. They are morc
graceful and live in loosely organi..:ed bands who hunt together.
They arc rarely cannibalistic. preferring woodland game (or Man
or Dwarf). They are expert with slings. snares. and skinning knives.
Hill Trolls Jive in small groups. but ar~ quite qua!Telsom e and
greedy. They prefer dubs and thrown stones in a fight and arc very
te!Titorial. Theyguard their stolen trcasuns jealously. even those of
little usc to them ( c.g .. books).
Snow Trolls are rare creature" with &Tey-whitt hides and icy blue
eyes. \Vhen exposed [0 sunlight tbey turn into pillars of icy slag.
They go for long periods without food, but arc \'irtually uru;;toppable when they at I;l!;t sight prey.
Stone Trolls spend a great deal of time hoarding piles of food
and treasure. stealing it from each other. and boasting of their
rich~s. Their fratricidal twdencies are extreme.
PHYSICAL CHARACTER
Build: \Vild T rolls arc huge and immensely stlOng. with thick
bodies and limbs. T hcirtough hides have an inconsistent quality;
many have overlappi ng scales and some have body hair. Males
average S50 pounds; females. 650 pounds.
Colori ng: Various shades of brown. &Teen. or grey hIde. with black
or brown eyes. They have black blood.
Enduunce: Average.
H eight: Caw Trolls. Males average 12'; females 10'2". FQrrsl Trolls:
Males average 9'; females S2". Hill Trolls: Males average 10'6";
females 9S". SnQw Trolls: Mab average I J'; f"""'ales 10'Z". SIMr
Trolls: Males average 9': females SZ".
Lifupan: Variable; hundreds of years.
Resisl;l.nce: T rolls do not understand fear.
Special Abi lities: T orog vision in most darkness is as good as a
Man's during th e height of day. In other situations when there i5
bar("ly any light (doudy. moonless mghts; upper caverns. dungeo ns ). Trolls Can See at least 50' perfectly and fairly well up to
100'. In absolute darknen (de~p cav<1Tls), they can see 10'.
CULTURE
Appendix
A-2
Cultures
/ Races
Language: Slarl'"l u"l"~gts: Most bve little or no language capability and communicate through noises. signals. or actioru;;. The
more intelligent Trolls speak a debased \Vestron (equivalent to
Rank 4). 510'11 fNwl"l'",rnl: Wild Trolls also have the opportunity
to Ic-arn: Dunad (Rank 3). Thissingularpotential seems peculiar
to Trolls of Eriador.
Pan
vn
Af'p<'fI<Iica
""-
'"
WiIJ Troll
OI~
H.!f.Troil
(1tj110 riPt)
BACKGROUND O PTI ONS
Trolls ;lre lim lll'd 10 onl' background opnon.
Spial Ab ilil ies: Ranges 56-.60 and 71 75 nOI ~vail~bl e (re-roU).
BI~ck
um
- -----..s
HALF.TROLLS ...- - -
P"""""
Hnghl: M"les .avenge 71"; fem:!.IH. 6' 10".
Oothi ng tot D econ tion; T hl'y wl'al' crude black clothmg .and
(OlUldeuble "mounLS of amlor;
\Vl'apons: B;mle-an. bola. broadsword. composIte bow. crossbow. dagg"-I'. nail. h~lbard. javelm. mace. mommg star. sOmlt.:I.T,
shon bow, short sword.two-h.anded sword, war h:!.mml'T. whip.
RM op'ioru; faldllon .armored fist. war matlock, b;utard sword.
blow gun, boomCTang, Ihrowlng dans. kynac.
Armor. Any. Plate ;trmor forged of a bbck nl"-Ial 15 common.
C lothing: Bbck tUniC of [c.ather. Silk. or wool; black bell or
bandolier; black wrm guards; black boofS; bl:!.ck cape of wool.
Silk. or the pdt of a dark-furrcd be;ut.
M o nry: 2 gpo
BACKGROUND OPT IONS
H:!.lf-trolls get 2 background optIOns.
S~ci al Ab ilities: Range 71-75 is ul1.:I.v.lll.abll' (fe-roll ). Modify
r~nge 56-60: the t)'IX of :!.nlmal mWI be one of those 'peOI'S
more susccpllblc to Sauron', mflu,,-ncl'_'P"nt, bat. creb:!.in.
nt, wolf. hurd, etc..
Appt ndi.:c
A J
Culturt$
j Racts
~IHU~
180
-0
P:1.rt VII
App"ndi<n
APPENDIX. A-3
THE CREATURES
provides a summary of the combatskill bonuses and capabilities of each of t hese creatures.
N ote: Mort Jtlai~J r/1$(1'iPlio"I oj Ibm (rt/JI"rtS rim bejo,mJ in
aTC
Appendix
A-J
Creatures
Since they are Mai ar, Balrogs are imbuo:d with an imposing
presence. Their presence is one of theif best long-range
weapons: anyone coming in sight of a B:1lrog revelled in aJI
of its terrible anger wil l have to make a Resistance Roll eRR)
versus a 15t h level fear spell or nm in terror. If the RR is failed
by more than 50, the character will fai nt or be frozen in place
fo r I - I 0 rounds ( T reat as unconscious or srunned, respectively). Ifhe fails by more than 100. the character will die of
a heart attack.
Each time a fhming weapon of the Balrog delivers damage.
it causes a Heat critical in addition to the normal criticals and
will do an additional 5-50 hits of flame damage. T he whip
can reach our to 20 feet and ignores shields. Anyone coming
in contact with the body of the B:1lrog our of water will take
a fireball attack (+30 OS) with no subtrlcrions except fO!
natural resistance and spells.
Anytime a Balrog wishes to use his great strength to rend
a person in two, all he must do is catch a person with a
successful "H ard" moving maneuver ( wilh all bonuses applicable). Once the victim 15 in his grasp the Balrog needs \ 0
succeed on the Very H ard column of T able MT-J ( p.242)
with a modification of +50 minus t he target's strength bonlU
if the poor soul is conscious. A 100 result means the victim
is split in the middle and quite dead. Any result less than 100
is the number of concussion hits taken less the viClim's
Strength bonus, if conscious.
The Balrog ofIk Lord cj tbl Ringi is referred to simply as
"The Balrog" in western lore and is l being so awesome that
the presence of any bn:thren would hardly go unnoticed. It
is likely. however, that other B.llrogs were trapped beneath
the land followi ng the fall of their master. just as the Balrog
of Moria was; such a circumstance could have prevented thrir
detection. There had been, in the First Age. many Balrogs. for
they were servants ofMorgoth, the Dark enemy. master of all
darkness and men tor of$auron. The catl cJysm th at aCC01npanied Morgoth's departure enveloped almost all of the host.
Of all t he single dark entit ies in Middle-earth save Sauron,
none possessed greater physical power than Balrogs. Onginally t hey came from the Undying Lands, jl1sras the Istari and
Sauron had, and their relative strength when compared ro th~
inhabitants of Middle-earth is enormous. Even D ragons fear
Balrogs. They are described in many ways by rhe few who
lived to tcll of their passing: Balrogs arc both flamc and
shadow. huge and changing, "shadow-winged" and slimy,
stronger t han the greatest serpenl, bearing a flaming whipand
sword of tremendous size and power. As a foe, t hey are caHed
by Legolas the greatest bane of the Elves. save the Lord of the
Dark T o wer. Gandalf struggled for ten days with the Balrog
of Moria before wmning.
Part VrJ
A ...........
6.
CRE8AlN
A type of IOirge bbck crow that hu fOillen under (he sWOly
of tvil. Crebain live primOirily in Dunbnd OInd FOingom
Forest. Normally they are present in large flocks in order to
hep :m eye on one OInother OInd to improve the chOince of
spotting wh~teverthey ;are sent (0 find. Primarily scouts, they
lIliu;ally will nOI attack. They have a +50 Perception bonus
whIle in the ai r.
DR.AGONS
'"
Appendix
A-3
C teatures
DUMBLEOORS
b<
""
EAGLES, GREAT
The Great Eagles are the absolute rulers of the air in the
northern mountains, barring certain D ragons. Eagles are the
greatest of all birds and arc thought to be of divine creation;
the Eldar, [he first Elves, believed Eagles to be di rect manifestations of the Thought of Man we, Lord of the Valar. In
truth, the Eagles seem worthy of such worship. Indomitable
in spirit and never evil, Eagles lived in the treetops of the
world until Manwe ordered them to build their eyries in the
peaks and crags ofMiddle-earth's greatest mountains and to
keep an eye upon the Mortal Lands below, reporting to him
what they saw and heard. T hese winged reporters were
greater in size than their Third Age descendants: Thorondor,
the First King of the Eagles, had a wingspan of 180 feet!
In the tunnoil of the First Age, the Eagles served the Eldar
valiantly. After Ikleriand was swallowed up by the sea, the
Eagles flew easL Some settled in rhe high peaks of the Misty
Mountains (then a home to the inhospitable Orcs). and some
settled in the G rey Mountains. There the Dragons slept,
mated, and then slept some more. In these high snowy peaks.
the natural rivalries between the giant beasts sharpened their
talons. Later in the Third Age, Dwarves, Elves, Hobbits,
Istari and men would come [0 depend upon the Eagles for
rescue, information, and defense. \Vhen the Eagles chose to
cooperate. rhe help-seekers were not disappointed.
The Ents are the strongest and largest of the natural raas.
Their limbs arc extremely hard and can rend stone and ster!
when they are roused, which, while rare, is a sight few wish
to behold. When enraged. an viewing the Ent must resist a
IOrh level spell of FelT. Those fai ling by I-50 l1ee; those
failing by more than 50 freeze in terror for 1-100 rounds.
An Ent may use any object at hand as a thrown missile
much like a giant, but with a I 10 OB due to their greater
abi lity. The skin on an Ent is extremely lOugh, being resistant
to all but strong axe blows. Therefore, blunt weapons and
arro ws do only half damage and must do an 'E' critical before
being able to roll on the Physical Criticals for Large Creatures
Table
-10 ( p. 239) at minus ! O. Flam1ng weapons or firc
affects them as a normal crearure.
Though the oldest of speaking peoples, Ems were dar
mant until the coming of the Elves. Elves taught them to
speak and inspired them to become mobile, Ents are thr
shepherds of the forest and usually resemble one specific
variety of [fee. This leads to a wide dispa rity of sizes and
description. Gentle by narure, Ems are not quick thinkeD
and do not act rashly except when incredibly angry.
Ents arc a dwindling race, partillly because they have been
reverting to their dormant tree-like form out of wearinrs.s.
forgetfulness, or bitterness. Another key cause is the disJppearance of the EntwivC5, who, over a span o f many years.
became sundered from their mates and have vanished from
the pages of history.
cr
Appen dU
A-3
Creatures
.,.
183
Part VII
"'~nd;< ..
b.. .""
FESTiTYCEL YN
FE.I..l.. B EASTS
A vast turtle-like animal mentioned only in H obbit legends, the Fastitocalon is big enough to camp on. They would
br about 150 feet long, almost:tS wide. with huge heads and
flippers that are extremely powerful. If angered. they would
find it quite cas)' [0 destroy most boats or ships.
Appendix
A3
Creatu res
'"
184
'*
P~n
vn
App<ndicn
""'. '"
.
GIANTS
H UMMERHORNS
Appendix
A-3
Creatures
f'><r 8S"
*
...
Pan VII
App"nd i:..
KRA'EN
Huge, evil kin to the giant squid, Kraken lurk wherever the
forces of Darkness need a guard in fresh or salt water. Each
Krnken has man y, many arms and can artack up to three
tlrgcts at once ( with its ful l DB). Ifit chooses to concentra tt
the three simultaneous aIDcks intO one, the creature is even
more formidable ( + 50 DB for each attack foregone). A
Krahn can also attack more than three foes, albeit with
somewhat diminished dfeCl'iveness ( 25 from each attack for
every target over three attacked in the S.1me round).
Once entangled (an y 'C' critical or better), ;I victim cannOl
use his shield ( no shield bonus), and the Krahn's anacks on
him au more deadly (+20 bonus plus any of the applicable
siMrional bonuses). As listed in T able ST .2(p. 251 ), (here
~rl' three diffeTl'n( sizes of Krak.n. The major differences
between them are thl' power of the attack (OB) and the
toughness of tht hide (annor type)'
App~n di.x
A-3
Crtaturts
Part VII
ApF"'ndicn
b.
""
M,aras
Mtwlips
MEARAS
NAZGUL
Th~ gr~a t~st of th~ s~rvants
lrust'~d Li~ut~nants.
Th~ W itch-king of Angmar. also called the Lord o(
Morgul, is t h~ir chief. Of [h ~ Nine, he possesses rh ~ greatest
power and ability for independent action. The NazgGI are
~raid of d~~p or nmning water, fir~. and holy Elvish nam~s
such ali "Elbcrerh." They are virtually blind by usual stan!brds. bur possess an :unazingsenseofsmell and can enlist the
hdp o( other cr~atures (such as specially trained horses).
Thl'ir power is lessened during the day; Khamul. th~ s~cond
in comm:md. has a considnable fear of lhe light. All Nazgul
ihated this weakness to some d~g ree. bur all. including
Khamtzl. can master their fear.
Nazglll w~a r b.rg~ dark cloaks. haub~rks and hc:lmets.
Underneath their clothing, they are but misty forms with
:umost no substance. The special powers of the Nazgtil arc
\'try numerous. but they also use mor~ mundane weapons
ruch as swords and poisoned daggers. One special power is
frar. Anyone coming in sight o( a Nazgul is aff~cted with
unease and terror (without a RR). Anyone foolish enough to
f~e them in combat and view rheir red glowing eyes must
make a 15th level RR or (recz~ in combat and be cut down
like a cornst:tlk.
Anyone surviving close contact with a Nazgul or a critical
ft(ci\'ed from a Nazglil must make a IOrh level RR (Channding) or suffer the Black Breath ( If a critical is the cause of
[be RR, the RR is . 30). This is somewhat similar to fre~zing
to death-no matter what the temperarurC'--but also freezes
and destroys the target's spirit and soul. Death occurs 10 days
;dtrT exposure. modified by a number of days equal to the
victim's Constitution bonus.
Most weapons that come in contact with a Nazgul will
wither and vanish. No weapon except those ofWesteTnesse
or Elvish make will harm the Nazgul even if they do hie. A
RR versus a J Oth level anack should be made for any weapon
hitting a Nazglil. All weapons are 1st level hut the following
modifiers apply: double the bonus of the weapon (+ I0 adds
20 to the RR); Elvish make +20; Nlzmenorean make + I0;
or a Holy weapon is +30. These bonuses are cumulative.
(For example. a + 15 magic short sword made in Numenor
would have a +4{) bonus (or a RR needed of 45 or better.)
OLOCi-HAI
Appendu
AJ
Creatures
SPIDERS. GREAT
vn
b,,,,
P~rt
App<:n<lic ..
---.
V AMPIR ES
-.
W ARGS
:- -TROLLS
[79).
App~ndix
A-3
Cr~atur ~s
..
WIGHTS
"'"189"'"
P~ rt
VI1
IIpptnd;" ..
Al
W EREWOLVES
Appendlx
A-3
C r~ature$
.,
APPENDIX A-4 ~
THE SPELL LISTS
P<r 90'"
P:l.rt VII
Appcndicn
I&.
'"
Each spell list is organized with the spdllis[ title at the rop.
followed by a summary of the spells on that list and
concluding with the de tailed descriptions and explanations
of each spell. The descriptions of the individual spells aTC
SPELL PARAMETERS
Each spell list begins with a summary of its spells with
three parameters for each spell: Area o fEffecr, Duration. and
Range.
AREA OF El'FECT
Appendix
A-4
Spell Lists
SPELL CLASSES
Each spell description has the spell's Class listed in paren
theses after t he spell's name. A spell 's Class is an indication
of how the spell functions in terms ofeffect, arrack table used,
skill bonus used, and Resistance Roll requirements. The us~
o f attack tables. skill bonuses. and Resistance Rolls i.!
discussed In Section 8.3 ( p. 50.54).
SUMMARY OF SPEU ClASSES
Spell Clm
RR~
Bonus I Attack T ~b [e
none / none
Elemental
00
B;l$C Sptll OB / AT8
Ball Elemental
00
Directed Elemental 00 Directed Spdb / AT7
F Force
Y" B~", Sptll OB / AT9
P Passive
yest Ba", Spell OB / AT9
U Utility
Y" Base Spell 08 / AT9
Informational
00
none
t - RR is only u",d to determine if the targer is aware of the
spell
Abbr
E
BE
DE
(E) - E/ml.'nla! jptll: These spells use the force of the spdl [ 0
ma nipulate physical dements ( heat, cold. wind. light, water,
earth, sound. smell, taste, touch ). T hese demems (and nOl:
the spell) areused either tOCfeau a phenomena that can affect
the physical environment of the target (e.g" a "Wall" spc'll)
or the senses of a target (e.g., an "Illusion" spell). Since the
dements are real. no Resistance Rolls are normally allowed.
( BE) - &11 Elnntn/a! Sptil. Th~e are elemental spells th~[
attack an area with one of the physical dements; i.e., "Ballspells. The anacker's B.ue Spell OB bonus is used [Q modify
the attack roll for such a spell, and such attacks are resolved
on the Ball Spells Attack Table AT-8 ( p. 236).
(P) -
Pan VII
"ppondi<"
It.:
...
ABBREVIATIONS
RF .... Risk Factor (Section 15.3, p. 71 )
mi_ .. Milcs
ru' __ Cubic feet
R__.Radius
f lvl_ Per level o f caster
-_.Effect lasts only an instant.
__ .The spell is an instantaneous spell and any rolls
required to cast it (i.e., arrack rolls) are not modified
because of the number of preparation rounds taken.
A character may still take full action during the
round in which he casts an instantaneous spell.
"time" (C)
The spdl lam :15 long ;1.5 [he "time"
given, but io effects occur only on rounds in which
the caster fC!1frnlrlllU (see "Definitions of Spell
Terms" below).
"time" / # pt of fa ilure of RR
If a target f;lils a
Resist:lOce Roll (RR). the duratio n of the effect of
the spell is increased by the "time" once for each
complete increment of # points (pts) that the targ
failed to resist by. Suppose for example, a spell
( BiinJing) indicates" I0 min / 10 pt of failur~ of
RR." If the target needed to roll a 50 to resist and
rolled a 24, he would have f.1i1ed to resist by 26
points or two complete increments of TO points.
Thus the target is blinded for 20 minutes.
t _ ....
I: x # x #
object.
It % chanc~
Appendix
A-4
Spell Lists
..
'"192'"
oa 11_
PHYSICAL ENHANCEMENT
ESSENCE'S WAYS
(Cn
Duratio n
Range
Resist Heat
I targeT
I min/Iv]
10'
Detect Esstncc
2 Ruin Cold
J Sly Ears
4 Balance
I target
[0'
I target
I min/lvl
10 min/lvl
10'
I urger
vatin
10'
2 Text Analysis I
J (hoteCl Channding
4 Detect Invisible
Part VII
Appc1Idic..
"" ""
Area of
Effect
SR
text
S Nightvision
Octe(! Traps
I target
10'
[0'
6 Sidevision
10 min/ lvl
TO min/Iv]
SR
SR
SR
6 Text Analysis II
t e xt
7 Sounding
I target
[0 min/lvl
10'
7 Detect Evil
SR
S Watcrvision
I target
1 target
TO min/lvl
[0 min/lvl
! targ",r
10 min/Iv]
10'
10'
10'
S Location
9 Waterlungs
[0 Gaslung5
t~rgct
5Pfll List)
9 Perceive Power
10 Delving
I target
5R
I item
Durnion
Range
I min/lvl (C) [00'
I min/ Iv! (C)
I min/ lvl (C)
sdf
[00'
I min/Iv! (C)
[00'
[00'
[00'
self
I min/lvl (C)
(ouch
prOtects
agai nst natural cold to -30 ' F and modifies spells involving
cold by -10.
to
4-Balance (U",RF5) Adds +50 to one slow moving maneuver (e.g., walking a 3 " beam); this may involve several rolls
over a number of consecutive rounds.
Appt.ndix
A-4.!
Open
Essence
Spell Lists
UNBARRING WAYS
ESSENCE HAND
Ar ..... of
Effect
l.o<k
Range
100'
Efft:ct
uplo5 1b
[ouch
Kif
uploS lb
touch
4 T .. It:k in~i s I
uploS lb
t r.lp
touch
I trap
[Ouch
5 Deflections
6 Vibr;l[;on~ II
J lockian"
I lock
4 O~ning I
I lock
5 Traplor..
6 Disann I
7 Jamming
8 Wtakening
I door
I door
9 Opemng II
I lock
I door
I nun/ lvl
p
p
(ouch
50'
50'
touch
10'
Vibrations I
2 Shi..1d
J Staying I
I door
10 Undoor
Arn of
Durati on
!lad
2 Magic Lock
1"'"1 93""
uno~nab l e).
7 Bladetum
8 SnymgII
9 T dekinesis II
10 Aiming"
Duration
Range':
I min/ lvl
100'
I min/lvl
Kif
I rom/ lvl
I min/lvl (C)
100'
I mi u ile
up 10 20 Ib
up 1020 Ib
I min/ Iv]
100'
touch
I missile
""
100'
I min/lvl
10
Part YU
100'
20 Ib
I mdee atuck
up
*,,,,....,...
100'
100'
100'
Appendix
A-4.1
Open
Essence
Spell Lists
..
~I94~
Part VII
Appnwlic..
"'"
",
SPELL WAYS
ESSENCE PERCEPTIONS
Area of
Effect
D urati on
Range
J spell
vanes
self
~If
self
I sheet
vanes
{ouch
~If
self
5 Rune II
6 Dispel Esunce
I shed:
varies
[ouch
IO'R
self
7 Rune III
I sh....t
vanes
touch
8 Dispel Ch.annding
9 Rune V
IO'R
self
J sh..('t
vane's
touch
I cu'
vanes
touch
Spell Stort
2 Caned Essence
J Rune 1
4 Cancd Channeling
10 Sign of Stunning
I
I
I
I
I
I
I
I
Range
touch
sdf
10'
self
100'
10'
100'
100'
self
10'
Spell Lists
vanes
50'R
I target
Duration
P (5)
rnd/lvl (C)
min/lvl ( C)
md/lvl (C)
min/lvl (C)
min/lvl (C)
min/lvl (C)
min/lvl (C)
rnd/lvl CC)
md/lvl (C)
6-D ispc:l Essen ce(P ,RFT 0) As Callulbsmrr, except dispelling effect is in a IO'R about the caster and any already
existing spells in the radius make a successful RR (with a +30
modification) or be canceled.
Appendix
A-4.!
Open
Essence
Familiar
2 Pusence I
J Listen
4 Presence III
5 Long Ear
6 Watch
7 Long Eye
8 Observe
9 Presence V
10 Tdepathy
Ana of
Effect
T target
lOR
varies
30R
vanes
vanes
VatEes
RHnt
6--W atch ( I,RF5) As Lisun, except the caster sees from tht
fixed point (it can rotare)'
7-Long Eye ( I.RF5) As Long Ear. except the caster sees from
the moving point ( it can rotate).
8-Observe (I,RF5) As Lisun and Walrh, except caster QIl
listm and watch at the same time and the range is 100'.
9- Presence V ( P~ ,RFI 0) As Pm(ll(( I, except chlt the radiw
of awareness is 50'.
10--T d epathy (P,RFT O)Casterc<ln reld cr.esurfacc thoughts
of one target. If the target makes a RR by more than 25, hi:
realizes what is happening.
ILLUSIONS
(~
Arnof
Effect
,
S
7
,
8
Sound MIrage
Uos"n
Light Mirage
Invisib.hry I
Tastt/Smdl Mirage
illUSion II
Phantasm I
InYls.b,l, ry II
illusIOn UI
10 Phantasm II
SPIRIT MASTERY
I
I
IO'R
Dunuion
10 mm/lvl
t~rgcl
max 24 he
lOR
,,,""
SI('rpY
10'
100'
10'
2 Charm Kind
lOR
10 min/lvl
Il>al\" 24 hr
[0 min/Iv]
v.>ritS
vane.
vann
IO'R
I mln/lvl (C)
IO'R
mu 24 hr
100
10'
vanes
vanes
vann
vanes
va n es
!argft
100'
Ana o f
100'
Elf",
Durat ion
varies
varin
J urge!
I hr/ lvl
vann
Vants
I urget
varies
I urget
..arits
,,:.rics
varies
I larger
C
10 mlll/ lvi
I hr/ lv!
3 Slcrp V II
4 Confusion
5 Suggution
6 51ttp X
7 H old Kille!
8 Master of KlIld
9 True C harm
10 QUUI
I I:ugct
I urget
I
rarg~
vann
..
1""195""
R.n
100
100
100'
100'
10'
100
100
50'
100
10'
Part V II
"'~ndi< ..
io<.
'"
be affected.
4-Conll.uion ( F,RF I 5) T argec is incapable of making decisions or initiating action for 1 rnd /S pt o fRR fail ure. Th~
target may conti nu ~ [0 fight current roes or act in selfder~nse .
S-Suggestion ( F.RF20) T arga will follow a single suggested act that is not completdy alien to him (e.g., he will not
commit suicide, blind himselr, etc.).
6-Sleep X (F,RF I S) As Slap V. except a total or 10 levels
may be affected.
7- Hold Kind ( F,RF I 5) H umanoid targe t is held to 25% of
normal action for as long as rhe caster concen(r.ltes.
8- M.:uter of Kind ( F,RF20) T arget must obey caster as in
S"ggtslio" for the duration of the spell. Caster may employ any
number or non-alien suggestions.
9-True Charnt (F.RF20) As Clt.:llm Kind, except :my sentient creature may be affrcted.
I o-Quest ( F,RFJO) T arget is given one task; fai lure results
in a penalty detennined by the Gamemastl"t (task mwe be
within cap:tbilities or target). The penalty should be a minor
handic:ap; such as a drop in stars or a phobi:a (e.g., fear or
spiders, fear of water, etc.) o r some other mental illness or
a physical disability (e.g., a limp. rheuma tism, scars, etc.).
Notr. IlK snw ~pnlS oj ,I/ocsion ,!'flU .... "''''''0y rrtQirJ (100 RR).
nn.."O" oj Ibt 0 oJ 1J,n, ,ptlb ,." ""7 ht "'nmplul>tJ I~ 11M 0
tJ w.,.. '1"lU or tAr 0 of. snw Ol!.rr IJ.~ IIw JmU('<} u:J by 11M
J/r.cs"",. II eM ....y ,,/law Pmtp""" II.''''''' .......' mooIifwJ by 0 10 -I 00
10 klttf Ibt pmen" oj upn;"l!J ,,"htiJrololblt ,1I""DnJ.
..u..
Appcndi.x
A-4. 1
Open
Euen ce
Spell Lists
"
196
'"
ICE LAW
Are~
P.2rt VII
Al'P"ndica
""
FIRE LAW
I Boil Liquid
2 Wann Solid
3 Woodfius
4 Wall of Firc
S H eat Solid
of
Effect
D uration
Rang'"
I cu'/Iv]
p eC)
10'
I cu'/Ivl
24 hr (C)
10'
I'
10'xI0'",6"
I md/lvi
](]()'
I cu'/lvi
I hr (C)
I'R
, rndj lvi
10'
JO'R
I objt([
I rnd/ivi
{ouch
IO'RxIO'x6"
I md/lvi
stlf
7 Call Flame
IO'xIO'xlO'
10 Cirde Aflame
10'
100'
Appendix
A-4.2
Magu
Only
Spell Lists
4 Cool Air
S Chill Solid
Ice Boh
I target
Aura of Flame
I Frer.ee Liquid
2 Cool Solid
3 Wal[ or Cold
100'
Fire Bolt
S Fire B.a1J
Area of
Effect
S Wal! oflce
9 Call Cold
10 e m:l.., of Cold
DUr:l.tion
Range
[ cu'/Iv]
p eC)
]('
I cu'/Ivl
10')(IO'xl'
24 hr (C)
J rnd/ h-]
10'
100'
IOOOcu'/lv[
I hr (C)
100'
I cu'/Ivl
I hr (C)
10'
[ target
100'
20'R
100'
lO'xlO',,['
100'
20',,20',,20'
I rnd/lvl
J md/ivi
sd[
10'
RR).
4--CooI Air ( F,RF5) The tem perature of the air in ;m
enclosed area may be lowered at a rate of I O' F per round o(
concentration ( to a maximum of -20'F). When the concronation ceases, the air will wann no rmall y.
5-Chill Solid ( F.RFS) fu Cool Solid, except material can br
cooled to -200' F at :I rate of - 100' / md of concen[mion.
6- lee Bolt (OE,RF40) A bolt of ice is shot from the p.1lm
of the caster: results are determined by using the Bolt Spdb
Attack Table AT -7 (p. 236).
7-Cold BaU ( SE,RF50) A I' ball of cold is shot from clv:
palm o( the caster. It explodes at a point chosen by the casrn
to affect a 20'R area; results are dete rmined on the Ball Spdb
Attack Table AT-8 ( p. 236).
8- W all of lee ( E,RFJO) Summons a wall of ice up to
I O'x I 0' (2' at' base, I ' at top); it must be affixed to a solid
surface. It can be mdtI'd ( wall takes 100 hits)' chipprd
through (50 man-rounds) or toppll'd ( if one end is 001
against a wall).
9-Call Cold ( E,RF30) As Call Flamt on the Fire Law spdl
list, except that it creates a cube of cold ( up to 20'x20'x2O'J
that delillers cold criticals.
l O--Circie of Cold ( E,RF30) fu Wall oj Gld, except dot
"wall" is up to 20' high and forms a circle ( up to 20'Rand
I' thick) with the caster at the center ( it is non-mobile).
EARTH LAW
UGHTLAW
Aruof
Elf",
Duration
1 Ench~ntcd Rope
2 LooKn Earth
one rope
100 cu'
J Crush SlorlC'
2".. 2"Jl2"
~rthw;tll
,
5
C~cks
Call
StOncWllJl
7 Stont/Earth
8 Earthw~1I True
9 E.llth/ Mud
10 E;trth/Slone
Area of
I min/ Ivl
I OOO~
I min/lvl
100~
P
P
P
P
10'.10' .. 1'
100~
100
CU'
lUng<
10'/1,,1
100'
100
100
Elf",
Proj('C{/ LIght
2 Shock Boh I
5O'~llm
urg~t
3 u ght I
4 Slud,
IO'R
IOO'R
[O'R
100
100
100
100'
5 Suddtn Ught
6 D.:I.rk I
7 Light V
IO'R
SO'R
t target
100
100'
9 Dark V
10 LighUling Boll
SO'R
Duntion
IOm;n/),,]
I large!
lUng,
""
100
IOmin/lvl
10 min/Iv]
touch
IOmin/lvl
IOmin/ lvl
touch
IOmin/I,,1
touch
touch
300
100
~ked
...
100
fO
6.
100
Pan vn
Appmdit
S-5hock Bolt
300'.
9- Dark V ( E,RFIO) As Dar~ I, except radius can be varied
up to 50' ( the size of the r3dius can be! changed by concen
trating I round).
la-lightning Bolt ( DE,RF4D) As Shotk &11 1, except a
lightning bolt is sho t from rhe Caliter's palm.
Appt nd u
A-4.2
Mages
Only
Spc:U Lists
......
"-198'"
It<.
WATER LAW
(Mage Spdllist)
Aru of
BTI:~zc
P;lrt V II
Apl"'ndic ...
WIND LAW
Call
Airw~ll
Effect
20' con..
Condensation
Fog Call
J Warrnv;lll
4 Water Bolt I
J Condensation
4 Stun Cloud I
vari ..s
varies (C)
touch
5'R
6md
10'
5 Aimop I
6 Stun Cloud II
I O'R
C
6rnd
100'
5 Unfog
20'
7 Vacuum
8 Aitstop II
9 Stun Cloud 1lI
5'R
6 Calm \Vatcr
7 \VatuwalJ Tnt"
10 Death Cloud
IO'R
100'
20'R
20'R
C
6md
5'R
10 rnd
100'
8 Clean Wattr
40'
10'
Duration
R~ngt
P
P
touch
IO'R/lv]
10'/1...1
IO'xIO'xI' Cor J mu/ lv] 100'
I urgcr
I O'R
IOO'R
10'xI0'xl'
1000 cu'!I,,!
J largel
!OO'R/lv!
100
P
C
I min/I.,,!
100'
100
100
100
300
iO min/lvl IDO' / lv!
2- Fog C.all ( E,RF I 0 ) Creates a dense natu ral fog within thr
radius of effect, The fog obscures vision and subtracts SO
from all missile attacks which must pass through iL
51un
Appendix
A-4.2
Mages
Only
Spell Lists
Area of
Effect
Range
I md/ lvl (C) sdf
Duration
LOFTY BRIDGE
LIVING CHANGE
Aruof
,
,
3
Eff"C{
Duration
R:mge
I target
I md
100'
Landing
J target
until lands
100'
L~aving
I target
L~aping
10'
I target
I min/Iv!
10'
S Fly I
J target
I min/lvl
10'
6 Portal
3'x6')(3'
I md / lvl
touch
7 Fly n
I target
I min/lvl
10'
levitation
8 Long Door
9 Leaving III
10 Tdcport
I ["TEet
10'
J target
10'
I targel
10'
direct line between the target and the point (for these
purposes a barrier is anything he could not physically go
through; closed doors and bars are barriers; a pit is not).
4-Levitation (U,RFIS) Allows target to move up and down
vutically at ;1 rate of up to 10'/ rnd; horizontal movement is
possible only through normal means.
S- Ay I (u'RF20) As LevilaliOll, except target can fly (move
horizontally and venically) at a rate of up to 7S'/rnd (=5
mph).
&-Portal (F.RF35) Opens a ponal 3'x6'x3' in any solid
surface, through which anyone or anything can pass. T he
surface app(',\rS unaffected hut shimmers slightly (a perception roll would be necessary to notice it)'
7- Fly II (U, RF20) As f ly /, except target fli es at a rate of up
to ISO'/rnd ("" 10 mph).
8-Long Door (U,RF3S) As I..(av;ng /, except caster can pass
through barriers by specifying exact distances.
9-Leaving III ( U,RF2S) As Leaving 1, except target can be
moved up to 300'.
100T eleport (U,RF4S) As Lot.g D:oor, except movement
rIDge is 10 miles/Iv!' This spell is very risky. In case of error:
first determine direction of error ( randomly). then determine
diuance of error (make an open-ended roll for number of
fttl). The caster has the following chances for error (target
miv('s off-center):
never seen place but have description and 10cationSO%
visited briefly for I hr.............................................. 2S%
studied for 24 hr ....................................................... 10%
studied carefully for I Neek ...................... ................ 1%
Ijved in I yr............................................................ 0.01%
199~
Atu of
Effect
D uratio n
Range
I Run
I target
10 min/Iv]
10'
2
3
4
S
I targ ..!
I rnd
10'
self
I min/ Iv!
self
Sprint
I largCt
10 min/lv[
10'
Cb.ngc of Kind
I target
10 min/lvl
10'
, target
I rnd
10'
vanes
varies
10 '
I l arget
I target
JO min/Iv]
IO min/lvl
10'
10'
vari es
vanes
10'
Speed I
6 H ast" 1
7 Spccd III
8 Fast Sprint
9 Size Changing
10 H aste 11I
'*
pu t v n
Appcndi<d
b<.
.""
Ap pendix
A-4.2
Mages
Only
Spell Lists
"'"2 00
Gaa ...
CONTROLLING SONGS
Aruof
Effect
Study I
Aruof
Duruion
Rangt
C
C
sdf
self
2 Learn Language II
3 Language Lo~
4 Mind's Lou 1
5 Study II
6 lnterprc-ting Ear
7 Learn Language III
8 Mind's Lore 1lI
9 Study III
10 Passage Origin
Kif
Kif
rarg~
I target
5~
I targtt
Imd
50'
4 Silent Song
I target
50'
50'
C
C
K lr
Klr
Klr
50'
5df
sdf
5 Sleep Song
6 Chann Song
C
C
C
I targer
,..If
I'puk"
K lr
I target
I md
sdf
sdf
C
C
th is spd!, the rate <It which the Cil.Sur can learn a language is
dou bled. This means rhat any development ofbnguagc skill
is doub led in effectiveness if the character can cast this spell
(i.c., one development point increases a language skill 2 ranks
or
to
undrrstand one
Only
SpeU Uses
7 Fear's Song
8 Calm Song True
I larger
C
C
C + varirs
I target
10 Forgetting Song
I targtt
I larget
+ variu
P
50'
50'
50'
50'
50'
50'
Bards
I target
Appendix
A-4.3
50'
2 H olding Song
6- lnterpreting
Rangt
3 Stun Song
2- Lcam Langwgc
Duration
I target
louch
Ilut
Effect
Cairn Song
SOUND CONTROL
ITEM LORE
Loog WhisptT
2
Sden c~
J Song Sounding II
Song il5 Sonic Law I
6 Great Song
7 SIlence V
8 Song Sounding IJI
Song HI
10 Sonic Law X
Range
50'/1,,]
I min/ Iv]
~If
:u song
2x song's
EfTt:ct
I poinl
l OR
Duution
I $Ong
l brgcu
IO'R
;u
song
;u
song
$df
IO'R
;u lOng
:;lSsong
SO'R
I min/Iv)
~If
I ~""
3 largeu
as song
3% song's
IOO'R
as song
;u
$ang
~If
Song.
+-Song II (E,RF I0) If cast t he round before a spell on t he:
Controlling Songs liS(, it allo ws 2 targets to be: affc:cud.
S-Sonic Law I (E.RF I 0) Caster may manipulatt sound
within 10' of his body. H e can create an y sound he wants, and
uhe desires, [hat sound c:1o be heard o utside the radius.
6-Grcat Song (P ,RFI 0) As So"g II. except everyone wit hin
, IO'R of the caster is a target of the spdl from the
Controlling Songs list.
7- Silcnct' V ( E,RFS) As Si/nJ(( I, Cltcept radius is SO'.
8-Song Sounding ill ( E-,RF I 0) As Song Soun J;ng lI, except
range incrl'ase is 3x.
9-Song III (P .RF I 0) As Song ll, except that it increases the
,.,nnber of mrgc ts to 3.
IO-Sonic Law X ( E,RFIO) As So,I;( /..Jlw I, except radius is
100,
201'"
P'"
5
6
7
8
Assessment True
Slgmfic10ce
Dettct Curv
Ongin
9 Item Analysis 11
10 H istory
I object
Range
touch
touch
touch
louch
I object
touch
touch
I object
,~'"
I objtct
I objtct
I object
[ouch
[ouch
Part V O
...
App<ndic..
,~'"
A-4,3
Bards
Only
SpeU Lists
.,.
202~
NATURE'S MOVEMENT
Aru of
Part VII
Eff~
App<ndicn
b.
...
Trap
Iftt~ction
2 Nature's Awareness I
3 Storm Prediction
Area o f
Duntion
5"
Rang!.':
IOO'R
sdf
~If
I mill ...1 R
I mill ...1 R
5(Jf
4 Weather Prediction
5 Nature's Awart.':ness 111
JOO'R
C
self
6 Breeze Call
20' cone I rnd/ ivi stir
IO'R
7 \Vaiting Awaun ess
I hr/ lvl
self
Fog
Call
TO'/Iv]
R
[O'/Ivl
8
P
500'R
9 Natu re's Awareness V
C
self
10 \V ..ath t"T Prt:diction Tru~ I mi/lyl R
sdf
N~/urt'J A"",rmm 1,
EfTt.':ct
Duration
sc[(
I min / Iv]
self
'm..
self
2 W aterwalk ing
3 Swimming
self
4 Sandnllming
~If
I min/ lvl
5 min/lvl
[ min/Iv]
5 Merging Organic
~If
[ m in/ Iv]
~I f
6 limbronning
Kif
K if
[ mi n/ lvl
Kif
Kif
7 Stonrnmning
8 \Vatcrrunning
9 Windwalking
10 Swimming True
I min/ Iv]
self
self
self
sdf
Kif
I min/ Iv]
[ min/ Iv]
Kif
Kif
Kif
5 min/lyl
Kif
[0
swim without
Nil/lAre's
A"-'IIrrntIJ I,
Open
Chan.
Spell Lists
Limb wa lking
Appendix
A-4.4
O.'.CI.
t:lrgrt
SPELL DEFENSE
SURFACE WAYS
Aru. of
Aruof
Protuon I
Efft'ct
Duration
"'"g<
I t.ugtt
I min/Iv]
10'
IO'R
2 Aru Protection I
J Nrntrahzc Cum: I
ProtectIon II
5 Arra Prottction II
6 Remove': Curse
7 Neutralize Cum: II
,
,
Cantt! Spdl
ProtectIon III
10 Arta Protcction III
lru~
I target
lOR
lru~
touch
lru~
I hr/lv[
10'
~pd[
I target
J min/lvl
10'
10'
lOR
[ min/Iv! (C)
10'
EIf~
1 H tallO
2 Frost/Bum Rthtfl
Chaacion
"'"g'
,~
...
...
J s.:un Relief I
I target
4 Regtntration I
I target
touch
variu
touch
J targct
P
P
P
P
P
I target
touch
I bum area
I r.uget
I target
uriC's
...
203
P
P
P
I target
...
P"
,~
touch
Part
vn
Appmdicco
I"..
""
touch
touch
touch
touch
2- Frost/ Burn Reliefl ( U,R FS) Will heal one area of mild
frostbite or an area of first degree bums.
Apptndi..x
A-4,4
Open
Chan.
SpeU Lisu
1"'2
" 04""
*
Part
DETECTION MASTERY
(CJpcn Chilllnifing Sptll Lnl)
Aru of
vn
Ap~nd;ca
i><.
PROTECTIONS
(Optn Cbanlllling SptllLJst)
'"
Area of
Effect
Duration
Range
I Prayer
I larget
I min / lvl
100'
2 Bkss
[ (ougC{
I min/lv l
100'
2 Detect
3 R esistance
[ targtt
I min / lvl
100'
3 Detect Evil
I target
I min/Iv]
100'
5 Pbnt Facade
~If
I min/ Iv]
~If
6 Underwater BK<lthing
7 Animal Facade
~If
I min/ lvl
~If
6 D ct ..ct Traps
Ki f
I min/ lvl
K if
K if
K if
I hr/ M
K if
Rtsis t Elemenu
8 Shadow
9 Ddlcctions Organic
10 Turnings Org;>n; ...
~If
self
stIr
[0
any Resis
Appendix
A-4.4
O pen
Chan.
SpcU Lists
Dctect C h,mnding
Es~nc(
Drtrct Cu ru
5 Loation I
9 Lon tionV
10 Curse T ales
Effect
Duncion
5'R
50'
S'R
50'
5'R
I target
[ Curse:
la
5'R
I targeT
5'R
I urget
5'R
Ran~
kil/ion
CALM SPIRITS
Durarion
1Un,.
SO' bco",m
IOmin/lvl
Rif
2 Spch I
3 Light I
Qu;('I
5 Sudden Light
I targcl
I O'R
IOmin/I,,1
I'R
I min/lvl
'"
'00'"
SlX'cch II
7 Shock Boll I
I target
'"
I min/lvl
100
Uttcrlight
l OR
lOR
I min/lvl
[ouch
10 Waiting Light
lOR
vanes
touch
I Projected light
8 SIlence
100
100
lOR
20S~
100
Area of
I
Calm I
EIT",
D urlltion
lUng<
I target
100
I tllrget
I min/Iv!
I min/lvl
C
I min/Iv!
I target
varits
J targeu
I min/Iv!
4 targtU
I min/!vl
2 Ca!m II
2 urgtU
3 Hold Kind
I target
Long Calm
5 Stunning
Calm III
7 Calm IV
8 Golden Slum~rs
Calm V
10 Blinding
100'
100
Part VJJ
A""",",
It.: . ".
300
SO'
100'
100'
I target
vants
SO'
5 targcu
I target
I min/Iv!
100'
varin
SO'
I -Calm I ( F,RF I 0) Target will taKe no aggressive! offensi vcaction, and will fight o nly if attaCKed.
300'.
5-&unning ( P,RF25) Caster points his ann (elbow locked
and fist clenched) at the target and channels raw power from
his deity. T arget is stunned for I md/IO pt failure ofRR.
6-Calm ill ( F.RF I 0) No ulm Il, except 3 targets may be
affected.
7-Ca1m JV (F,RFIO) No ulrll ll. except 4 targets may be
affected.
8-Golden Slumben (P.RF25) As 511111I1i"l, except target
falls into a deep sleep fo r I md/IO pc failure ofRR.
9-Calm V ( F.RFIO) As Calm ll, except 5 targets may be
affected.
Appendix
A-4,4
Opc.n
C han.
Spc.U Lisu
BLOOD WAYS
2
3
4
5
6
7
8
9
10
Puservation I
Intuitions I
Duatll I
Lifekt'cping I
Intuitions III
Dcath's T allO
Prnnvation 11
Intuitions Y
Dreams JU
Liftkccping II
Aruof
EfTtct
I body
self
self
I body
self
I body
I body
stlf
self
I body
(Au inris/
Art~
Duration
I hr/lvl
I hr/lvl
I day/lvl
I day/lvl
R;mgt
10'
self
sdf
10'
se[(
10'
10'
self
Kif
10'
10
action.
3- Dream I ( I,RFS) Caster has a dream relating to a topic he
chooses. Ht must sleep or mtditau for at least 8 hours.
4-Liftkteping I ( u'RF20) Casttr can prtvt nt the soul of a
"dead" body from leaving, thus preventing actual death and
enabling rh t falltn bting [Q rtgain htalth via simple bodily
repairs ( Prt51"'~lj(m is required to preserve th t body). Lijlkuping
must be cast upon the t:trget within 2 minutes ( J2 rounds)
of "death," or the soul will leave tht body. Returning a soul
to a body would be a 12th Itvd (or hightr)spd!. Sec Stcrion
17.0 (p. 74-75) for a more complete explanation of the use
of this spell.
S- Intuitions III (I,RFI O) As III/wi/ions I, exctpt the timespan
is 3 minutes.
6- Death's T ale ( I,RF5) Caster gets a vision of the events
surrounding the dtath of any I dead being through the eyes
of the deceased. H e also gets a vitw of the killer. Corpse must
have died within a numbtr of years equal [0 casttr's leve!.
7- Pruervation II (u'RFS ) As PrtsffVd/iotl I, exctpt the
duration is I day/Iv!.
8- Intuitions V (I.RFI 0) As ill/wi/jolls I, exctpr the duration
is 1 day/Iv!.
9-Dreams III (I,RF5) As Drtam 1, ClCcept tht limit is 3
dreams/8 hours. They may concern different topics.
Appendix
A-4.S
Animist
Only
Spell Lists
sptll List)
3
4
Clotting I
Cm R~pait I
Minor Y~ssd R~pair
Cloning V
Cut Repair III
Major Vusd Repair
Joining
Blood T rnnsfusion
Mass Clotting
Mass Cut Rep~ir
of
Eff"tct
, target
1 target
I target
I target
I target
I wound
, limb
Dur~tion
P
P
I target
P
P
P
P
P
P
P
I target
I target
'touch
'''8'
touch
touch
touch
touch
touch
touch
touch
touch
touch
BONE/MUSCLE WAYS
(AlllrrliJ/ sptll
Ana of
Effect
Spram Repair
Mmor FractuR'
Rtp~.r
I bru.k
P
P
P
,~'"
Rcp~lr
I jomt
I br<'J.k
J [,mb
8 Jaw Rep-liT
I JdW
I skull
9 Skull Rcp~lr
10 JOint RCI);lIT
Area of
1Un,.
,~'"
I tendon
5 Tendon
Ouution
I muscle
I Joml
1""207""
(A nirllISI Spill w I)
I spr.un
J Musdc RC~lr
CutLbgt Rtpa,r
ORGAN WAYS
LisO
touch
,~'"
N:u.al Rq>02rr
Major
touch
touch
7 Jomlng
P
P
P
touch
P
P
P
touch
touch
touch
Nerve RtJ>llIf
Effect
Duration
1_
,~'"
P
P
P
P
P
P
P
1000eh
touch
roueh
~R:;a
I nr
1 .,..
I aR: ..
I nr
111mb
1 .,..
I aR:~
[ organ
Rangl!
,~'"
,~'"
touch
touch
,~'"
damag~,
b,,,.
(oueh
Pan VII
Apptndi< ..
Appc:ndix
A-4.S
Anlmin
Only
Spc:1l Lists
1""2 08'"
*
Part
PLANT MASTERY
Arno f
vn
Apl"'nd i< ..
""
ANIMAL MASTERY
'"
Ana of
E ff~ct
D u ration
Range
I animal
I min/lvl
100'
Plant Lore
J pbnr
2 Cloaking
3 Summons I
self
I min/lvl
2 Phnl T onguts
~If
min CC)
self
100'
4 Animal T oogues
self
I min/Iv]
self
5 Anima! Mastery
6 Summons II I
I animal
100'
100'
5 Plan! Location
7 Anima! Location
1m;, R
J mile
7 Spd Growth
8 Befriending
9 Animal Empathy
10 Summons V
5Q'R
self
I anima l
100'
100'
Animal Sleep
varit$ (C)
varies (C)
Appendix
A-4.5
Animist
Only
SpeU Lists
Effect
8 Herb P rodUCtion
9 Plant Growth
10 Plam Control
I herb
I herb
['n; R
I he rb
lOR
I herb
I plant
! plant
Duratio n
Range
touch
! min/Iv!
~If
touch
touch
I milt
P
I day
P
P
J min/Iv!
10'
10'
touch
(ouch
llJO'
lO-Plant Control ( F.RF20) Caster can control the automatic and/or menDI processes of anyone plant. Caster can
also control the plant 's movements if the plant is capable of
movemenL
PURIFICATIONS
CREATIONS
Aruof
Effect
Di$ta~
J'R
5'R
RAlnge
10'
I min/Iv] (C) 100'
10'
P
I ,mn/ lv] (C) 100'
J DiscaM Purification
4 1ft,.., 1 Poison
[ urgl"!
1 urgel
10'
I urgc,
I mln/l v[
10'
I target
I min / lvl
10'
5 Po ison Purification
DI~a.sc
R ...sist:mc ..
1 POIson RrsiSI:mc..
,
S
5'R
Nnlfraliu Di~;as('
IO'R
10'
Nclltralizc Poison
IO'R
10'
[ 13,,&<:-1
10'
10 Mental CurtS
Aruof
Effect
Duration
Sustain Sd(
Duration
""209""
Range
[ day
self
IO',dO'xJ' C or I min/1vl 50'
2 Airwal1
J \Valrr Production
P
10'
4 Food Production
P
10'
1O'.dO',II"I' Cor I mm/lvl 50'
5 \Valrrwall
WoodwalJ
IO'x20'x2" C or I min/lvl 50'
7 Euth~[[
JO'II"IO'x2' C or I min/lvl 50'
IO'x IO'x l .S'
S Iccwall
P
50'
Nutrient ConjurN
10'
P
10 Banitr Pit
5Q().1000 ell
50'
P
self
body.
4-Food Production ( E,RF 10) CaSter can produce sufficient food fro m the surrounding area to feed one hearty
appetite for one day. If the food is not consumed within 24
hours of when it is produced, it will go bad.
...
1-5ustain Sc.lf (U,RF5) Caster receiv(,s all necessary nutrition and water for I day.
b.
Part VII
App"ndi ...
App~ndix
A-4.5
Animist
Only
Sp~ll Lists
2 Trap ~Ieellon
J Trackmg
4 Path Tale
5R
~If
5 Palhfinding I
6 Tl':ldu Lore
7 Deleel Ambush
8 PUling Lore
9 P.uhfinding V
10 Aninm! T ongues
I m,R
P~lhlore
MOVING WAYS
List)
Area of
Eff'"
IO'R
Ana of
Range
~If
~If
Kif
I mile
4 5.lndrunning
5 \Vatcrwalking
~If
I min / Iv!
~If
louch
6 Limbrunning
~If
I min/ Iv!
~If
7 T raet!us Passing
sdf
C
C
~If
sdf
I min/Iv!
5 min/I,,!
ulf
ulf
'"
~If
50'R
10 min/Iv!
~If
5miR
5 miles
sc:lf
, min/Iv!
~If
touch
A-4.6
Ranger
Only
SpeU Lists
Ito,,,
Slontrunning
2 L,mbw,1lkm&
J SWImming
~If
E"",
Duntion
Imin/ lvl
Imin/ lvl
5 min/ lvl
I ,nin / M
~If
Appendix
......
~If
~If
8 Track H iding
9 \Vaummning
10 SWIfT)!ning True
sdf
~If
~If
~If
~If
'"
7- Traceless Paning ( U.RFS) As long as the caSler concentrates, he can walk without leaving tracks or other visible
signs of his passing.
8- Track Hiding (U,R FS) As Trllu/m P4Issil1g, except [hal [ht
caster can also hide tracks of any o ne other being whose track
he follows.
9- Waterrunn ing ( U.RFS) As W4Ilm<IJlking, except cast
can run on water.
IO-Swimming True (U,RFS) As Swimming, except tngrl
can swim as fast as he could run.
NATURE'S GUISES
NATURE'S WAYS
(R~nger
(Rangtr Sptl/list)
Arc;a of
EIT=
Hues
Sh~dc
J Frttu
Duration
Range
! min/lvl
~lf
[OO'R
10 min/lvl
to uch
I cu'/rnd
C
J min/I'll
10'
2
3
~lf
~lf
5
6
7
8
~"
4 Silent Movu
self
Light
I O'R
C
[Omin/ lvl
touch
7 Darkness
IO'R
10 min/Iv!
tou ch
8 Sh"dow
~lf
I hr/lvl
~If
self
I min/ Iv!
~lf
self
~If
5 SdfCloaking
9 Pllnt Facade
10 Blank Thoughts
self
Water Finding
Fire St;l.ning
Heat Resistance
Cold Resistance
Food Finding
Sreriliurion
Shelter Finding
Lesser Traps
Wuthcr Prediction
9
10 Nature's
Aw~ ro:n($S
Arnof
Effect
I mile R
I'R
self
self
I mile R
I cu'/Ivl
1 mileR
vanes
1 mileR
100' R
Duration
Range
~I f
P
I min/ lvl
I min/lvl
touch
self
u lf
self
(ouch
Part
vn
A ppcndica
1M:
self
touch
self
self
H ide
[0
maneuver aucmpu.
2II
..
P'
Spell List)
Appe.ndix
A-4.6
Ranger
Only
Spell Lists
APPENDIX A-S
THE SECONDARY SKILLS
Pan VII
Appendit
b..
""
STANDARD SKILLS
Acrobatics - This bonus is used for in-air maneuvers and
swinging on objects-controlled falling maneuvers (i.e.,
divmg), horizontal dives, tumbling. rolling. vaulting,swinging, etc. It also helps reduce the effeCti of falls.
Acting - Th is bonus is used for impersonating others,
devising new identities, begging, etc.
Anima.! Handling - This bonus is used for gathering.
befriending. or manipulating animals. Typical aniviries
include: animal training, animal healing, driving vehicles
pulled by animals, loading vehicles pulled by animals,
herding domestic animals (e.g., sheep. catd e, etc.).
Appraisal - This bonus is used [0 determine orestimate the
value of an obien or good. A GM may also wish to use this
bonus for evaluating rhe Jl1lril1sir b.l!1HS of an item (e.g., the
+ I 0 OB bonus of a weapon. the + 15 bonus of a lockpick,
the +5 DB bonus a stlit of armor, etc.). This skill applies
only to item bonuses, it does 1101 apply [0 special and
enchanted abilities (e.g.. it will 1101 identify that a sword is
"arc-slaying," that a wand can cast firtbcll s. that a lockpick
can cast Dcu(/ Trups. etc.).
A ""flUl,
.,iz.. FroJo
Appendix
A-S
Secondary
Skill<
74-75).
Foraging - 111is bonus is used for finding ~ny local source
of potable w~re r, herbs, or edible pbnrs and animals. It can
also be used for locating things in an urban environmrn(
( i.e., scrounging).
Gambling - This bonus is used for playing any g~m c with
a significant element of luck.
Meditation - This bonus is used forenreri ng, leaving, and
exploiting meditarional trances.
Ro~-Mastery - This bonus is used for kno t recognition,
knot-tying. braiding. and splicing. lr can also be used whrn
throwing a line and when making a maneuver whilr
suspended from a rope or analogous flexible line.
LoRE SKILLS
Skill
Sue
Bonus Skill
U$ed Type
Acrob~tics
AG
Acting
Allimal Hand ling
App ... ;1
Boat H andling
Gving
Contortions
Cookery
First Aid
Foraging
Gamblillg
MIiudon
Rope-M astery
Signaling
Sky-Watching
Trickery
PR
PR
IG
IT
IG
AG
IT
IG
IT
IT
PR
IG
IG
IT
PR
IG
Rebted
Skill Categories
MM
SM
SM
SM
General, M&M
c"neral, Subterruge
Gelleral
c"ru:ral
SM,MM General. M&M
SM,MM c"neral
MM c"neral, M&M
SM Ge neral
SM c"ner;l.1
SM
SM
SM
SM
SM
SM
SM
Any Caf~gory
Ge neral, Subterfuge
Genrral. Magical
Gcncral
Gc:nenl
Any Category
Subterruge
SM
MM
SM
SM
General. Magic~ 1
General, M&M
General. \Vea pon
Gener.al, Subterfuge,
Languages
Any Gregory
SM
- M&M
have the same stat bonus, skill type (i.e.. MM or SM), and
related skill category. H owever. each ,kill in a group must
be devd oped separatdy.
Appe n dix
A-S
Secondary
Skill..
APPENDIX A-6 ~
OPTIONAL MATERIAL
"'2 14
Pan VII
Appcn.diceo
&.
A-6.1 PROFESSIONS
Barbarian
Burglar
Conjurer
Civilian
Explorer
Monk
Rogue
Schohr
Shape Changer
Warrior Monk
Wizard
B ARBARJ AN
Appcudix
A-6.l
Optional
Material
B URGLo\R
.,
M ONK
2IS
Pan VrI
Apprnd~
hiinl II
spefl (lIslfT.
W ARRIO R M ONK
R OGUE
Appcndix
A-6.l
Optional
Matcrial
CIVlUAN
Part VII
Appendi''''
be
Occupation
Occupation Skills
Ckcupation-Rclated Skills
Acrobat
Actor
Artist
Blacksmith
Acrobatics
Acting
one specific art skill
naft skill: Smithing
Bureaucrat
Carpenter
Farmer
Fi.herman
influence skills
naft skill: wood- working
naft skill: Fanning
Foraging.. Boat H'lndling
languages
craft skills
Animal Handling, Sky-Watching
rdated craft skills
Herder
Mercl13nt
Animal Handling
influence skills
[ore skills
"'g'
BriJgt ~I
Rivrndtll
Appendix
A-6.1
Optional
Material
:\S
Occupation-Rebted Skills.
8a..mTian Burglar
Conjurtr Ci..ilian
I>'"
E..pJo~r
Moo'
R"""
Scholar
~Bu
Win rd
M&MSk,lb
Wupon Skill.
Gmt",! Skill,
s..l)lcr(ug~
~IIL'.u
l..lIlgu~gc.
Ad,..,,,,!
"
Skill.
Magu;:al Skill.
~(~....,
s.~ond.ry
.kill. can
\1M
'"
217
Warrior
Mon k
Slap<
Pan
vn
APJ-di_
SHAPE CI-tANGER
Prime SUt - PrC'SC'nce
Profession Bonuses - + I per lelld on M&M skills
+2 per lelld on martial am skills
+2 per lelld on body delldopment
+5 per lelld on Shape Change
Spt.1l Restrictions - May learn open spell lists from one
realm (his choice). May only cast 1st, 2nd ;l.nd Jrd lelld
spells.
A Shape Changer is a characu'rthat un change to and from
an animal form while slill maintaining his normal human
f'"Wna (e.g., like Ikorn in I"lr Hobbil). His prima,)' areas of
dull delldopment are unarm~ combat and body delldopmenl.ln MERP, Shape Changers must be Ikornings that can
cnange infO bears and Ihey halle a special Secondary Skill,
Shape Change, that only they can delldop. This skill uses the
PR stat bonlls, has a SM skill type, and can be delleloped
using DPs from any category on a one-to-one basis.
A Shape Changer can anemp' (0 lIolunIlrily change form
(human to animal or animal to human). The character must
make a st;tlic manculler:
Open-ended [-looro[1
+ his Shape': Change bonus
+5 for ellery consecutille round that he
concenlrms (AppendiX" A-4, p. 191 )
+20 for a successful Meditation static maneUlle:r
If ,he result is 100+. the change rakes place.
If the result is 76-99, there is no change, bur he: can try again
11-(')(1 round (any rounds of concentration remain consl!cutive).
[f the result is less ,han 76, the re is no change and the
charach'r loses his concentration (he must start oller al zero
consecutive rounds of conce:ntration).
Appe.ndix
A-6. 1
Optional
Mat~rial
.,
218~
Part
vn
A~;< ..
",.
'"
Su,
Atbck
Table
Atbck
Size
Critic.al
Bonus
ST
AT-5
Small
Impact
Standard Striking ST
AT-5
Mt'dium
Impact
E~pert
ST
AT-5
L..,&'
Impact
N ovice SwC("ps
AG
AT-6
Small
Gnpple
Standud Sweeps t
AG
AT-6
Medium
Grapple
Expt"rt Sweeps tt
AG
AT-6
L..,&'
Grapple
Auack Type
Novice Striking
Striking
Ty".,
Appendices
A-6.2
A-6.3
Optional
Material
5.7. p. 37).
In order to balance out this disadvantage for female MERP
characters. we can use the fact that women have better average
agilities and more resistant average constitutio ns than men.
A Gamemaster may wish to assign a + 3 stat bonus (0 either
the AG stat bonus or the CO stat bonus for each female
charaeler (except H obbit females). This +3 nat bonus
should be assignt d to the stat (i.e., AG or CO) with the lower
stat bonus.
[00'
In direct line of sllccession ............................. 50%
Rul ing monarch, but not so ordained ......... 70%
Ordained Black Ntimen6rean King ............. 80%
Ordained Dlinadan King .................. ............ 90%
- Roll again: if 0 1-83, the lineage is "close rdarion of roy;al
family;" if,~4- I OO, the lineage;$ "in th .. di rw line of
success10n.
In the absence of other information, a GM can roll as
indicatt d above in o rder to determine a Dunadan Of Black
Numen6 rean charaeler's lineage.
Athelas can heal any injury. bU[ it can not perfonn "'Iife_
giving" (Section 17.0, p. 74-75). If an attempt to USt athdas
fails, a dose of the herb is used lip, but there are no side .. ITecu
and additional attempts may be made if more doses att
available.
Rang~
Primary
Critical
5ondary
Critical
Bu.
Rang~
Sp~cial
Modifications
-50B
+5 OB ( chain/plate), -5 OB (other)
-50B
+5 OB (chain/plate), -5 OB (o ther)
Z.Hand~d
A-6.S MODIFICATIONS
TO ELEMENTAL ATTACKS
These optional modifications make bolt and ball demw-
A-6.6 LEARNING 0
SPELL LISTS
In the nonnal MER P rules, each Development Point
dllocated to learning a spell list gives a character a 20%
chance of learning the entire list. The use of the optional
material in this section allows a Gamemaster to remove the
chance element from learning spells. Please note that this
method will result in low levd characters being able to caS[
many more spells than they do under the normal rules.
For each DP a character allocates to learning a spelilisr, he
ltarns the two lowest level spells thal he does not already
kno w on that list. 11ll1s, allocating five DPs to a Est still lets
you learn all ten spel ls on that liS[ automatically, but now you
~utomatically learn two spells for every DP you allocate. Of
course, a character can still only cast spells up to and
including his own level.
'"219'"
Part VII
App=dicn
""-
-'"
A-6.7 WEAPONS 0
A-6.4
A-6.S
A6.6
O ptional
Material
APPENDIX A-7
CONVERSION NOTES
Part
vn
Appmdiceo
Iu
...
A-7.1 CONVERTING
CHARACTERS FROM
LOR TOMERP
It is fairly easy to convert a LOR character into a J,fERp
character-the two systems were designed to be ea5ily convertible.
Appe ndu
A-7. 1
Conversion
Notes
Now, you have you r character's MERP Character T emplate and his J,fERP Level and Experience Points. You may
now follow the instructions in Sections 3. I [0 fill out your
Charter T emplale. You and your Gamemaster should feel
free to modify this information to more closely match your
LOR character.
LOR Stat
Corresponding MERP Stat!
Strengt h ................... Strength. Constitution
Agility ...................... Agility
Intelligence ............. Intelligence. Intuition, Presence
...... .......-
...
"'" w_
---- -
.....
h~
l' "'..
*"'I ""
__
~-
-_
,;(.
Corrcsponding
LOR Spell
},fERP SpcD Lists
Strength ................... Physical Enhancement
Shield ....................... Esscnce Hand
Spced ........................ Lilling Change
Balance ..................... Physical Enhancement
Camoufl age ............. Nature's Guises, Il lusions
Concentration ........ Physical Enhancement
Item Analysis .......... ltem Lore
Clairvoyance ........ ... Direct Channel ing
H ealing ....................Surface Ways,
Luck ......................... no correspond ing spell list
Prot. from Magic .. Spell W ays, Spell Defense
Sustenance .............. Creations
Calm ......................... Calm Spirits
Chann Animals ...... Animal Mastery
Fire Bolt .................. Fire Law
CONVERT ING FOR Y OUR L EVELS A BOVE FIRST
h' 1
-_
~"" _""_'.ho
;."""".
_._b4-_ W:;....,.
---,,-;..~
.. .,..,... ...
_~'.r-
t __ ........... _ _
-'''''4''-
""" ....
~
,_
.I
,".~
. ~
...
oJ
~_-J
_ _ _ _ _ _ _ _....;, ", \ :.
fi
Appendix
A-7.1
Conversion
Notes
i)
A-7.2 EXPANDING
"'-
USING ROLEMAST ER
PROFESSIONS WITH MERP
Most RO/ffllllSter professions require spell lists from 5f'l1l
UlW (the magic system found in RA!). Tht'Tt'fore, evt'n when
using MERl', Spa! UlW should be used to detennine which
spell lists a ch aracter of a specific Ro/ffllll sltr profession can
[t'arn. Givcn these spelliisu, Rolnnllsttr professions translate
easi ly into MERP professions.
Appendix
A-7.2
C onversion
Notes
MER P SUt
Corresponding RM 5r.au
St rength ................... Strength
Agility ...................... Agility, Quickness
Consrirurion ........... ConSliturion
Imell igencc ............. Empathy. Reasoning
Intuition .................. Inruition. M emory
PreS<'nce ................... Presence, Self Discipline
"
..
,...
223
P2rt VII
Apf'<'ndi<n
"'"
...
CONVERTING STATS
MERP St:lts may be: di rectly converted to corresponding
RM sta rs as fo llo ws:
Lo"
Sound Control
Controllmg Songs
Itt'1ll Lort
Opm
on'
OllStJ Oll,""tl,,,.
Surfacr WaY'
Sound/ Llglll Ways
Calm Spir.u
Na ture's Movemtnt
Lo"
Prot~C(IOns
Spell Defenst
N ature's Lore
Certai n MERP skills correspond to RM skill categorics-all MERP weapon skills and Directed S pells skill.
Fo r each o f these skills. you should double your MERP
skill r:mks and ;lllocate them ( 0 the corresponding RM
skills ( no more than half (o anyone Rltf skill ).
Blood Wa),s
Organ Ways
Punficauoru
Bo~/ Musc le
Ways
Plant M:Ulery
Direct Ch;lnnding
An im ~ 1 Masttry
Creatiolu
am Cfmr,
Path Mastery
Moving WaY'
Nature's WaY'
Nature'$ Gui~s
Appendix
A-7.2
Conversion
Notes
..
""224'"
Part VII
Apprndic ..
'" "'"
STATS (CHARACTERISTICS)
T he MERP / RM system USe5 percenti le values ( 1- [DO) to
describe a character's stats ( characrcristics). FH uses an openended system with most values falling in the 5-20 range. We
suggest the following conversion guideline:
MERPjRM stat
FHseat x 5
fHstat = MERP j RM st3t + 5 (""n'''''''''''I1/'''18)
MERP/ RM Sm
(Strength )
AG (Agility)
CO (Corutitution)
1G ( Intelligence)
1T ( Intuition)
PR ( Presence)
AP ( Appearance)
QU (Quickness)
RE (Reasoning)
ME (Memory)
EM (Empath y)
Sf
TIME
During combat o r o ther situatio ns where game time is
precisdy reckoned. Fanlasy Hlrono uses twdve second "turns"
which are divided into one second "segments." MERP /RM
employs one minute "turns" which are divided into ten
second "rounds." Fo r time conversion. we recommend the
fo llo wing:
= J FH segments
= 18 FH~gments or
I MER.Pj RM Round
I MERPj RM Turn
1.5 FHeurns
+ 10
MERP bonus =
+[
FH bonus
Appendix
A-7.3
Conversion
Notcs
MERP
F~nl~ry H,ro""
I -hand Edged
I-hand Concussion
2-hand
Pole Anns
Missile
Thrown
Swords
Axes, Maces, Hammers. etc.
2-hand
Pole Anns
Missile
Thrown, Javelin
STR
DEX
CON
1NT
EGO
PRE
COM
DEX
1NT
INT
(Strength)
(O('xt('rity)
( Constitution). BODY
( Intelligence)
(Ego)
(Presence)
( Comdin~5S)
( D~xtcrily)
( Intel ligence)
( Intelligence)
EGO (Ego)
SPELL CONVERSION
There is no room here to list each of the spell lists and the
myriad spell descriptions found in MERPj RM, nor is thm
space to demonstrate how Fanlllsy Hrro spells are constructed. The easiest approach is [0 use t he following guideline to relate FH spell-caster Character Points spent on spdl
construction to MERP /R M spell lists "learned" to
, MERPjRM spelJ Jist "brned"
10 to IS FH Character Poinu
Failla,] Hrro'"
OCV
Damage Class
DCV
resistant ED and PO
10lal ED and PO
Move in inches per phase
BODY (min. 10)
CONVERSION F ROM
AO&Oo STATISTICS
AD&D* uses a significantly differc nt combat and spell
system from those found in MERP / RM. The conversion of
characters and creatures from o ne 5 yst em to th e other
fJ
requires some effort, hu t if you play MER P /RM or AD&D ,
[he task should nor present a great obs tacle.
Once you have determined the
AD&Do
character's level, profession, and culP.lhdin
ture/ race, you can usc the MERP Ch arB",b~ri~n
aeter T empl:ttes to convert th e characA
.."...in
ter. This process is outlined in Section
lIlusioniS(
J.O(p. 2I)and in Appendix A-7.1 (p.
Druid
220 -221 ).
R.nger
L EVEL
..
1""2 25"
P~ rt
b
MRP Sr.nu,J
MER P Option.1
RM SruJ.,J/Co...I"'''ionl
R~ng~r
\ v.mor
&'rbarian
Ranger/Pa!.din (1 )
Fighter/Barlmian {I}
Rogue/ A.u.uin (ll!)
Illu.ioni.t
Animi.,
Rang.r
ScOUl
R"",.
M.g.
Animist
Rang~r
B"d
Monk
FightCT
Cbic
Thief
Magic_U r
Bm'
,,~ ,
Wanior Monk
\Vanior
Animin
ScOUl
BurgI..
M.ge
Monk
Conj"",r
R~ ngrr
R.'ng<r
"''''
Mage
,,~,
Ranger
Monk
""d
,.
B"d
\ Vanior Monk
Fighter
Cleric. H ralu
Thid
Magici.n. Alchemist
Monk
Lay He.!er. Astrologer
&rd, Monk
Menul,.. , Mystic
Rogue
Rogue
W ':r.:Ird
Explorer
Rog""
Wio:.:ord
Wio:.:ord
Wiu rd
\Vur;or
V II
Apprndicn
R~nger
ktTologer
So",er..
STATS
HITS
T o obl":lln MERP / RM Hits multiply rh e AD&/)fJ ' Hits'by
3. ( e.g., for a creature's hits).
MERP StOlt
Strength
Agility
Constitution
Intelligence
Intuition
Prest nce
ARMOR TYPE
Usc the following AD&fiS armor c lasses CAC) [0 determine a character/creat ure's MERP / RM ann o r t ype ( AT). If
a shield is used, decrease [he AC by on I' before converting.
AD&DfJ
AC 10
MERP
No Armor
AT s 1-4
AC 8
Soft Leather
ATs 5-9
AC6
AC4
AC2
Rigid Leath er
AT s 10-12
Chain
ATs 13-16
Plate
ATs 17-20
RM
MERP/RM MERP/RM
s,,'
102+
lOi
100
98-99
95-97
90-94
75-89
25-74
10-24
5-9
3-4
2
I
SUt
Bonus
+35
+30
+25
+20
+IS
+10
+5
0
-5
-10
- IS
-20
-25
AO&O" Stat
Strength
Du terity
Corutitution
Intelligence
Wisdom
Charisma
AD&O"
AO&O"
SUt Bonus
20+
19
+5
+'
+3
+2
+2
+1
+1
0
s,,'
I8
17
16
IS
13-14
9- 12
7-8
6
,5
3
-I
-I
-2
-2
-3
Appendix
A-7.3
Conversion
Notes
.,
226
Part VlJ
Ap~j<o.
Morgan, Gwyneth. Lift ill a Mtait:.'al Villagt. Cambridge: Cambridge University Press, 1975. Copyrighr 1975 by
Cambridge University Press.
Norron-Taylor, Duncan. The Cdts. New York: Time-Lifr
Books. 1974. Copyright 1974 by T ime-Life Books.
Oman, Charles, KBE. Cas/us. London: Gre:lt \Ves(ern Railway. 1926.
POSt, J.B., cd. A,l AdaJif Falltasy. New York: Ballan rinl." Books.
1979. Copyright 1973, 1979 by J.B. POS[.
Shepard, WIlliam R. 5btpara's Histcriedl Adas. N ew York:
Barnes and Noble Books, [976. Copyright [964 by
Barnes and N oble Books.
Strachey, Barbara. Journrys if F,oJo, New York: Ballantine
Books. 1981. Copyright 198 1 by Barbara Strachey.
Tolkien. ].R.R. TIt AawllturtS if Tom &mbaail. Boston:
H oughton Mimin Co ., 1978. Copyright 1962 byGcorge
Allen & Unwin Ltd.
_,.,-=,---~_. Tbt Ftliowship oj t~ Ring. Boston: Houghwn
Mifflin Co., 1975. Coryright 1965 by J.R.R. T olkicn.
-=-c---~. Tbt Hobb;t. R evised Edition. New York:
Ballantine Books, 1966. Copyrighr 1937, 1938, 1966
by J.R.R. T olkim
RS-2 -
~
Combatant / Character
.E
l:
"
!!.
0
,;1 ~
l:f-
,,
~J
11
E
~.g
"
1!0
'o "0
'"
,
0
"'a
->J~
3o ",
",a
,-;::
......
"'''
RS-3 CHARACTER
H i[ Points
I lol~1
bits
I~~m)
Cri[icai Points
oppontnl 'S kwl
& JNt,iry oj rrill'{dO
Kill Points
, tn.!
& tf""lUlt" S ItwO
Points
(&uJ 0" J!ffir~lry
oj ,,,~ " .... ,,,,,)
Spell Points
(B." rJ 0" 'I"II kw'
& {~r.uI"'S
kwO
Misc. Points
Travel Po ints
(&UtJ 0" "~",k,
oj "" Irs l'd""IrJ)
SUBTOTAL
Idea Points
(&srJ M ""If oJ
JM<P's IOldl JIO,'nlS)
TOTAL
Appendic..
""
'"
Fumble
R ange
Primary
Critical
.-..-.
.-.
.-.
.-.
No<
War H ammer
Whip
'-6
.-6
Secondary
CriticaJ
"". t
We~~)ht
Range
( lb.
IS
IS
Mod.ific~tions
SptciaJ
-150B
+5 OB against chain & platr
-5 OB (chain/ plate), +5 OB (othrr)
-10 OB (chain/plate), +10 OS (other)
C=h
Crush
Gnpple
C rush
Gnpple(C)
2
5
Puncture(A)
5
5
5
3
5
3
!O
!O
Slash( A)
- IOOB
JHanded Po lt: ..~~ (0.11 be uud with a shie I4,... or ,2;.HandM wJID + .10 to 08):
... I0 OB, can usc from 2nd line
30
Puncture
Javdin
... 5 OB. can use: from 2ndlme
Punctu re
Slash(A)
20
5
Spear
'-5
::
.-.
.-.
OB = Offen,i"" Bonu.
_ A tha .... c r may no. mOve with thue wtopom loaded .nd ready 10
fi~. Thq may bc ,~mcd in h.nd.nd fired as if rclo.ding(?<n.lty
.pplie.).
t - AI! non -Mi .. i!e wupon. wi,h , t.ng<' ..e treated as thrown
W"'PO'" (for .Kill purpost.) when used .. mi i1e.,
Fumble Rangr. If an unmodifi.d atfack roll;. in ,hi, range. theart:ack
f.iI. and a roll mun be made on the .ppropriat. Fumble Tabl.
Primary Critiea.l: The type of critical dcliv,,,d by the wc.pon. A lener
in " ... ntheseo indicaIC,.he maximum criti,.1 that can be obtained
(i f none is given, it i. 'E'). H igher critical. art tru,ed as th e
maximum.
Secondary Critical: If a cri tiul higher .han an 'B' i. obtained. then"
second cri.ical of thi. type i. ddive ..d in addition to the primary
erit;,.1. Thi. second.ry crilical i. ''''0 .tcp. lUI "vere Ihan i.
indicated by the attack result ( . g.. an 'E' r ult dclivcn " 'C'
..condary cT;li co!.. 'C delivero ~n 'A'. ClC.). Each 'Tiliul i. rolltd
sepu:l I<ly.
.0
7
7
6
3
3
8
3
2
0.5
40
75'
90
'Of!"
60"
50"
CST-I
oa
.0
...,
"'"'2
J
5
fO
f5
2O
40
Statistics
Table
8a.~ R~ngc:
30
Combat
1_
50
60
75
I ~-w
.00
M... imum
Short
Mrdium
Lo",
R.2nge
Range
(+0 to OB) (-25 to OB) (-50 [0 OB) (-75 to OS)
3'-4f
S'-6'
1'-8'
1'-2'
1'_3'
7'-9'
10'-12'
4'-6:'
t ['_IS '
[6'-20'
1'-5'
6'-10'
JI'-4O'
[ 1'-20'
2I'-JO'
1'-10'
16'-JO'
J l '... 45'
46'.60'
1'- IS'
61'_80'
[ '-20'
21'... 40'
41'-60'
91'-120'
J 1'-60'
61'-90'
1'30'
81'-120'
41'-80'
121'100'
1'-40'
1'-50'
101'-150'
J5J'-2OO'- ,,sJ'-l OO'
[2['-180'
6 J'-120'
ISI'24O'
1'-60'
15['-225'
226' ... 300'
1'-75'
76'-150'
271'~;-l. .90
181',2.70'
9i '-T8O'
101'... 200'
201'-300'
I'.TOO'
301'400'
""g.
..",-
AT I -
Roll
UM 01-08
094'
46-50
51-55
5660
6f~65
6670
7175
76-80
81-85
86-90
91-95
96-H1O
101-105
106-110
I! 1- 11 5
116-120
121125
126-130
131135
136-140
141145
146-150
Ponible FUl'(lble
0
I
I
Z
2
3
3
4
Roll
0
0
I
I
2
3
4
0
0
0
0
0
.2
3
6
7
8
9
lOA
IIA
I2B
13B
I3C
I4C
ISC
160
170
18E
6
7A
9A
lOB
liB
0
0
0
0
0
3
,
,
,
,,
6
6
7
8
8A
9A
9A
lOB
118
IIC
120
11E
AT -3 -
UM 01..08
09-55
56-60
6 1-65
66-70
7f-75
7680
81-85
8.90
91 95
96-100
IOI-105
106-110
111115
116-120
121IZS
126-130
131-135
136-140
141-145
146-150
Rigid
Soft
Chain Luther uather None
12S
I3C
ISC
I6C
170
180
zoO
lIE
21E
7A
9A
lOB
12B
IJB
I4C
t5C
I7C
180
190
200
220
136
14E
lSE
0
0
0
0
0
0
0
7
9A
lOA
liB
AT-2 -
RoU
Plate
PQS$ibl~
UM 01-08
09-JO
36-40
41-45
46-50
0
I
I
2
3
3
sf-55
6 165
66;-7Q
71-75
76-80
8 185
.86-90
91-95
96-100
101-105
I06~1 10
111-115
116-120
121 -125
126-130
131-t35
136-140
141-145
146-150
IJe
ISC
170
190
zoo
21E
23E ~
',E
27E
28E
JOE
0
0
I
2
6
7
8
8
9
10
lOA
IIA
12B
I3B
I3C
I.C
ISO
160
I6E
0
0
0
0
~O
0
0
0
0
3
6
7
B
9
10
II
12A
I3A
14.
ISB
16C
I7C
I8C
190
200
21E
22E
" ,
3
4
6
7A
8A
98
lOB
I IJ~
12C
I3C
ISC
I6C
170
180
I9E
ZOE
..
Part VII
Fum!:!.l",
0
0
0
0
,, ,
'6-60
Soft
Rigid
Chain lnther lnther None
~233
6
7A
8A
9A
lOB
lIB
J2.
I3C
14C
ISC
160
170
I8E
I9E
20E
0
0
0
0
0
0
0
0
0
0
6
8
9A
TOB
12C
l3C
140
I'D
170
I8E
I9E
2IE
21E
23E
"'~ndic ...
:..
'"
2-HANDED WEAPONS
ATTACK TABLE
Plate
AT -4 - MlSSILE WEAPONS
ATTACK TABLE
Rigid
Soft
Chain uather lcnher None
PO$.'lible Fumble
0
1
3
4
0
0
0
3
0
0
0
0
6
7
8
9
II
I2A
l3A
14B
ISS
I6C
I7C
190
ZOO
2IE
22E
4A
7A
98
I2B
I4C
17C
I9C
22C
140
270
290
32E
34E
37E
40E
II
12A
14A
I6B
18B
2DC
12C
24C
260
280
29E
31E
33E
0
0
0
6
8A
lOA
l3B
1$8.
17C
zoe
22C
24C
270
290
310
3:3E
36E
38E
40E
43E
0
0
0
0
0
0
lOA
IJB
16C
190
Z10
"0
28E
31E
33E
36
39E
42E
4,E
48E
Roll
UM 0108
0970
71-75
76-SO
81-85
86-90
91-95
96~tOO
TOI-IQ5
106-1 TO
II 1-115
II6~120
12J ~ 125
,-
126130
13.1.-135
136-140
141-145
146-150
Modificat;OIu:
Pbte
Rigid
Chain leather
Soft
le~ther
Nom:
0
I
2
3
4
6
7
8A
9A
lOA
lIS
lIS
IIC
IJC
140
ISE
0
0
2
4
6
7
8A
lOA
IJB
14B
16B
17C
I9C
ZOO
zm
23E
lSE
0
0
0
J
,
7A
9A
lOB
I2B
I3S
ISC
I7C
190
110
130
2'E
26E
0
0
4
6
8A
lOA
12S
I.J8
I4B
I6C
I7C
190
zoO
220
Z3E
25E
26E
0
0
0
0
0
8A
lOB
IIC
IJC
ISC
160
ISO
zoD
22E
13E
2,E
27E
Atud.cr'. OB - o.:fender'J DR
Critiw:
a"~ek
Attack
T ables:
AT-I
AT-2
AT-J
AT-4
..
"'"234
Part VO
App<ndi"u
"'"
'"
(A bbn:v;at;on)
(P,)
(Bl)
Site
(0)
Claw/ Tillon
Horn/Tusk/Stinger
Grappl ~/Gra5p/ Envelop/Swal !ow
(Ho)or (St)
(Gr)
eRa) or (Sa)
(Tl)
(T.)
(1'"3)01'(1')
(Fi)
(Wr)
Primary Cr;t;ui
Slash
Secondary C ritic.,]
Cmsb
Slash(C)
Puncwno(B)
Crmh(C)*
Puncture.
Slash
Puncture
Grapple
Unbalance
Unb.1bncc(C)
CrusheC)
S [~h(T)
CI:'\J$h
Cmsh
C~h
Crush ..
Unba!:mc<"(A)
Grapple(A)
Primary Criti cal: The type of critical dd;....,red by the atuck. A l.uer in puemhe indicates Ihe "'.lxim"," cri,ica! ,h~, can hc obtained <if
non. i. given, it i. 'E'). Highe, cril;c~b ue t,e." ed u the m~xim"m.
$tcondary Critical: If a criti.. ! higher ,han an 'N i. obt~in.d , ,hen a .ond tritica! of ,hi. ty?" i. dd,vm,d ,n addition '0 ,he primary tritteo!'
Thi. 2ndary crilic.! i. on,ep I....cve" than i. indicated by ,h 'tack ... ult (e.g.. an 'E' ... "It d.ri"" ... '0' 2nd.ry cri' ical." 'C' ddiv ....
an 'S', etc.). Roll ...h cri,ical.epa,."cly. A lett<:r in p.renth ...,. indic .. t the maximum critical th.t can br obtained ( if none, it". 'D'}
_ For ,h."" .,ucb, only "large" and "huge" attack.. gct ,h. Kcond,,,}, crili.. lliStcd .bo....,.
t _ If a chara"., fall., th;. attack i. rolled with ,he numhc, of fcct f.lI.n .dd.d to Ihe attock roll .nd Ih" chua"cr', Agility ",11 [,on".
subtracted. T he siu of ,h. mack is b.sed upon the di,tane< rallen: r '.rO' (Small). II '50' (Mcdium), 5 I '-100' (Luge)' 0"'" 100' (Hug_).
t - Th.u m.ck typ.. arc fo, humanoid handlohand atlack. Thttachr'. OS i. hi. Slrcn!!,h bonus ph.. his Agility bom, .
AT-S RoU
Piau
R igid
Son
C hain leather uather None
Roll
P(mible Fumble
UM 01..08
03-45
46-50
5 1-55
0
0
0
0
0
0
0
0
0
I
56-60
61 -65
I
I
0
I
6670
7175
7680
81 -85
3
4
5
0
I
2
3
I
2
4
5
5
7T
7T
4
5T
6T
8T
9A
lOA
4
5
9T
86-90
91 -95
96-100
10 1- 105
6
6T
7T
7A
6T
7T
8A
9A
8T
9A
lOA
II A
lOA
IIA
IIA
l3B
12A
l3B
l4B
ISB
106-110
II 1- 115
116-120
8A
9A
lOB
[IB
lOA
liB
liB
l3B
l4C
ISB
lOC
17C
17C
19C
200
12 1- 125
126130
I JI- 135
Table
CST-2
Attack
Tables:
AT-5
AT-6
ISB
18C
20C
[8C
IOC
160
IOC
230
250
18E
30E
220
",
Combat
Stati5tics
l4B
16B
18C
AT -6 -
IJ6-140
141 - 145
IOC
230
260
220
ISO
29E
[,~6-['l!~
24E
27E
32E
30E
33E
36E
38E
40E
OM 0108
OJ-55
56-60
6 1-65
66-70
7175
7680
8185
86-90
91-95
96-100
10 1-105
A
.C,il;c~l roll
S ............ Ctitic.1 roll
C ,..... , .... Critical roll
o ........... Critica l roll
is modifi.d by -20
i. modifi.d by ]0
i5 modifi.d by 0
i. modified by + 10
E ............ Cri, ic~1 ,011 i. modified by + 2.0
The 'ype of (rilic.l! i. d.tcnnincd by the ,?"cific ~nima[ allac k
being ".cd ( T .bl. csr -2).
C hain
0
I
I
2T
2A
3A
3A
Sof,
Rigid
Lucher u.ther None
Possibk Fumbk
0
0
0
0
0
0
I
2
4T
4T
4
5
0
0
I
2T
3T
4A
6T
0
[
4A
5B
58
6T
7A
8A
5A
6A
7A
6C
7C
8C
88
9C
IOC
lOA
liB
12B
12 1- 125
126- 130
IJI IJ5
IJ6-14O
[41- [45
146- 150
J6E
- Muinuun Res~l($ fot HUl:(e Atudo.. Critical roll i. modified by-50
Plate
8A
9A
lOA
8T
lOT
II A
106110
II I- I J 5
116-120
100
liD
lID
II C
l30
ISO
ro~
l4B
lOC
18C
l IB
l3B
l4C
l4A
ISA
lOB
Medi um AtClck..-
lOC
18C
IBB
lOB
IIC
100
- Maximum Results for Large Aw(h260
18C
l4E
190
lIC
30C
21E
250
180
16E
30E
330
18E
DE
27
- Muimum R5ulu fur Hus:e AC(.:ldts-
AUackcr'. OS _ Dr:f.nder'. OS
'0
AT9 -
(m .. 11 ;s ItpplitJ 10 It RR
T..blt RR7)
No
on
IIIIlJr
Pbu~&
Roll
UM QI -02
03-04
05-08
09-12
13 16
17-20
2 1-24
25-28
29-32
33-36
37-40
4 1-44
45-48
49-52
53-56
57-60
6 1-64
65-68
69-72
7376
77-80
8 1-84
&588
89-92
93-96
UM 97-99
UM 100
Ch~il1
Leather
Armor
F
f
f
f
Of -02 UM
03-04
05-08
09- 12
+45
+40
+35
+JQ
+25
+20
+ 15
+10
+5
0
+70
+65
+60
+50
+45
+35
+30
+20
+ 15
+5
F
F
F
+ 45
+40
+35
+JQ
+25
+20
+15
+10
+5
a
a
-5
-5
-10
-15
-20
-25
-30
-5
-5
-10
-25
-30
-35
-40
-45
-so
-35
-40
-45
-65
-90
-90
-65
Roll
a
0
-5
-10
-15
-20
25
-30
-35
-40
-45
-50
-55
-65
-90
100
55
50
60
45
40
55
50
45
35
JQ
40
35
27
24
21
32
18
15
13
"
29
26
23
20
18
16
IZ
13
14
O?
07
12
IS
as
10
..
14
70
75
60
65
55
50
60
55
50
70
65
47
44
78
73
68
63
58
53
50
47
41
44
33
JQ
28
26
38
35
41
24
3
65
45
40
37
34
31
28
25
'-,
21
19
17
15
45
42
39
36
60
55
50
IZ
13
14
15
..
96
70
77
72
79
74
6S
62
67
64
69
66
63
98
?3
88
83
78
73
70
67
100
OS
82
9'
89
84
7
81
76
10
8'
79
87
82
90
"
92
71
74
85
80
66
69
77
72
61
64
59
67
62
56
53
50
59
56
53
SO
47
44
47
44
42
39
31
38
36
34
37
40
29
32
35
22
27
30
20
2S
2i!
33
31
38
36
33
235'"
UM
Aluc k uvd
uvcl
"
Range Modificalions:
+JO ......... Touching
-10 ......... 51'-100'
+10 ......... 0_10'
_20 ........ 101'_300'
0 ......... 1 ! '-50'
-30 ......... 300' and up
Attacker Modification.: + Almchr'. B .., Spell. OB
+20 ......... lf caSle, sf'C'nt 4 .ounds p...,pning spell.
+ 10 ......... If caster sf'C'nt J founds p...,puing spell.
+O ......... lf CUl t . sp<"nI 2 rounds p...,paring .pdl.
-IS ....... If rUlft spcnt I round prepa ring sf'C'll.
-JO ....... If c:uter 'f'C'nt 0 rounds pl"<'p.lring 'p"U.
T arget M odi fications:
_10 to -30 ......... ifurgettaku co...:. (maneu"..r roll and GM decision).
+ 10 ..... if urgH is sutic ( i.., not moving at all ).
M iKd lanrou s: (GM deci.ion Or ' p"c;al 'Iem. 'p"11 or .bility).
1 3~ 1 6
Tugd
17-20
21 -24
25-28
29-32
33-36
37-40
41 -44
45-48
49-52
53-56
57-60
61 64
65-68
6972
73-76
77-80
8 1-84
8588
89-92
93-96
97-99 UM
RRT -
2
3
4
5
6
7
8
9
10
Note: The number re.ulu (rom this uble are modifiutiol1.l fOT a
Rt5i<unce Rollth"'t mwl be m.>de by 1mUT't (ne Table
RRT). An F indi~alt5 spdl (ailure and ""qui...,. a 5f'C'U (a,lll""
roll (ne Table FT-J. p. 240).
For- Ch;mnding Sprll~ If urg.t i. ",caring IUlher .nno. UJt 1m
no arrnor column; i( targr1 is ~~fing plat. 0. chain. modify
41
34
56
53
SO
75
59
56
87
61
58
55
60
57
54
52
45
4J
53
50
48
46
41
44
50
.8
46
39
37
42
44
50
48
46
40
42
44
47
10
52
91
86
81
76
71
68
65
62
59
56
54
52
64
61
58
56
so
54
52
48
46
50
48
90
8S
80
75
72
69
66
63
60
58
56
54
10
52
so
15
15
Nou : All Resouance Roll. arc open-ended. To r i. the uT'[', RR nlUSI b grc"~r Ih~n Or <qua! 10 Ih~ flumb r given ,OOy .
- For 'p"lI . Ihe m.ck I~"d i. the caster'. Icyel.
- For ...h lovd ov<r I S. th~ ~t1atk lovd ,.,i..,. th. r..,,1t hy I; th. !aT't levrllowe.. i, by I.
M od i fic~lion. to , he Re.istanct Roll: + T'rg<t. appropriate RR bonus
-90 10 +70 ......... Modific~t;on ...,s"lting from Ih. ban mack roll.
-SO ...... \VoIl",g <arg<"
MiKrlla"rotl. : ( GM deds,on or 'p,aI i' cm. ' p"li Or , bility).
Attack
Table
AT-9
RR
Table
RRT
CST -3 Primary
C ri tic.a1
S II
>
W .:I.ter Bolt
Impact
Ice Bolt
lmpacr
H eat
Fire Bolt
Llgoming, Bolt
Cold
Fire Ihll
H eat
AT-7 Roll
t)M
ot-w.
03- 10
1[ -20
2 1-35
36-40
41-4,$.
4 6-50
5 [ -55
56-60
61-65
6670
7I ~75
76,80
8185
86-90
9 1-95
96-100
101-105
106- 110
111 -115
116-120
121 - 125
126-130
131 135
136-140
[ 41 - 145
146 150
-
Combat
Statistics
Table
CST-3
Attack
Table
AT-7
AT-8
Elec~city
Cold B.all
i.a.l Mods
+ 10 DB ( co.:!.;n/p l.:!.!c)
Elec[ricicy
Shock Bolt
P.:I.rt VII
Append;': ..
SKombry
Critic.a1
S
Impact
+ Iq OB Ccf.lain/pla~)
AT -8 -
Chain
F
F
F
0
0
I
I
2
F
F
0
I
Soh
Rigid
l u ther Luthcr Nont:
"
F
0
0
0
F
0
0
I
0
0,
I
I
.0 .
F
F
0
0
0
0
0
0
0
SA
lOA
JIS
l2B
13S
I'B
"
4
3
3
6
4A
7A
S
5A
6
SA.
7A
7A
6B
SA
6A
7A
8A
7B
SA
9A
8A
9B
SS
- M.u:imJ.U'\1 R~uits fOf ShO("k Bolu.lOB
l OS
ISC
9B
9A
I ZC
16C
lOA
lOB
liB
liB
I ZC
14C
ISC
lOB
20C
16C
liB
l2C
13C
- MaJ:inl.lnn, R e,ults fur" W.:!.teL BoIrs13C
I SC
22D
l2B
I'C
l2C
14C
ISC
ZOD
24D
Z6E
13C
ISC
16D
22D
IlD
24E
ZSE
14C
16D
- Muinu"m'RUult.s for, Iete Qolr.s-:30E
15C
IlD
18E
Z6E
ISD
19E
2SE
3ZE
16D
20E
20E
30E
34E
17D
31 E
36E
18 E
22E
22E
Muiml,lm'Rdults fur Fire at lightning Bolts-
Not..: An 'F" rlu i,.,. 3 spell faih1T( roll (ste T abl . FT-J, p, 240).
UM = Unmodified roll.
-40 ..... .. 101',200'
Rang. Modifinti on.:
+" ........0'-10'
,55 ..__ .. 201'300'
0 ........ 11'-50'
_20 ........ 51',100' ,75 ....,. .301'andup
Attacker Modification,:
+ Accacker'. Di,..,cccd Spelb OB
+20 .. ..... If CUle. opent 4 round. pr.p"ring s~ll.
+10 ........ If cUltt spenc 3 round, p""p"ring spell.
+O ......... lf euler spent 2 round.. p""p"ring opelL
-15 ......... If casccr .penc I found prcp..ing . peiL
-30 ........ l( caSlc. spen! 0 rounds p""pa r;ng . pell.
_ Agil ity bonu.
Target Modifications:
-10 10 ,60 ..... if [argel cake. cov.. ( nuneuvor roll .nd GM dec ision)'
,20 ..... if I~rg<l has shield 1""1 is f~cing m~ck.
Mi"",.lbneous Modification.:
(GM decision OT $pecial icem. spell or .bility).
OB = Off~nsin Bam..
Pr;maryCr;,;ca!: Th~ tr~ofcr;t;cal d (l iver~ by th~ "1'&
A letler in p..':n!hcses ;ndic~tes Ihe ma.;mum cr;l;callh.1
Can be obt.:l.;nl {;f none;s g;Y('n, it is 'E'} HigMrc.icini.s
a,.., cr.ac~d as th~ ma~imum.
s.,mndary Crit ical, If acrilica! h igh~r Ihan an 'B' is obuined.
then a sond critinl of .h;s .W is dd;~...,d in add,l;on
10 che primory cticical. Th is Stcon.Lry cril ical is lwo SC']
I~ss StVne Ihan is indic.lcd by Ih( att.:l.ck r<&ulc (e.g .. an 'E'
r"lulc dc!i~u a 'C' sondarycrilica!. a 'C' delivers.n 'A',
cle.). Each crilie.l is rolled stp.ratdy.
Roll
J.lM 0.1 -04
05-08
09-12
13-16
1720
21,24
Plate
C h ain
,P
F
F
0
0
0
F
0
0
I
2
3
2$2-8
29-32
3336
37-40
41-44
4 548
4.2';.5Z
53-56
57-60
6 164
65-68 '"
69-71
73,76
77-80
81,84
85-88
8992
93-96
U M 9799
UM
100
SA
6A
7A
SA
9A
lOB
liB
12B
liB
I3B
13C
14C
14C
ISC
ISC
16C
19D
22E
2
3
4
SA
6A
7A
SA
9A
lOS
li B
liS
12.B
I'.
13C
13C
14C
I.C
ISC
18D
ZlE
Rigid
Soh
l.e;ather Lu ther
F
F
0
0
0
0
I
Z
3
4
SA
6A
7A
SA
9A
lOS
lOS
li B
liB
IZB
l2C
13C
13C
IK
17D
ZOE
None
F
F
0
0
0
0
F
F
I
SA
6A
7A
8A
9A
lOS
lIB
IZB
l3B
14B
ISC
16C
17C
IBC
19C
0
I
2
3
5
6A
7A
SA
9A
l OA
lOA
liB
liB
IZB
l2B
13C
16D
19E
Z
3
ZOC
llC
ZlC
Z8D
34E
Not(': An 'F" ind,c~I" spell failu re and rcquir<s a .pell fail" .. roll
Cs", T abl~ FT -3).
UM = Unmoc:lifl~d roll.
-40 ......... 10 1',200'
Rangc Modification': +35 ......... 0'.10'
-55 ......... 20 1',300'
0 ,........ 11'-50'
_20 ......... 51', 100' , 75 ......... JO I'andup
Atucker Mod,finlions:
+ Alt~ckcr's &.sc Spell OS
+20 ....... if tar!:"t is a' .h~ ccnccr point Ih~t Ihe caster choos.. for
,pell effect.
+20 ......... lf castcr 'pent 4 round. preparing spell.
+ 10 ..... __ . 1( casccr spen! 3 rounds pr<p"ring spell .
+O ......... lf ca..c penc 2 rounds p"'p"ring .pdL
-15 ......... If ca, cc. ' pent I round p,..,puing spell.
,JO ......... lf casler .penl 0 .ounds p""p". ing spel!,
Target Modifinlions:
_ AG bonus, i( aware thaI che spell i, abom 10 lake .fTw.
0,
d.c "ion~
CT 6 - HEAT
CRITICAL TABLE
06 - 20
CT-7 -COLD
CRITICAL TABLE
2 1 - 35
36 - 50
51 - 65
66 - 79
80
CT-8 - ELECTRICITY
CRITICAL TABLE
If no clo.k or
I rnd.
'burn: +7 hil.$. I hit pu
hin.5 to
II '~:~;d ;,~d'- l O,'+05.ctivity.
hi ... 2 hi .. !"'.
I~'''i'i'y, 11 m"o' "m,," .tunntd
hits.10 to
round. If "",ul
round .
.y.t~m.
Knochd down.
8 1 - 86
87 - 8 9
; it i.
coma rt.ulu. If
a' brain i. fried.
90
.nnot:;1
btcomt. fuud ~nd immobik
If not: knocked out for 6 hou ...
i .Any
along with hand.
S round . If no .hield:
and knochd out.
100
hit..
SI .. t to coil... re . + 12 hit .
Stunned 5 rounds. Gnnot .peak
(or I week. If no neck .rmOr.
voicc [0..
,.
11
"
97 - 99
about.
+12 hil.$.
torn.
up!",r I
+ 15 hits. - 10 to activity. If no leg
armOr. -20 to activity and stun""d
J rounds.
9 1 - 96
CT-9 - IMPACT
CRITICAL TABLE
. Ey a""
A J week como ... uh . P" ..lyzcd
from the neck down.
i,
>how.
,,..,.uh.
I ( "" helm,
101 - 106
BI.,t f .... u. boll, hand . Lo",..... Sl:tike to face. Lo",. ""'. Sl:unned Slow to j.w. Jaw hroken . unnot
of both .rm. for I hour. 6 hil5 per 8 roun d. 81inded for 2 weeks. If .peak or co' . olid food until
he.led. +15 hits. Stunned 7 rnds.
round. Stunn.d for 5 rounds.
no helm: knochd down a. well.
!O7 - 109
Sl:rike d .. troy.
"'''tal che51
in 6 rnd . If not:
110
1I1 - II6
117 - 119
120
infO
thou nd. of piecc ftcr being
.hmrned into tht ground.
Modir",.tion o:
Direct
to gchtinou. pulp.
" 'paNI .
+0 ..... 'c cri.;ca!; +10 _._ '[)' erili..l; +20_ ....'E' <ri.ical
CT-6, CT-7
CT-B, CT-9
CT-2 -SLASH
CRiTICA L TABLE
-49 - 05
Wuk grip. No
UII'lI
CT 3 - PUNCT URE
CRIT ICAL TABLE
nou,,,,
d..mug<:.
. N o uln cbnugo:.
CT-4 - UN BALANCIN G
CRITICAL TABLE
Fai rly weak. +0 hits. Zip.
+0 hilS.
06 - 20
2 1 - 35
36 - 50
5 1 - 65
66 - 79
i "nc,y.
Dic. in I roulld of
80
8 1 - 86
87 - 89
90
1m
from
97 - 99
run!:,.
,.
101 - 106
,.
110
f.,
'f<.
"
:"'~"'.""''''':' Die. from imern.1
shock on 6 rounds.
for
ACI;w 1M following
a
for dy'ng.
\Vupon "'Kk on sponning yicllm
for ~I lun 3 rou nd..
00
111 - 11 6
the nk down.
Arnie)",
. 10 10
107 - 109
. '2
lhe: ntCk
11 7 - 11 9
Critical
T ablu:
CT J
CT2
CT .3
CT-4
J +20 hiu.
hud. Knock.d
do ... n. Dies in 12 round. due ro
,., ... ttd ... in.
GrU I .ide shol. Knocked down
and si<k way. 5'. Lower leg broktn.
Stunntd 7 rounds.4O to
so _.. T
6 ~""'-
120
(0
Pmlyud
;0. 0
j~w.
100
d anugt'.
down.
9 1 - 96
WlIill
feCI,
Modirocationo:
Modir...,iona:
-so _.. 'T' <",..~I .. "kc
Modir... . iona:
.50 'H' T <n' ..oJ OInk<
C T5 - GRAPPU NG
CRITICAL TABLE
An opportunity losl.
-49 - 05
35
1+6 hils.
I +5 hi".
1+8 hi",.
+12 hilS.
I+18 hi".
1+IOhi".
I" ;:;;,~,
.1
1+12hiu.
~"'::~~ ~:~s~ +20
hilS .
51 65 ;';:::~,
,.
roundJ.
iI i, i, ',op"d.I
"' -50 .: 3.~I.i;v~;I.: . 1-10'70 ;;:~,
, :18 hi'\5
,
~,,~,
1+15 hi",.
,~o'_
66 79 I \V".po~
" ,i.i,._ 1_'0'0 i .
i
n<ck
.
I
Y ~lan.. +15 hiu .
l. Dowo ,oil 'o"h' ~c IW.~][ I
I '!:;~!~~5
round .
80
:;ii,+,~;hi;;.~~::\;E:o" b., ~y '"
36
50
1ST"""
8 1 86
II J;~;;;.r~~~rp~:
87
I~~"k'.'.
' 0'
bul
9 1 - 96
99
100
6 mo,;
.
I,.~" :,io i~ I,
du~
5 rounds. -10 10
107
Ltg. cnl.ngl..d . nd
F.II "nd b",.k weapon a;""'.
kn""ked DUI. +20 hiLt .
[ 10
119
I~id~ mi~~_+.'~~;~j!o"
'"
t;'~~~I~~iviIY du~
I,
I:
arm ,nd a brohn ankle. +20 hilS.
'"'
,
Di.. in 4 rounds, bul i. fully aClin unlillh~n.
IH,,' mih.
. +20 hilS.
Stunn<d 2 rounds.
I~~'
. 5~0!;:m'
ue 10 nern
, on
bul5hi"
IS
~gt,
Ifor 2 rounds.
Strih 10
+60 hilJ. A I monlh conu r ullS .
oul.
-so . .. or ;.icol,uik.
"
,
. Kn""k,d down.
ruul",. +JQhiu .
120
IBI~, i
~~;;.. ~i!.J .
~ctivity.
1 I.If
117
, ~""-
1[ 1 - 11 6
H ...d g"'ppl.d. Stunn..d 9 rounds. If no helm: ~hi: 10 leg. +15 hiu . .. 20 10 aClivity .
a coma ( I .. [0 d.y.) ..,sulu due 10 a f",Clu..,d 12 , pt:r round. Srurmed 3 rounds.
sku ll.
II frulu..,. +30 hilS.
Bolh . nm emangl.d )nd p;nn~d 10 chtll .
'."ik~ '0. , . FiM .ho,_
Anru may nol :a:~~~:' umil ent:lngltm~nl
rtmovcd. -75 10 i ;l .
101 - 106
109
it
1~~rd
51;]]
90
97
IIa l o aClivily
,_ -40
~ lIIangt..d
89
!:'X'
~tUCk.T,
Modif.u.;"'no:
..20 . . Na nna! Wupon or
TOOIh &. CI . ... Au",k
_w ... M'g"W"pon
... Mi,hnl We.pon
+ 10 - Holy W..pon
+20 _. SbyinS W pon
.. IO_. Ag.i .... H... ~~u....
ModiflClliono:
-SO .~. or "i.ieolmik
_20 ._.'A' eririe>ls,rike
.. 10.*. 'R' criticol .. rike
+0 _. 'C eri"C3I ... rike
+10 _.. '0' crilicat.<nk.
+20 _. 'E' Crill.at Slrik.
..
C ritical
Tables!
CT5
CT IO
CT- II
FT-J - SPEll.
FUMIU. T ABLE
FUMBLE T ABLE
F"ILURE T ABLE
F AILURE T AaLE
No (urth~r activity
No fu nhn activity
-49 - 05
ju,t c.nnol
this round.
06-20
do,
S.cond
though .. and
to w.it on. round.
. No or..!] may be
round.
cut or
21 - 35
y='
36-50
-JO
Srrious m~nt~J
but not
i i
bp.~. Spt'lllo.ol.
points. -30 10
for J rounm.
p<>W~T
5 1 - 65
s.:unncd I round.
Subconscious f. 3 r. Spdl lo.t
66 -79
~long
80
81 - 86
87-89
90
91 - 96
JO minu<n
97 - 99
'0
100
+ I a),
+1 CP,"
T.rgrt'. Esunc. c"u....po ll to
b,ckllr . R.v .... rol .. of t.rget
and cut.t in
II .reu. +2 CP.
Identity cri,is. Lo poll S{ing
capabiliti.s for 2 weeks. +5 CP.
;,
Slip
101 - 106
107 - 109
lIO
Triggn ,I'p.! whil. you, ..
bringi ng up your wupon. M, h
an a1! ack with no modific., ion5
I
COQrd,n,te your
with your mount'.
activi ty for nut 3 round.
mount ed.
117 _ II 9 I"~~"m,m
120
Critic.al
Tablu:
FT-I , FT-2
FT-3, FT-4
Modif..:.tio""
-20 ... IH Con" ... ion Wupon
_10 .. I H Sluhing Wupon
+0 ._. 2_Han<k<\ We.pon.
+10 _. Pol. Arms
+20 ... Mounted W u pon
_20 _.Sling
Sh'l1~rs~.
-'0
You fall. Th~ ... ulting concwsion
c. us~. a yur-Iong coma.
to a point
of urgrt. Anyon. in
unmodifi.d attack.
round . +6
Yoo
a point
of I:Irgo" Anyone in
unmodifi.d attack.
your mount.
roo","
IlI-lI6
you
~nd
rho:
Modifications:
_SO _Routine +5 _V.ry Hard
+ I 0 _E,,'ran<ly H>td
_35 . E.sy
-H) .... 0 ... 'P' Spell
+ 15 _Sha:r Folly
+10._.a... 'E'. 'l"Spell
-20 * Ligh.
+20 .... a ... 'DE'. 'BE' Spell _IO _ M.dium +20 .. Ab.."d
71.
+O .. H.rd
ET - I Opponent's
Level
0
I
2
3
4
5
6
7
8
9
10
(or each level
above 10th
to ~If
Th",.
3
5
10
10
10
IS
30
45
60
75
90
105
120
135
20
20
25
30
35
40
45
50
20
30
40
50
60
70
80
90
100
ISO
+5
100
+ 10
200
+IS
300
15
ET -3 -
R outine ....................................
40
60
80
100
120
140
160
180
200
+20
400
13
25
50
75
100
125
ISO
175
200
225
250
ET-5 -
+25
500
ET-2 -
0
I
2
3
4
5
6
7
9
10
uvel
t ot~ls
Opponent' s
Level
.... 0
O.
I
50
200
250
300
350
400
450
500
SSO
600
650
45
ISO
200
250
300
3
40
130
ISO
200
2SO
35
11 0
130
ISO
200
250
300
3SO
_J-?Q_~__ , )00
350
400
450
500
SSO
600
400
450
500
5SO
400
450
500
5
30
100
110
130
ISO
200
250
300
350
400
6
25
90
100
110
130
ISO
200
250
300
350 '
450
400
7
20
80
90
100
110
130
ISO
200
250
300
350
IS
70
80
90
100
110
IJO
ISO
200
250
300
10
10
5
50
60
70
80
60
70
SO
90
100
110
IJO
ISO
200
250
90
100
110
IJO
ISO
~-
--
200
Not,,: Result i, a number of oxperience poim. r.ceived by Ihe ,h.""le. ddinring th e "KiI!ing" blow.
Note: !(the opponent'. lenl is gTra te. Ih." l o,. n utr. 50 points i. awud~d (or e~ch level over 10.
ET -4 -
100
100
100
100
100
100
100
100
100
100
2
3
4
5
6
7
8
9
10
2
90
100
100
100
100
100
100
100
100
100
3
80
90
100
100
100
100
100
100
100
100
70
80
90
100
100
100
100
100
100
100
5
60
70
80
90
100
100
100
100
100
100
6
50
60
70
80
90
100
100
100
100
100
Not(: Re$uh is a number of upcriencc point. received by Ih. ch.""ter ,~sling ,hc .pdL
7
40
50
60
70
80
90
100
100
100
100
8
30
40
50
60
70
80
90
100
100
100
9
20
30
40
50
60
70
80
90
100
100
IO
10
20
30
.0
50
60
70
80
90
100
.~
Experience
Point
Tables:
ET-I
ET-2
ETJ
ET-4
ET-S
MTI Opcn-t:ndt:d
Roll
Part V O
V,"
Routinc
E;o'Y
Light
Medium
Hard
H ard
u n Than (. 150)
F
F
F
10
30
F
I'
(-150)-(-101)
(-100) - (-5 1)
(-SO) - (-26)
(-25) - 0
F
F
F
F
F
F
F
F
I'
F
F
F
F
App=dica
b.
'"
1-
01 - 20
2 1 - 40
41 - 55
56-65
66 - 75
76- 85
86 - 95
96 - 105
106 - lI S
Il6 - 125
126 - 135
I J6 - 145
146 - 155
156 - 165
166 - 185
186 - 225
226 - 275
Grutu Th~ 275
50
70
80
90
100
100
100
lOO
100
11 0
110
120
120
130
130
140
140
ISO
ISO
160
10
30
60
70
80
10
30
SO
60
70
90
80
100
100
100
100
11 0
110
120
120
130
130
140
140
ISO
ISO
90
IOQ
100
100
100
110
110
120
120
130
130
50
140""
140
ISO
5
10
20
30
40
SO
60
70
80
90
100
100
110
11 0
120
120
130
130
140
Ruuiu:
F - I':l.il"rr. roll on MoYing Mlnrov.:r Fail"r~ Table FT -4. p. 240.
# _ o.,pending "pon the ,;I",I;on (GM'. d~cision) a n"m~r ,uult
is:
(I ) The J><"rc.. nt~gc <lr the 'Itempt~ m<lying rru.nC""", IIUI i.
aC(<lmpli.~d (e.g.. l "70" re.ult mum that 70% o(thc
m<lying m.... u"", w;u J><"dormed} A ,u,,1t <l"", 100 indiC:l.tc.
th.tt h~ m.... uy .. ' was accompl ished and the char.lCln
pe'(<lrm,ng the mancu""r may ,nc,east the distance coyc,~d by
the mane"Ye, by (# - [00) %. 0'
(2) The chance o( (<lmp l"e luCCtsl (c.g. "70" rr.ul t mum
th~t therr is a 70% chan" that the ma ... uycr has bc,en
,c(<lmpl i.h~), <lr
(J) R~ucu activity by 100. # nul round (e.g .. :I. ~70" fCSu lt
me~n. thai the, manro"" r It.. bun .ec<lmplishcd. but the
chu:l.eur has a -30 penalty {<l aCl,yity ... xt round}
Mo<i ificati<llu:
+ Moyome n! 4( Mancuyer oon",
+ any <l{her .pproprine 'kill/.bil'IY oon'"
-SO ......... ,( m mned
-70 ........ ir d<lwn
-30 ......... ir One limb <lut
5
10
20
30
40
SO
60
70
80
5
10
20
30
40
SO
60
70
Extrt:mdy
Hard
S hcu
Folly
F
F
F
F
I'
F
F
F
I'
I'
I'
F
5
10
20
30
40
SO
60
70
10
20
25
30
40
90
80
100
100
110
11 0
120
120
130
130
90
80
50
100
100
110
11 0
120
120
130
90
60
70
80
90
100
100
11 0
100
100
11 0
11 0
120
120
Absurd
I'
F
F
F
F
I'
F
F
F
I'
F
5
10
20
30
40
50
60
70
80
90
100
100
Maneuver
Table
MT-I
MT2 -
cOY'(~d
ITEM
on
~t>OlM' coJumn)
8Iun d~r:
"
,Iem or on
I"", "'" P'p""~ IoCI,YUtd
d,,.,,eud "g.,nsl you. Any
"M,," runt p.pu.,." gone,
you w,1f n(Yo. he .ble to
of I"" ipc:lb or
in 1M item.
You f.,1
1pI;&eul~rly_
Ir pc.I,bl~.
Less
than
th~
-25
-25
to
,II ,f'" I ,n
04
"' Ihink
,"rO""",',,", I;;',, you
Inmed
You""'y
on lho nmc:
05
to
75
Part;"'] SucetcU: If
I Suee.,: YQUt
I~~d,,,"
u $IdlllSlmLng.
poss,ble. you ;&ecompluh
can conlOnue
10
III~~"';;::::~:'l,. .quin:d
lho
but you a ...
fry
,nn""nc~ tMm.
II'~;:~;~h'
h,m,
N.ar S"ce~u: If 1",11 .. 1
Keep
your .ud,ence i.
II:~',~:~,,'t:'::i:<~::::.!:,~~
+20.
to
90
[ hou r.
m'J UK ,
tM
il {runu.,." only .wbl. Ontt)'
You lurn the od~r Jpc:U, or
.b,lilltJ. and ""'y "",h mo,."
rolliiO he .blt 10"K them.
91
to
round. of eOnlempJa
IIO
III
,nnuCntM YOUt
."diente.
to
175
Great er
than
M~!"r'; (M~ an: only
,onfi<knc~ In
Modifoal >onS:
D,fficulty_
+JO~ .. ROUUtK
+20 ~ .. E.1Jy
+IO .... Lighl
+O .... M~diuon
you mWed
161
1M Umt
76
Modificat ions:
Modif ..at ions:
D iffICUlty _
DifficullY Itr under
ral.
Ite "rn:I~r GotK\1IJ.
+50 - Aud,(ntr iJ pe.+ Skill bonus (or Pick
I-OnaJly 10y~1 Or de.
L..ock Or D, .... nn Trap.
votrd 10 d .. ChanCIer.
+20 _ A "di~tKe i. under
hi .. to Ihe ch.raClu.
+ Inn.ncr Skill bon ....
St. NOIr on
prt~ io". pagf o
c....
175
M:H1euvtr
T able
MT2
BT-2 -
BT-4 -
Applicablt;
Skill or Ab ility
Part VII
App<ndicn
b.
.""
5b'
Skill
!Unk
I
2
3
5
6
7
8
9
10
II
12
13
I'
I'
16
17
18
19
20
tBT -3 -
AG
CO
IG
H obbit
Umli
Dwarf
-20
+,
+,
+ 1'
0
-,
+1 '
+10
+1 5
0
0
0
WO~
IXmadan
0
+,
+,
0
0
0
+,
0
+10
H alf-df
Silvan Elf
Sinda Elf
Noldo Elf
+,
0
0
0
+,
+ 10
+1 0
+1'
H~lf-orc
Uruk-hll!
+,
+5
+10
Half-troll
T roll
O log-hai
+10
+1'
+20
0"
Bonus
Tables:
BT-2
BT-J
BT-4
-2'
+,
+10
+1'
+20
+2'
+30
+35
+40
+4'
+50
+52
+5'
+'6
+58
+60
+62
+64
+66
+68
+70
-.
roll 1-10
roll 1-10
ro ll 1-10
roll 1-10
roll 1-10
roll 1-1 0
rolll -JO
ro ll 1-10
roll 1-10
roll 1-10
roll 1-10
roll 1-10
roll 1-10
roll 1-10
ro ll I-JO
roll 1-10
roU 110
rotll JO
roll 1-10
roll 110
roll 1-10
-2'
+1
+2
+3
+4
+,
+6
+7
+8
+9
+10
+11
+1 2
+13
+1.
+1'
+16
+17
+18
+19
+20
5T
M,n
Nonnal
Skills
IT
PR
-,
-,
-,
+50
+20
+40
+20
0
0
+30
+,
+10
+1'
+,
+10
0
0
0
0
0
0
-5
0
+5
+20
0
0
0
0
0
0
0
+,
0
0
+,
+5
0
+,
+ 10
0
0
0
+,
0
+,
+,
+5
+,
+5
+10
+1 '
0
0
0
0
0
0
0
0
+,
+10
+10
+10
+50
+100
+100
+100
0
5
0
+,
+ 15
+20
0
-10
0
0
10
5
5
-10
-10
0
0
0
0
0
0
+10
+20
+20
0
+5
+,
-5
-10
+10
+1'
+1 '
-5
-I '
-5
1'
-10
-5
-10
-10
0
0
0
0
0
0
+1'
+30
+20
+,
+10
+ 10
-,
-,
-,
-,
-,
BT- I -
5 ..,
+35
+30
+25
+20
+15
+ [0
+5
0
5
. [0
[5
20
25
[02+
JO[
[00
, .....
9899
9597
!.
90-94
,-
75-89
25-74
10-24
59
3.
2
[
Powtr
Poinu
Bonus
4
3
3
2
2
Part V II
A ~rwI;< ..
b<.
,-
....
0
0
0
0
0
0
Po wer points au req uired for c;I$ ting spt'lls (sec Section
8.4, p. 54 ). The numbtr (b;l$ed upon lnre[JigellCt or
lnn.m io n) given above is muluplied by the chancter's
level to ohuin the chauctrr'$ power pomt 10t.1l.
BT-5 Character's
W ei!<':h t
4[ -60
6 1-80
8 1-100
[0 [- 120
12 1- 140
[4 1- 160
16 1- 180
18 1-200
20 1-220
22 1-240
24 1-260
26 1-280
28 1-300
30 1-350
35 1-400
1625
26 35
30
20
[5
[5
[0
[0
5
5
5
0
0
0
0
0
0
60
35
25
20
[5
[5
[0
[0
[0
[0
10
5
5
0
0
NA
NA
60
40
30
25
20
[5
[5
[5
80
60
JO
JO
10
5
5
0
40
35
30
2S
20
20
[5
15
15
10
10
5
NA
NA
NA
60
40
35
30
25
25
20
20
IS
IS
10
10
NA
NA
NA
NA
60
40
35
30
30
25
2S
20
20
20
15
NA
NA
NA
NA
NA
60
45
35
35
30
30
2S
25
25
20
NA
NA
NA
NA
NA
NA
60
50
45
40
JS
30
30
25
25
141 -1 60
NA
NA
NA
NA
NA
NA
NA
60
55
50
45
40
35
35
30
Nott: The rnull is Ihe ch<1nct('1"s weight penalty. A chanct('1"s Encumbnnce Penalty is tM smalln' o f 'UfO
or hiS Sf Bonus minus hiS weight penalty ( i.e .. an Encumhnnce Penalty can never ~ greater than 'UfO).
NOlt: An additio na l penalty o f 5 is added to the maJlimum potnalty abovt for each 10 lb. over 160 lb.
BT-6 Profusion
Primt
SUt
Rulm
PROFESSION T ABLE
\Varnor
ST
Scout
AnU1l1Sl
Ranger
CO
Channeling
"",d
PR
Essence
Mage
Bonu.s
Tables:
BT.!
BT5
BT6
CGTI -
P;ort
vn
App<ndi<n
"'"
".
CGT-J -
CGT -4 C.augory
Movement ;lnd M:Lrleuver
W eapo n SkiU~
Gennal Skills
$ubterfu~ Skills
Magical Skills
Body O.. vdopment
Languagts
Spell Uns"
I"
Roll
RACE/CULTURE TABLE
01-03 H obbit
04-<)8 Urn!i
09-21 Dwarr
22-25
WO~
26-75
76-78
79-91
92-97
98-00
Mant
Half... lf
Silvan Elf
Sinda Elf
Noldo Elf
0"
H .alf troll
Wild Troll
Olog
2nd t
Ro ll
Race
Urnk
Half~orc
Race Of Culture
01-05 Dunadan
06-10 Rohir
II- IS Beorning
16-20 \Voodman
2 1-25 Dorwindan
26-30 Lossadar
31-54 Eriadoran
55-78 Gondorian
79-83 Dunlcnding
84-86 ~lCrling
87-89 H aradan
9Q.....92 Corsair
93-95 Varia g
% -00 Black Numen6re.lll
Warrior
Mag..
3
5
2
2
0
3
0
0
0
0
2
0
5
I
2
5
PROFESSION
Animist
Scout
I
I
2
I
3
3
2
I
2
0
2
I
Ranger
B.ard
0
2
2
2
J
4
2
0
2
I
I
J
2
- Special su above.
CATEGORIES:
M ovt:me nt &.
M.aneuver Skills:
No Amlor
Soft Leather
Rigid uather
Chain
Plate
W upon Skills:
l-H.anded Edged
I H anded Concussion
2 H and ..d
Thrown
Missile
Pole-.anns
G .. nt:fu Skill5:
Climb
Ride
Swim
T rack
Subterfuge Skills.:
Ambush
Stalk / H ide
Pick Lock
Dis;onn Trap
Mlgical Skilb:
R~ad Runr
Use h em
Directed Spells
C han cter
Ge nenuon
T ables:
CGT J
CGT3
CGT-4
This skill may be developed with poi nts from any C;I[egory or combina[ion of categories.
Secondary Skills - DPs from one or more skill cat..gories nn be used to develop each Secondary Skill. The skill categories th,u
correspond to each Secondary Skill JTt given in Appendix A5 (p. 212--213) .and Section 5.4.3 (p. 35).
CGT 2 -
.,
Roll
h=
0160
10
st~U
skill
by 1
r~nk
247"'"
SPECIA L ITEMS -
Part VU
Appmdi...
"
OR
+ 1 I pt-U adder item: Allows the c.uttr [0 c.u[ one
additional Jpe l! per day wilhout expending POWtf
poinu (stt' Section 15.5, p. 72). It is suggested
that such items be at Itast 3' long and handheld.
Ability
0 150
51-55
56-60
6 165
66-70
00<' 1)'pC'
7175
7680
8 185
10
P(:rctptio n
6-90
9195
96-00
61 -89
.,
90-00
Amount
0 1-02 .......................................... 1 gp
03-05 .......................................... 2 gp
06- 15 ... ...................................... 5 gp
16-25 ....................................... IOgp
26-JS ....................................... 15 gp
36-45 ....................................... 20 gp
46-55 ...................................... 30 gp
56-65 .............................., ....... 35 gp
66-70 ....................................... 40gp
7 1-75 ....................................... SOgp
76-80 ...................................... 60 gp
8 1-85 ......................... _.......... 70 gp
86-90 ................................. 80 gp
9 1-94 ..................................... 100 gp
95-97 ..................................... 125 gp
98-99 ......... ........................... 15Ogp
100 ..................................... 200gp
C haract er
G en eration
T able
CGT 2
Part VII
1Ippc:n<!ic..
b.
.'"
CGTS -
0
I
I
o
o
o
o 0 0 0 0 0 0 I 0 1
002
020
2.
0
10 0
I 0
200
1
0
0
0
o
o
2.
2
2
0
0
000
000
000
I 2 3
000
o
o
0 0 0 0 5 0 0 0 0 0
I 0 2 1 0 5 10 7 0
223
3511
0
I
0
0
000
000 o
000 0 ,
0
0
2
I
Subterfugt' Skills:
Ambush
0
Stalk/ Hide
0
Pick Lock
I
Disarm Trap I
M;ogic;ol Skills:
Read Rune
0
Use hrm
0
Miscdl..ancow:
Pt'rct'ption
2 I
Body Develop. 3 2
% Ch;once oflearning
a Spell List ~ 3 5
I
2 0
2
2.
0
I
I I
J
0
000
I
2.
2.
I
J
0 0
0 I
0 0
0 0
0 0
0
I
I 0
02
1011
0 0 0 0 0
4 000 0 2
o 6 0 0 0 0
o 0 0 0 0 0
I
I
I
3
I 000 I 000
I 000 2 000
I
I
0
0
0
0
000 0
3 0
4
o
o
0
2.
I I
I . I
322
3 10 .5 10 JO 2
40302010
0
3
1 1
32.
1
2
1
2.
2.
3 15 2
I
I
4
I
I
I
I
I
0
3
0
I
I
0
3
I
033
400
0 1 0
000
021012
0 0
0 4
0 0
0 0
I
I
333
231
2 1 2
000
0 002
0 1 4 4
0 000
0 000
o I 0 0 I 000 I 0 0 000 0
010010001000000
333
I
I
0 0
000
000
o
o
0 I
o
o
o
3
I
o
o
0 2
0 3
0
0
S
2
0
0
0
0
4
2
0
0
o
o
0
0
0
0
0 0
0 0
0 0
o
o
o 0 0
0 0
000
000
000
3 2.
f
2
ir
2 3
010
232
I 0
S 4
3 5
0 0
# of Additional Language
Ranks t
10 8
' 3
23'"
.5
S~
2.
2.
222
2 2
5 3.5
.5
# Background
Options
-If the p[;oyrr rolb rqu:.I to or below this number ( 1- 100), his char.lcttr It'ams;o spdllist. The choice of this list mllst be- m:ade within the
mtriaions of his profeion (5 $retion 21 .0, p. 82.83) and ract' (Stt Sc.:tion 20.0, p. 80-81 ).
t - This allows the player to increim the ranks of languages he already knows dlle to his faCt' {up to a rank of 5~ or it allows him to choose
other languages and drvelop ranks in them, or a combination of the two possibilitifS.
T,bl,
CGT-5
IHT-I -
Roll
1-10
11-25
26-50
5 1-75
76-90
91 -00
0
0
0
I
I
I
IHT -2 -
0
0
I
0
I
2
Z
J
4
5
RECOVERY TABLE
SEVERITY
T yp~ of In jury
Light
M ~dium
St:v~r~
Burn/Tissul'
Bonc/Musdl'/Tl'ndon
H ~ad/lnt~mal Organs
3 days
5 d~ys
2 weeks
10 days
15 d~ys
2 months
25 days
35 d ~ ys
varies
IHT-3 -
lvlof
Caster
% Chance of
Failure
12th
15rh
17th
2o.h
25rh
Days Required
For Recovery
S ugg~sted
Price
I SO gp
250 gp
350 gp
SOOgp
800gp
ST- I -
LANGUAGES OF MIDDLE-EARTH
..
!O<'
"
249
Part
vn
ApptMiut
t<.
'"
Injury
,nd
Healing
Tables:
IHT-I
!HT-2
lHT-3
Summary
Table
ST-!
.,.
,...
250
*
P~rt
VO
Appmd>ca
~hou[d h;l.~
R'<Uon
Ltvd -
Thl!' <nature's
Ic~1
rxpttirn~
Ap<,
"",
Bear,
Bird,
Bull
small
m ..dium
I"""
O".. r.
Dog.
f.. m",le
mal ..
small
mcdium
Inrgc
Dolphin
Elk
H al'$<'. small
large
Lizard, $mall
mt'diu m
I"'rg~
Moo~
Pony
Shark.
Sn.lke.
SpidfT.
Summary
Tablt:
ST-2
Whale
W olf
large
small
m .. dlum
large
small
medium
large
Non ..
SO
SOS;
5,,",,1
Regular
R<'gubr
Soft L.
Soft L
Nont
None
Soft L
30
40
40
70Ra
95Ra
25Pl
40Pi
55H o
'-"',
R<'gt,lar
H ug..
'-''l<'
Tiny
Medium
R<'gUlar
Regular
Rtguln
R tgu[u
F~'
JO
Mod. Fast
11 0
190
20
50
100
50
70
,10
70
110
70
230
90
140
5
1-3
1-.
Mod. Fast
M od. Fast
V<'ry Fast
1- 10
1-20
'-''l<'
T iny
1-4
1-0
F~,
10
3
'-''l<'
JSBI
Mod. Fast
Vny Fast
Very Fan
2
0
0
9OG.-
1- 100
1- 15
Regular
Regular
ISO
1-10
Small
Medium
Mod. Fast
Mod. Fast
2
2
2
3
0
JSBi
60Bi
No~
25
20
20
60
1-20
1-5
1-3
1- 100
2
3
2
3
3
4
2
3
0
Critical
T ,p<
Non ..
None
Soft L
I-IS
1- 10
3
3
AtbCk
Size
45
100
140
5
60
I -ZS
small
larg..
Atu ck
Fast
Fast
Fast
Vay Fast
V",,! Fasl
2
3
0
2
3
7
0
huge
DB
Hiu
I~rge
small
il ant
larg..
giant
Armor
T , p<
Sp"ed
small
Bo",
c",
uvd Appearing
'1- 20
Slo w
Med;um
Mod. f'ast
130
F~,
115
I-SO
I-SO
M od. Fast
Vny Fast
I
I
I
VcrySlow
Slo w
M edium
2SO
5
None
N one
None
Soft L
Non ..
None
Non ..
Non..
Soft L
None
15
Soft L
None
Non ..
Non(
Non"
J5
No~
F~'
200
N o~
65
120
5
20
J5
N o nt
Soft L.
1- 100
I-SO
I-SO
1+20
Mod. Fasl
Fast
Slow
M edium
Slow
C reqling
Crrqling
VnySlow
Mod. Fast
1-20
M od. Fast
1- 10
I -SO
1-30
1+
1+
1+
Fm
No~
10
Non..
Sofl L
Non..
N o n..
None
450
11 0
Sofl L
Soft L
OB/
JO
40
25
ZS
35
J5
25
25
20
25
25
40
J5
30
SOR.
<OCI
6OC1
SOCI
ISRa
SOH o
40 Bi
SOB,
70Bi
SORa
7SRa
JOR.
JO
45R",
50
lOP,
40
25P,
45PI
30
30
4SRa
ZS
3OR.
30
40
'-''l<'
'-''l<'
Small
Small
M edIum
Small
'-''l<'
$,,",,1
M C'dium
u rg..
Medium
H uge
Medium
'-''l<'
T iny
S mall
Small
Med,um
Rcgubr
Regu[ar
R rgulM
Regular
Rtgular
Regular
Rcgular
R tgular
Regular
'-''l<'
Rt"gular
Regular
~
Rcgubr
Rrgular
Regubr
Small
H uge
Regular
Rrgubr
Rtgubr
3OHo
Tiny
R"",'"
JO
JS H o
Sm.II
R rguln
20
10
5
0
60
30
SOHo
R"",'"
.oR.
Small
Tiny
Small
Small
Hug ..
70S1
'-'<t<'
7SBi
10 H o
10 H o
20H o
Rrguln
Regu[ar
Regul~r
H uge
Regular
ST-2 -
Typt
BaJrog.
Cr.bam
Or.1gons
DumbJooon;
E3gb, Gmt
Ents (Onodr;m)
Frsfitycrlyn
FrI[ [kouts
Flirs of Mordor
Giants
Hummcrhorns
HuoITl$
Krnk.n, $",.11
mc-dllllll
Iargr
Mrarns
Mewl'p$
MCmukil
Na'l:gl,i
Olog-hai
Oro.,
weak
medium
stro ng
Spidrrs. Grea t
T rolls
Vampire1l
W"".
\Verrwolv(~
W ights, minor
lener
major
Numlxr
Ltvel Appeari ng
60
2
25
I
30
35
15
20
I
20
3
20
15
25
35
10
4
7
20
15
I
3
5
5
12
15
8
10
10
15
25
I
1-100
I
1-100
I .IQ
1+
I
I ~2
1-100
1-3
1-20
1-20
I
I
I
1.15
2-20
1- 10
1-9
1+
1+
1+
1+
Spud
Hits
V ... ry Fast
F;ut
Very Fast
400
Fa$t
Blind. Fa$t
Moolum
Medium
F ,lS!
Fasl
Mtdium
Vtry Fast
VrrySlow
Mod. F;ut
Medium
Slow
Blind. Fast
Mod. Fut
Fast
1-20
1- 10
Fast
Mod. Fast
Medium
Mtdlum
Mr dium
Mod. Fut
Medium
Fut
4-20
Vtry F;$(
Vr ry r3$1
M ..dium
Mc-dium
Mod. FUI
1-5
I
I
I
10
260
3
250
400
250
210
2
350
35
350
150
300
400
200
60
300
200
150
35
60
85
50
180
150
150
250
100
125
175
SPEED CHART,
MOVEMENTt
II...
M&M
Movt:
Bonus
Creeping
Very Slow
Slow
Medium
Moderately Fast
Fast
Very Fan
Blindingly Fast
5'
IS'
25'
50'
75'
100'
125'
I SO'
0
0
5
10
20
30
40
50
DBMOo t
Chargc/ Flt:t:/
Lungt:
Evade
0
0
0
-5
-10
-15
-20
-20
0
0
5
Part VII
"P1"'ndic..
b.
'"
10
15
20
30
40
pro~r
Rlg,d L.
Nonr
Ch:l.lft
Nonr
Soft L
Rigid L
Nont
Nonr
Rigid L
Ch~in
Plllle
None
Rigid L.
Chain
Cha in
R igid L
Nonc
Nont
R.igid L
None
N o ne
No ne
011/
DII
Attack
60
240Wr2SBi
J 7SBi
50
40
40
60
30
35
35
35
30
50
20
50
40
40
40
35
25
75
45
25
30
30 20
35
65
55
65
40
50
60
fOSi
I lOP;
Atuck
Size
Small
Hugr
Tiny
Huge
170Fll[20P;
H ugt
Huge
9SBiI SBi
l4ORaSOH o
75Fi
7SGr"
12SGr""
ISOGr""
75Fi
SSWI'
Hugt
'SR17SW .
I 60Wc
JS W e
60We
7SWe
6OPi
ISOCI
IOOCI
Ti~y
Hg'
Medium
Large
Medium
u,'ll'
Huge
u..-g,
-
Hug.
Medium
Huge
H uge
90Si
u..-g,
1208i-
Hugr
9SWt
IISWc
170We
Critical
Type
Huge
Regular
Hugr
R<!8 uJar
Huge
Huge
Huge
Huge
Regula r
Hugt:
RtguJaf
Huge
.,
L.ug'
'-'
Huge
Rtgular
R.tgul:lr
u,..,
Hug.
..!:-a;ge
Regular
Regular
Regular
Reg... lar
lArge
u..-g,
R egular
L~rgt;
Large
'-'
Huge
Summary
T able
ST-2
..
ST-3 -
"'2 52'"
Part vn
Appnwlic...
.><
The MnlU Ouraele. T ~blc cOnl~irn . urnm";",, of ,he var;ow oonwu for nch of the si . professions. These arc Ihe avcr:lg<' bonuKS b-.:I
upon the ,luraCl"" level. These . urnma";,. atC UStfu! ror determ ining ,he capabiliti"" of non.player ch.""'l cn. Rcmcmb.er. ,he d."dopmtnt
procus j. vcry fk"ibk and ror .. ,h or (he profusioru, the abo"" bonwu only r. O"ct one of the J>Ou iblc way. of developing the . kill .
The abo"" bonuses were obtai ned by following ,he . und;,rd char:lCler developmenl proceu . They arc based On the following
.ssumplion . \VarnOTO, &ouu. Rang, . od An imisu arc Eriadoraru:
and Magu arc Gondori.ns, The loul sUI bonU5d an: as gi"en
btlow for nc h profusion:
Assumption. -
S".m
MAGE
2.'
+10
I"
J,'
+ 10
+10
No Armor
(ftfen,i"" Bonus _ +5 (+ option.1 mod. from 'pc:U.)
+5
+5
+5
Primary We.pon
+10
+10
+ 10
Secondary Wupon
Climb
Rid.
Swim
Track
St:.lk/Hid.
Pick Lock
Disarm Trap
Read Rune
U .. hem
Diremd Spe[ b
Perception
Body Developmenl (H ilS)
R.mSpdbOB
# Langu.ges
# Spcl! Lisl.S
+10
+10
+ 10
+20
20
-10
_20
+27
+17
+IS
+15
I.
+2
J
2
ANIMIST
I.
+15
Table
ST-J
22
H
J
J
z.,
+10
+10
+10
+20
+10
_10
-20
HI
+JI
H.
+15
27
+.
J
J ,'
+15
.,
+15
No Armor
Sofl Lta,her
_10
Rigid Le.th",
-20
15
Oer.n,lvc Bonu.
+5 (+ optio.u[ mods from 'pc:lI.)
+15
+20
+25
Primary Wupon
+20
+25
+15
Second.try Weapon
+ 10
+10
+ 10
Tertiary \Veapon
+11
+12
+IS
Climb
+27
+28
Rid.
+2 1
+11
+12
+IJ
Swim
+12
+IJ
+11
Trotk
+,
+,
+10
St.[k/Hid .
+ 10
+ 10
+10
Pick Lock
+20
+20
Oi",on Tn p
-10
+11
+12
+IS
Rud Runt
+21
+27
+28
Uu lum
+ 14
+21
Directed Spell.
- IS
p.,rccplion
+21
+27
+JJ
Body Devdop"",m (Hiu)
16
22
27
+2
+.
+.
&'.e Spdb OB
-,
Summary
+10
+10
+10
+20
-20
- 10
-20
+34
+24
+JI
+15
# Langu.gn
# Spell Lim
2
2
-,
2
J
2
4
.'"
+10
+5
+ 10
+10
+10
+ 10
+20
+10
10
-20
H'
+,.
+57
+15
JJ
+8
4
.'"
+ 15
LEVEL
+ 10
''''
7'"
+ 10
+10
+10
+10
+10
+20
+10
+20
20
+55
+45
+70
+15
+5
+10
+10
+10
+10
+20
+10
+20
20
+62
+57
+75
+15
+ 10
+ 10
+ 10
+10
+20
+10
+20
+10
+69
+69
+'0
+15
44
49
+ 10
+12
+14
5
10
5'"
+10
+5
,.
+5
''''
+15
''''
Io.h
+ 15
+5
+ 10
+10
+10
+10
+20
+10
+20
+10
+81
+73
+85
+15
55
+16
+5
+10
+10
+10
+10
+20
+10
+20
+10
+87
+77
+90
+15
60
+IS
+5
+10
+10
+10
+10
+20
+10
+20
+10
+91
+81
+95
+20
+20
II
IJ
14
+15
+,
+0
''''
',h
+15
+,
+0
Io.h
+15
+,
+0
+50
+50
+10
+,.
+53
+IS
+ IS
+JS
+10
+20
+48
+58
+JI
+53
55
+16
+55
+55
+ 10
H.
+59
+19
+19
HO
+ 10
+20
+54
+64
+JJ
+59
60
+18
+57
+57
+ 10
+50
+65
+20
+20
+45
+10
+20
+60
+70
+JS
+65
66
LEVEL
''''
.,
''''
7",
+15
+,
+0
H'
+45
+10
+37
-,-,
+15
+0
+15
+0
+0
+30
+JO
+10
+24
+34
+14
+14
+15
+10
+20
+24
+34
+2J
+34
JJ
+8
J
+JS
+JS
+ 10
+25
+4<l
+15
+15
+20
+ 10
+20
+30
+4<l
+25
+4<l
+40
+40
+10
+JI
HI
+16
+16
+25
+10
+20
+36
H.
+27
+46
44
49
+10
J
+12
J
7
+14
+ 10
,.
+47
+17
+17
+JO
+10
+20
H2
+52
+29
+47
,
4
10
66
+20
II
ST-3 -
WARRIOR
No A _
Sof. l.u.hcr
Rigid Lu.h.r
Chain
"'"
Dorm.,",
I.
+IS
+0
+0
-lS
-70
'"'
+IS
+0
+S
-IS
-70
SonUJ
+15 (+40 w/.hidd)
Prirrury Wupon
+43
+56
+28
&condory W upon
+J6
Tnti.ry Wupon
+33
HI
"'' ' n
Oimb
Rid<
S"'m
T~'
Ambo,uh
Sulk/Hide
Pick Lock
OiunnTnp
Rud Rul\ot
UK linn
Dirtcd- Sptll.
PtKtp';On
Bod:~~Iopnwl\l
(Hiu )
II. OB
Ibx
# Lanplgo
# Spt[[ Lim
+28
+ 16
+6
+16
+6
-25
+S
+S
+,
+JI
+ll
+12
+17
+7
-lS
+10
+,
+,
-lS
-lS
-lS
-lS
-IS
+,
J4
+0
2
0
-IS
+ 10
47
+0
2
0
3,'
+IS
+0
+S
+0
-70
Put ~
'"'+,
+lS
-S
-30
-7'
-10
+21
+6
+21
+6
I
+12
+7
+7
-10
+27
+12
+22
+12
2
+19
+14
+14
RudRunr
UK hem
-lS
-lS
-lS
Pft'(~P' ion
-10
+IJ
aimb
Ride
Swim
TrKk
"...bu.h
SI.[k /H id~
Pick Lock
DWnnTnp
Di...,md-*U.
BocI!~'Clopmcn. (Hou)
Ibx
[[.OB
# LoT"!:""
# Spo:II luIS
7...
+IS
+0
+S
+S
....
Z7
+0
2
0
_25
....
....
+20
-J5
-20
-S
+0
+82
+ 100
+73
+73
+4J
+JI
+36
+21
+21
I
+20
+IS
+IS
+ 105
+ 110
+1[ 5
-lS
-lS
-lS
-lS
_lS
-lS
+86
+81
H6
+32
+42
+22
+'7
I
+20
+20
+20
+S
-IS
+10
60
+0
2
0
+91
+9.
H.
+33
H8
+23
+28
2
+25
+20
+20
+S
+S
-IS
+96
+97
+37
+24
+24
+19
+14
I
+IS
+10
+10
+9S
+60
+6S
+40
+"
+30
+20
+20
I
+IS
+IS
+IS
+IS
73
+0
2
0
+IS
86
J,'
+69
+..
H9
+J4
+23
+18
+18
+IJ
-25
+10
+10
+10
-25
-lS
+S2
+S7
_IS
+lS
+S
+"
+,
+0
-30
-7'
+S
-30
-7'
+30
+25
+25
+10
+lS
+0
7...
+"
+,
+10
-20
_7'
+"
+,
+ 10
-IS
_7'
+"
+,
+10
_10
_7'
-IS
+20
99
+S
+lS
-IS
+"
II.
Il!
.,' ....
+"
+S
+10
-30
-7'
+"
+80
+55
+30
-10
H'
+30
+25
+83
+61
+36
-10
+51
+36
+'6
+26
6
+42
HZ
HZ
+,
+86
+67
H2
-10
+'7
+42
+27
+27
7
+49
H9
H'
+89
+73
H8
-10
+63
+48
+28
+33
+92
+7'
+54
-10
+69
+54
+29
+39
+S6
+63
+63
+63
+S
+S
+S
+5
+S
-10
+51
60
+0
3
I
+S
-10
+59
6S
+0
3
I
+,
-10
+67
+S
-lS
-10
+lS
+lS
-lS
-lS
+37
4J
+0
2
0
+40
+60
+25
+JS
2
0
-lS
-lS
- 10
+6S
+J4
+54
+24
+J4
+0
S
+JS
+JS
+35
+29
J8
+0
2
0
+100
+S7
+0
+28
+28
+28
- 10
+[20
+101
+0
+7.
+49
+24
-10
+39
+24
+24
+24
+21
32
+0
2
0
+S
+S
+0
-IS
+'0
106
+0
_IS
+63
+4J
+23
-10
+33
+18
+23
+18
3
+'6
+21
+21
+S
I"'"
+20
+ 10
+S
+S
+0
+ 10
+ 10
-IS
+30
129
+0
-lS
LEVEL
I.
+"
+,
_10
-30
_7'
[Xftml'C BonU$
+20 (+4-5 w/ ahitld)
+ 41
+52
Prirrury Wupon
+JI
+J7
Stcon<bry Wupon
T nti~ry Wupon
+21
+22
"'' ' n
+IS
+0
+S
+S
LEVEL
S...
+IS
+IS
+0
+0
+S
+S
+S
+S
+20
+0
+S
+S
+0
SCOUT
No Arrn<H"
Sor. l.uti>nRigid l.u.htr
Quin
....
+lS
..,
-10
49
+0
3
0
+S
+10
-lS
_7'
-10
+48
54
+0
3
I
+'6
+56
71
+0
I""
+lS
+,
+ 10
-S
_7'
+9S
+82
+60
-10
+7'
+60
+30
H'
10
+70
+70
+70
+,
+S
-10
+75
76
+0
I
Summary
Tablt
ST-J
ST-3 -
RANGER
I.
+10
Pan VII
Appcndka
to.
'"
.,
+ll
+17
+13
+18
+13
+.
T~k
Ambush
Sulk/ Hid.:
Pick Lock
Disarm Trap
R d Runt
UII<' IIrm
[)irKlni Spdls
o.:~dopmont
(Hitt)
.'"
Suflr./ Hld.
P,ck Lock
DiurmTnp
RudRul'lC
the 11m!
D,,,,,,ni Spoils
P.re.prion
8ad.r
o.:wl~",
r-:S;XU.OB
# unFges
# Spoil Listt
ST-J
(Hlu)
+85
+so
+30
+37
+4l
+22
+32
+4S
+so
+lS
+40
+89
+57
+37
+,
+53
+58
+28
+48
+33
+,
+10
+40
+47
+93
+64
+
+.
+61
+66
+31
+.\6
3
+54
+S
+S
+S
+10
+5
+10
+10
+,
+10
+19
+34
+1'
H.
I
+16
+0
25
. 20
20
.20
20
20
20
20
20
20
20
+12
+ 1'
37
+0
+16
+40
54
59
+0
+33
48
+0
2
+0
3
+0
3
32
No Armor
Sofluallvr
35
RigId LUllwr
so
. 70
Cluin
Pbrr
85
o.,r.rulw So..... +S ( +30 w/ Johlfcld)
+11
Primary Wupon
+16
Secondary Wupon
T.l'Iiary Wupon
lS
Swim
T=k
+78
+<3
+13
.
+66
+36
+1I
.lS
I.
+10
...
. 75
75
+0
.20
+10
+5
BARD
aimb
.75
75
+0
25
"'
75
..JO
+.,
+,
+0
+1.
+,
+10
lS
#ungwJO
# Spoil L'Jtt
7'"
+.,
+,
+0
+.,
+,
25
+0
&x'SpoIIs 08
HI
+16
+16
+16
+.,
+,
+0
lS
+12
+,
20
Prrcrpelon
8ad.y
+19
+19
LEVEL
3,'
+.,
+0
.. .. ..
O<h<.
Oimb
Rid.
S..;",
Table
.,
+10
No Armor
Sofl I...utlwr
+0
Rigid Lullwr
10
.30
Cluin
30
Pbu
75
75
o.:f.n ....., 80 ..... _+10 (+35 .../ Joh idd)
+<,
+54
Primary Wnpon
~ryWupon
Trl'li~ry Wupon
Summary
,...
lS
+6
+6
+6
+11
+16
+16
. 19
+1I
+16
19
+16
16
+1
3
I
,.,
+10
35
.so
.70
+S
+10
lS
43
.so
70
.as
+17
+22
.lS
lS
+7
+12
+7
+12
+17
+22
+12
+27
+22
18
+ll
22
+23
+28
lS
lS
+13
+13
+,
+ 13
+13
+13
+18
+33
+28
+13
+28
27
+3
3
2
...
I....
+.,
+,
+ .,
+,
+0
+0
.35
+0
lS
+97
+71
+51
+6
+69
+ 74
+34
+64
+ 101
+78
+'8
+
+77
+8'
+37
+72
+ IOS
+8l
+65
+ 10
+85
+87
+40
+80
6
+68
+72
+S
+,
+ 10
+,
+ 10
+61
+,
+10
+5
+10
+ 10
+,
+ 10
+0
20
20
20
20
. 20
+47
+54
65
+0
3
3
+61
70
+0
3
+68
+72
+0
3
+0
6'"
+10
.35
so
7,h
+ 10
',h
+10
.so
Io<h
+10
35
so
9,h
+10
35
so
70
70
85
. 70
.85
. 70
85
.70
85
+<7
+52
lS
.lS
+37
+37
+ 12
+17
+4l
+4l
+32
+57
+52
+17
+52
49
+7
6
+53
+58
lS
.lS
+<3
+43
+13
+18
+<3
+48
+38
+63
+58
+18
+58
55
+8
6
6
+59
+64
lS
lS
+49
+49
+ 14
+19
+49
+<.
+
+69
+64
+19
+64
+62
+67
.lS
lS
+55
+55
+.,
+'0
+55
+55
+4S
76
"
LEVEL
3,'
+10
35
85
+2
.,
.'"
+.,
+,
+0
+0
.4S
.'" ''''
+10
35
so
70
85
+19
+34
lS
lS
+19
+19
+9
+14
+19
+19
+19
+39
+34
+14
+34
33
+.
+10
.35
.so
70
85
+35
+40
lS
lS
+lS
+lS
+10
+.,
+30
+35
+lS
+4S
+40
+.,
+40
38
+,
5
4
85
+41
+46
lS
lS
+31
+31
+11
+16
+36
+36
+31
+51
+46
+ 16
+46
...
,
+6
5
.35
35
60
+.
7
7
.SO
+72
+67
+20
+67
66
+10
7
8
ST -4 WEAPONS
\Vupon
Abbrt:v. Co.,
8;mle-An
(b.)
Bol.
(bo)
Bm.adsW()rd
Club
Composiu Bow
Croubow
Daggu
Flail
Halb:rord
HaMue
Javdin
Long Bow
Mat:e
Morning St~ r
Mounud u.nce
lb,)
N"
QU<lrttrstaff
Sclllutar
Shon Bow
Shon SW()rd
Slmg
Sl'e:ror
2-hand S"'ord
\Var HammnWhip
IJsp
5,p
Io.p
1'1'
(d)
('1')
l"')
Cda)
17,p
25,p
3,p
(n)
19sp
14sp
(hb)
(h.)
5,p
G')
3~1'
(Ib)
Io.p
(111:1)
(ms)
6sp
16sp
Ssp
~ml)
go)
(q.)
7,p
5'1'
Io.p
6,p
(,,)
(.b)
(" )
(.1)
('I')
7sp
9bp
23bl'
(,h)
(wh)
2o.p
(wp)
"p
ISsp
T,,,.
Wt.
7 Ib
JIb
41b
5 Ib
31b
8 Ib
lib
61b
7 Ib
5 Ib
<lb
31b
5 Ib
Sib
2-Handt:d
MiSSile
I-H SI~hing
I-H Con<ussion
Missile
MlnileI-H Slashmg
2-Handed
2-H Pole Arm
I-H SI~h,"g
I-H Polt: Arm
Miu ile
I-H Concussion
I-H Concussion
JO Ib 2-H Pole Arm
31b
Concussion
41b 2-H arn:led
4Ib I-H Slashing
21b Missile
Jib I-H Slas hing
O.S lb Missile
Sib I-H Pole Ann
8Ib 2 H.lndt:d
Sib f-H Con<usslon
3 Ib I-H Conru.uion
'H
Good /
$trYICt
Co.,
Nott
!kn/A[e
Brandy
Cider
2,p Pmt
"kp H alf-pint
I<p PUll
M~d
Stp
Pinl
\Vme
6,p PlOt
Cost; 61p / Icp / [2[p
Mtal: Light / Normal / Hea vy
Nom, a[ r:lllons <I wk) Sep Nomul spoi[agt. Wt. 18 1b.
Trail rations ( I wk )
Ibl' Pr~rd; Wt:ighr 14 lb.
Grr;ubKad (1 wk)
3gp Pmrrved; Wright 41b.
W aybrud ( I 11101101) I Sgp PrCSCl"vrd: Wright 4 lb.
Poor lodging
kp Communal sluping
2,p $t1),U3ICbeddmg
Avrrage- lodgmg
Good lodging
2211' $tparale room
Stablt:
2,p Il1dudc$ food for beast
TRANSPORT
Transport
em'
3"p
<o.p
Mule/ donkey
Mature pony
Light holX
4Ssp
Mt:dium horse
6o.p
Huvyhoru
so.p
Lt:sser warhoru
20gp
Gru ln- warholX 7Sgpt
Gmrl
12gpt
Elephant
Fe-rry $C'rvICC
Coach ,."....ict
Icp/ ml
Wagon (8' long)
''llP
Small boat ( 10')
7gl'
Medium ~~I (20') Il gp
LlI"~e boar ,w) ' 40;)
2~'~
Riding
5".'" !
(fi;;nd) Capacity Bonw t
ISO
150
225
180
ISO
180
ISO
100
80
JSOlb
J7SIb
225 Ib
1000lb
2mph
6 mph
](XIO Ib
50
30
sail
sail
2SO lb
IBOlb
200lb
3OO1b
400lb
1500 Ib
1000 Ib
3000 Ib
5000 Ib
-10
+5
+0
+<>
+<>
+15
+30
-15
-10
---
Equipmt:nt
Co.,
W t:ight
Shidd
55bp
"p
"p
4,p
"p
25bp
"p
I S lb
Jsp
121b
141b
20lb
2SIb
~athn-
Arm Gre:lV('s
~:I[hn- Ltg GU:lV('s
MctlIl Arm Grt:;l.V('l
Me-Ial Leg GnaV('s
~nhn-Hdm
MelalHdm
Soft ~athtr Armor
Rigid ualht:r Annor
Chain Armor
Platt: Armor
21b
2 Ib
JIb
J Ib
2 Ib
3 Ib
Io.p
3S~I'
5o.p
Part
vn
Appmd .....
It,,;
""
ACCESSORIES
Good
Con
Boots
Clook
Coal
Panu"
Shirt
SuI'COat
Arro ws (20)
Backpack
Bandagt:
Ikdroll ( wool)
!kIt Pouch
ultrops(S)
Crossbow bolu (20)
Cook/ bn-w pot
FiK-stanmg bo w
Flim and sirel
P.ack and p~ ckfr~mt
Lanum
Lock pIck kit
Oil flask
Ptgs <10 wood)
Piron$ ( 10 Iron)
Polt ( 10')
Quivrr (holds 20)
RopeRapt (suptrlor)
Sack(SOlb)
I,p
9bp
$a((hd
So.""'' '
Wt.
31b
2 1b
ISbp 6 1b
2Scp lib
3bp lib
9bp lib
' bp 3 1b
2bp 21b
1'1' .21b
2bp 5 Ib
2'1' . Ilb
8bp 21b
IIbp 3 1b
2 bp .Slb
8,p .S lb
Note
Bbnkt.[
Hofcb I lb. 0.1 cu'
fbp
.JJep
12bp
lsI'
.s Ib
3bp
9,p
2bp
5,p
Ibp
lib
2 1b 31b 81b -
-' Ib
2 1b
.S lb
.s Ib
6 1b
3 1b
8q, 2 1b
I bl' lib
25bp lib
0
3 1b
Ibl' 4 Ib
9 1b
"I'
3,p lib
1'1' Olb
5bp lib
4bp
[2bp
Holds bolts/artows
50'
50'
H o[ds SO lb. J ru'
H old! 10 Ib, 0.5 cu'
-H olds two
Lighu 10' rad,us, I hr
Wright I Ib fuU
Summary
Table
ST-4
....
ST-s -
256~
P art
HERBS
N.me
Bont
vn
Codes
Arfan<b.
Bumhdu
Ed..m
Append;,,,"
I'orm/Pr~p
Rtp~ ir-
,. F-S
{-S-7
c-F-6
mm/~pp!y
'{3Ik/br~w
mo.. /ingen
5bp
3Sgp
9sp
199p
CODES
Th. Cod gi"" a sm.lI luter for the
clim.te that the herb ( or poison) i. nor",ally found in, a c'piC;l.I l.tICT for the
t)'pl' oflocal. th.:u the h~rb i. nomully
fOlJnd in. and a numberforthe diffi<:ull)'
of finding. do .. of .u,h herb (Ke
Section 14.3. p. 68).
. -S-6
... arid
c ... cold
e ."ncrLutjng cold
r ... $<:"""" cold ( frigid)
h ... hot and humid
m _. mild Icmpcr:>u
... semi-arid
Concussion RtlitfArbn
tT-2
Dar.urion
c-M-3
. _0-2
Dtuf
Gariig
a-Z-3
Gcfnul
e-VS
Mi ... nna
cM-3
Rewk
t-D-3
t-D-[
nurl
Wioclamit
cC-7
Yavcth. lion
mO-S
LOCALE CODES:
A ... Alpine
B .. Brcakt/wadis
root/apply
7Sgp
re.in/.pply
JSOgp
leaf/app[y
leaf/apply
le.f/ingest
cactu./ingest
lichen/ ingest
berry/ingut
nodule/b ... w
c!ove/brrw
(ruit/ingest
(ruit/ ing~n
Atka""
Arthond
5.,
55gp
90gp
IOgp
9.,
I. ,
lDOg,
45gp
"'phpply
TOOt / ingm
,-C-5
bf/b.e w
2DOg,
Atlanar
Delrun
Felm.thcr
t_F_4
c-G2
m-0-5
mos./apply
bark/apply
bf/inW'st
105gp
M endar
Mdandar
Ulnaz.>
e-C-6
,-F-3
e-W-7
f-H-3
coot/b.e w
mo.. /brrw
leaf/ioge"
nut/inge.t
65gp
12.p
450gp
Jgp
o ..o.:~n/.allwat.r sho......
gr:lS5
T ... Tall gu
... Underground (cavern . e,c,)
... Volcani,
... W ane
... o.:ml
DIFFICULTY OF FINDING:
Code
Difficulty
Mod.
I ......... Routin ...................... +30
2 ......... E.a.y...........
... +20
J ......... Lighl
..... + 10
4
... Medium ................... ... +0
5 ........ H a.d ................... ......... _10
6 ......... V.ry Hard .......,.......... -20
7 .. ...... ElCtt<mdy H ard ........ _30
8 ......... SheerFolly ............ -50
9 ......... Aruurd .......... _.... _... ... -70
12"
Sbp
",T-4
c-M-2
J ..,Jungle/r.;n for..1
M ... M ounuin
Sununary
Table
ST-S
i3. p
J.p
H ... H .~lh/s.:rub
U
V
W
Z
(0...,"
5 ... Short
CUMA TE CODES:
2.,
II 00p
31gp
U,
J.,
'"
Heal. 2-12 hits. Doublu taU o fhul ing for major wound,.
llicongcnam. Adds 20 to .i.tance v. common cold. Spud.
recovery from rrspiratory iHne by 5~.
Cap .. ble of <:uring .nything while patient still al ive, but he.ling
only as efTective the healer. Full efTect only in hand. of an
"ordained" king. See Appendi~ A-6.4 (p. 218) for del. ils.
Cure. fever.
Repels .ny in.ect. SmeHs foul.
Allows . mental .ummons o( on e "'friend,"
Range 300'~ u.er's [evel. Reliev.. 'om .
Curo .ny oon-mental disuse.
Add, 10 to R..i. l<loce Roll. ag.inJl d'.usc for 110 doys.
Antidote to any poison if taken within one d.-oy.
One: d.-oy'. nutrition.
root/brew
..,
Brorkwilb
m_V_4
flower/ingest
9"
Go"
m-T-4
leave,/ing e"
IOgp
H o.k_focr
.S)
flower/ingest
67gp
Nc!isst
J_V_4
le.f/brew
9.,
ST -5 N~.
Coda
Fonn/Prq>
25 7
eo.. EIf=
m-5-2
k~(hpply
A'l"uur
tF-S
-5-S
'Ialk/b", ...
.pinc,fb",w
no,",r /il1jlHl
28"
22"
licmn/b",w
I.a(hpply
60gp
R~irs
D~gnudH,.
au,
m-O-<
N ervt Rt pair
(;.6
Bd .. mba
Terba.
m-0-3
6bp
J<lgp
ne:rve
c~ rt ibie,
mwde <hmage.
-5-S
hJ6
102gp
IO"
90gp
80gp
d~mage.
RHIO"'" sighl.
P",serv;ltion o( organ ic matuia l up 10 body liu (or I <by.
RHIO.,. heJring.
RHIO"'lion or I organ. Side .ffect: .kin disease (PR ",duced to
gm./apply
nodule/brew
220gp
40gp
Srddiar
mV....
nower/ingest
2S"
Grl~i,
mO-S
(-W3
~rgu/ingc'l
4S"
so.,
Kalhk"sa
K,lmaku.
KI~gul
Megilloo
Va",n
Zubendura
z."
re~(/ingul
h-5-S
rool/bn: w
bud/b... w
,.M3 [u(/ingeJl
,-5-2
pollen/ingest '
aU--4 mu.hroom/ingell
c-U-4
rUniUS/b... w
.-S-J
6S"
27"
12sp
'.p
70.,
12gp
Sut M odifius
L.:J<~gii
Mcttig
a-Z-9
.s.s
bud/mgest
lho.n/lm:w
S20gp
ReSlOfQ lily one 'UI loss nthcr lhan lhose due 10 age.
S w n Re lief (r~" Itt rolll.mOLJ btfer( &."J, bool % r&.nu off~il'm if ~'1U4llo llot # of mmw'~ I;"" fOIuwmpr;o,,)
I[,J
Su"'ni,
bt rry/ingu l
2", $tun ...Ii.r ( [ rnd}
Vinuk
.-5-.
root/hrew
Il.p Ku," 10 day. Stun 'lief ( [ 10 rounds}
Witan
h-J.6
Icar/ingul
12gp Rdi.",s 2 rounds or $lun . ffeelS.
DIS EASES ( Ivl is the aruc k lud) Angunh
flus
ee na in wolve.
B"kandu
G ...lnin r
Vrcl pia",
u nain .n~11
I&l ur(..
Jan.. grass
Jadaru
Huh i(bugl
Shutini.
Vcmaak
ernain hornc:u
-
---
,,,0....
.....
1 00 0(no~l}
Siriena
Tarnu
P, rt YJI
."....,
attac k le vel)
flo ....../pulC
600gp
Alp/pme
2Jgp
lea(/Fle
I ...
lear/powder
179"
bats/F"
cbrns/liqu.d
Korpion/l iqu id 41gp
lear/paste
14241'
berry/paste
154gp
S3gp
rooc/pa"e
. ulk/ powder
spider/paSlt
36gp
buk/powd..
27gp
[2gp
luf/"....
IJ9gp
rool liquid
...
92"
'
'"
FORMjPREP
(F\7mI .nJ Rrf"iTtJ P...".,fltlion)
Srnoo _ T akH 2Orounds aft. r wal.. i.
hoiled, then il m~y be drunk.
IngHl _ May Ix uten, eheww, drunk,
o' inhaled. whichever is .pprop.iot .
Appl y - Takes 1-10 round, 10 pr.
POI..,. The h.rb i. tMn applied to Ihe
aru or injury.
Pute _ Poi.on is ~d. ;nlO a pu..
wh ich ~y be .pplied 10 edged 0,
poimed weapo ns. It will .emain .(.
reClive (or up to I ,",ck Or unlil an
opponent i. slrUCk. I( a cril ic~1 it
obtained.lhe oppone:nl mU$l ~I I
Resinance Roll Or he ukH lhe effect.
Ir lhe raul! o( lhe ~,tack is only hits.
t!>co poison is gone:. It ~y aI.o Ix pul
inlO food or drink.
liquid _ ~ pu... Hetp! il only "'ma.ns effC<tiv. (or I hour.
Powd .... - M~y nO( be applied 10
weapons. II may be placed in (ood or
drink.
COST
Normal COIl i( available.
EFFECT
A maximum of I dose can ul efT"'l
on I character uch round. The effect is
bued on a dOl. weighing O.S ounce.
ADDICTION
A Gamc~Jlcr may wi.h 10 mal
ce rta in hubs addictive. In SIKh a case.
we o( lhe herb will become I.s.s effecli....
and the addict will r"'J"irc the herb 10
opcnl~ at ruH effeCliven~ (s<:( M.. rig
undcr s... MoJ!fon ... an ..ample}
S u~
Table
ST.5
'Y
ST6 -
TREASURE TABLE
1
2
J
4
5
RELATIVE RICHNESS
V''l'
'00'
01_10
II-ZO
2[-30
IOOlp
Sootl'
JI-35
100hl'
SO"
'00'
Nanna!
Rich
V''l'
Rich
500 tp
ISoo,p
2SOO,E..
500,1'
750 (;1'
looo lp
3000 .p
5000 tp
loooq>
1500q>
Sooo ,p
7500 tp
looocp
17S0 tp
10000 tp
5000,1'
10000 ep
1500 bp
'6-'"
ZOOO 'r
2SOO<p
2000 bp
41-45
300cp
[Mep
ZOOO'I'
'-4QO: bl'
;5O'p
46-50
51-55
400 ' P
500 ep
3oo.p
400 .p
600,1'
70bp
80hp
90bp
loobp
121p
[5.p
20sp
2S0bp
300bp
.3S0bI'
SOOhp
56-60
61-65
6(,..70
71-75
76_80
8 1-85
86-90
91-94
9S-97
[250 cp
[50 bp
Zoobp
250bp
JOP
?gp
8gp
98 _')9
Sill'
G.m(IO)
G.m(20)
G.m(W
G.m(IO)
) .(25)
Jw.( IOO)
100
Summary T ahl ~
ST-6
JO"
40 ,1'
50 Ip-
6OObl'
70 sp
9<1,1'
IIO.p
is,,
70,p
25gp
J5gp
45 gp
G.1ll(250)
~m(6O)
c.m(JOO)
8"
l~gp
IS gp
2m,
G.m(80)
Jw~400)
I mp- J" ""!!_
Jw~500)
~.
100"
125 gp
150gp
6Q ,p
Jw.(IOOO)
0
0
0
1
1
1
2
J
J
0
0
1
1
2
2
J
0
1
2
2
2
J
J
2
2
2
J
J
4
4
5
6
RELATIVE RICHNESS
20'
Roll
60"
35$p~
0
0
0
0
0
1
1
2
J
V''l'
Rich
COMPOSITION:
80"
40 "
SO 'p
60"
sition. If an y "Spell" resu lts are ob tained. further ro lls are requind co
determine what the spt' ll item is and what spt'll is in it.
Norm;ol Equip",ent -("Normal") Many treasures will include loIS or nomul.
non-m.gic equipmcn! (e.g .. we.poru. rope . tool . clothing. books. nd /TWIU_
Ktipl$. etc.).
Light Equip",ent _("# % Light") Equipment which wciglu # % of 110nn.-o!.
The wdght o( equipment (e.g .. we.poru. armor, .hield... rood. eIC.) is oflrn.
big hindrance to acharactcr. A pitee or equipment whi ch i.lighlctllunnorm>1
i. o(t.n nry v.!uable 10 a clur.,ter.
Magic Ite",. with Bon uses - ("+ #- Bonu.") An i' em with. + # bontU. s..:
&'ction [5.5. p. n.
Bonus Spdl ltems _("+ # Adder" or "x # Muh.") A +# 5pdJ .ddor or. x#
.pell muhiplior. Ste 5o:clion 15.5. p. 72.
Magic Item. Containing Spell. -("Spell") An ilem conl~ining ptll. roll o~
Ihe SpeU Lin Chart and the Item and Spell Levtl Chart (p. 2S9} 50:. Smi,,,,
IS.5. p. 72.
Spial Ium. -(Spocial) The GM m.y cle.te ( m.ke up) any magic i'em 11u.,
he wanLs (or he nn roll again (wice on ,he nul richor column} Of,en ,00.
do no, fall into ,he ulogori above. A good eumple or ,hi. type or i'em is
a "slaying" wnpon, which will be .spc:cially deadly .gains, ceruin erUIUTU.
For eumplc. a swold o("Orc_sbyi ng" is 'rcaled a. a nonm l .word .g~in'I.ll
non-On: f~ . Howe~er. i( i. i. u d to give a crilical 10 a Ore, tho Ore ",hI
two critical. ( two separale rolb): the nonnal critiul and a cr;lic,! lha! ..
,""solved on Tabl. CT- 10 (p. 239}
Al'tifacu _ ( Alti(a,,) Ani(.cu arc .peei.! ilem. ,hal are very powerful..nd
of,en eomain multiple pawn nd abilitiu. The O"e True Ring and lhe Elwn
ring. or powet arc e ~.mpl CJ of . ,ti(.cu. U.ually the", ;Ie= h.vr a hiS10ry and
cuhura! or polil1c.llignificancc.
01-20
ZI-40
41-55
56-70
71_80
81-90
91_95
96-98
99-100
COMPOSITION:
20'
Roll
d~termine
~U o wed). Then make a number o f rolls to d eterm ine the ~ctu.11 compa-
,-
01 - [0
11 -20
21 _30
31:40
41-50
Sf-55
56-60
6 1-65
V''l'
1'00'
1'00'
Norm.u
Rich
80% Light
Norm.l
Norm.1
Nomul
80% Light 60% Lighl
80% Light 60% Light 40% Light
60% Light 40% Light + 5 Bonus
60% Lighl +S Sono, +10 Banu,
60% Lig!., + S Bonus + 5 Bonus +10 Bonus
60% Ligh' + S Bonu5 + 10 Bon'" +15 Bon".
+5 Bonus
+S Bonus +10 Bon". +! 5 Bonu,
Spell
+S Bon~ +10 Bonus
.. ~70 +5 Bon".
71-15 +5 Bonus +10 Bonus +1580tnu
51'1'11
$pdl
76-80 +S Son"" +IOBollus
Spdl
__!I.85 + 10 J30n'!S- +!? Bo.nu,<
S"U
+ 1 Addu
86-9<1 +10 Bonus
Spel!
Spell
9 1_94
+1 Adder
+2 Add~r
Spell
+ 2 Adder
95-97
~2 Mult.
Spcl!
+1 Adder
98_99 +1 Adder +2 Adder
IIi M",ilt. + 3 Add~r
100
Sp<"cial
Sped,1
Speew
Spt'ci3J
Nomul
Normal
Norm,!
8o%L;ghl
80% light
""II
"""
V''l'
Rich
60% LIght
40% Light
""II
""II
""II
+S Bonus
+10 Bonus
+ 10 BontU
+15 Bonus
+20 Bon..u
+1 Addtr
+ZAddu
~2 MulL
+3 Add~r
x3 Mult. __
Sptdiil
A1'I;f~
ST-6 -
TREASURE TABLE
1""25 9
Pan VII
.,."......
It..
dctcrminc the level of the spell. If the spell obt.1lined is inappropriate. just r~at the procC" or part of the process, as nn:esury.
31.60
Magc U ....
0 1-02
OJ-1 4
Cu rse
,,","
15_26
Euen.c:e'. Ways
27-38
Unbarring Way.
Ellence H~nd
2nd Roll
39-50
51_62
63_74
75-86
87-98
99-100
P~k~1
Enh'nce"",nl
Spell Way.
E..$<'nc;e Perceptions
1I1l,.ioN
Spinl MUle!,),
Speml
,,",.
""~
Nalurc's La",
Firc Law
Icc ~w
Earth Law
Ughl Law
Wind Law
WatnLaw
N'lure'~
SptU CXftnse
Su rf.ce W~ys
ProlecliofU
Oo:tt(t'OIl M,)iery
Sound/Li.Ehl Way"
Calm SplriU
Sptei.1
LoI9'Wi;!
Living 0ulT'
SptCl1lJ
,,",.
DiRel Ch.nnel
Blood Wayt
Mowmtnt
9 1 100
Bard &. Rangu Lisu
eo"
Cool rnlling Songs
Sound (Qnrrol
Item Lore
P~lh Mastery
M oving W ay:s
Natun', Guues
Nalurc's \V'y'
Special
Cur... _ 'Tnt lpell "5OI'rK how curscd; il may .Iuck . cNrxler or .lTen him in some other rKg'l ift fashion (e.g.. d...,..., . poison. drop ,II .au. phobia,
elc.). 'Tnt Ci>"",masler Iwo g"" 1 f1uib,IiIY ill Ihi. rmlttt.
Sptcia[ - The Ci>mrmam r may make up. lou[Jy rKW spell ..... make higher le""I ' p"'1l based upon lhe ULni", .prll' (e.g., Fi~ with. [onger ",ngo,'
Htilt V Iprll. CIC.).
2nd Roll
0 1-20
21 -25
'6.30
3 1- 35
3640
4f -45
41 -65
Potion
66-70
Daily 1
71_75
Daily JI
76-80
Daily m
81 -85
Dai[y IV
86_94
]"
]"
]"
]"
''''
''''
''''
''''
3'"
]"
]"
]"
]"
]"
]"
]"
]"
]"
]"
]
]"
]"
]"
]
0 1-40
Rune Paper
'.d
5 155
3",
3,d
'6.60
',h
''''
,.d
''''
''''
3..
61_65
''''
"h
3..
3,d
"h
"h
"h
' 6.SO
66-70
76.80
''''
81-85
~h
'6.90
7,h
8,h
9,h
'I>h
'I>h
71.75
91-94
95-97
98-99
'00
' ,h
~h
7,h
8,h
"h
' I>h
'.d
''''
''''
3'"
3,d
3,d
"h
''''
''''
''''
''''
~h
""
''''
'I>h
..
"',.d
"
'.d
]"
]
''''
3..
3..
J"
''''
''''
"h
"h
6<h
7,h
7,h
..
,.d..
]"
]
'.d
,.d
,.d
..
,,,..
]
]"
]"
]
]"
]"
,.d
3..
3..
3..
'''''
3'"
"h
3..
3..
3..
3..
"'"
"h
"h
....
]"
''''
,'"
''''
,.d
J"
W=d
'''''
,,,,,,
,..
''''
''''
'''''
''''
''''
''''
''''
''''
''''
''''
''''
95_98
99-00
Rod
Suff
]"
]"
]"
]"
'''''
,.d
'''''
''''
''''
3..
3..
3'"
J"
',h
',h
''''
''''
"""h''''
''''
''''
3..
3..
"h
',h
"h
''''
""
6<h
7'"
7'"
''''
',h
"'"
9,h
'I>h
' I>h
Notc: The Ci>mcmul(t should (ku rmi.w ,he number of c.... 'P leh in a wa nd (ma.oimum o r 10), a rod (ma~ imum of 30). or. surf (maximum of 1(0).
1-100 d it roll U n hdp. low ro ll. indical;lIg rew clurg.. and high rolls iodinl'", lou of ' .... 'i(I. H e may abo want to include mulliple chargc.o (or dosu)
on ,pee;al Kroll. and poliOfU. A Daily # ;Iem .my be uud 10 cut. 'pe]] a numbn (# ) or limn n ch .uy (c.g.. Daily HI ;Iem could be wed 3 I,.......
d.y). .nd m.y lake any (orm llul the Ci>menu.olU w;,he. ( e.g .. . ring. a wcapon. bn.cdn . n carring. a rod. elc.).
Summary
Table
ST-6
..
ST-7 -
260
Part VII
Appendic ..
COST
( B3~
=
Cost
BASE COST:
A piece of Rune Paper (ho lds one spt' II) ............ , ...... J gp
A vial of Potion (ho lds one spe ll ) ............................ 10 SP
A Charge Item:
Wand ................. 10 gp + the nonnal cost of the item
Rod ..................... 30 gp + the nonnal cost of {he itelll
D ue to Item Bonw
10J( ...... +5 bonus
SOx .... + 10 bonus
250,.. .... + ! 5 bonus
looox. ... +20 bonus
T ype of It..m
Or Bonus
Run .. PaP"'"
Potion
Daily Item t
Wand
Rod
Staff
OIJ BriJgt
;11 &!tr;4.,,1
Sununary
Tabl..
ST-7
3
5
IS
10
40
100
10
IS
SO
30
80
ISO
20
30
100
120
200
+ the
10
ISO
40
60
200
60
90
300
80
120
400
100
ISO
500
125
200
600
ISO
225
750
ISO
250
200
300
400
500
600
700
800
30
4S
Not ..: Rech:trging a wand, rod or Slaff after if has betn exhausttd costs half of the abov..-;tlthough. finding someone with both
the skill and th .. willingnes.s to perform such an operation ma y b.. diffirult.
- Channeling spdls cost doubl .. Ihese pricn.
t - Once pcr day; add half of f~etor for caeh additional time JXr day.
ST -8 Mondl
Hu mid
I. Narwain ( Winter)
10.5" (90)
2. Ninui (W!nt"~)
3. Gw~t:rQn (Wilmr)
4. Gwtritb, eSp-ring)
9" ,(85),
10.5" (90)
lOS" (9Q)
5. 1..othron (Spring)
8" (80)
2" (20)
2.5" (25)
3.5" (20)
4" (75)
4.5" (BO)
5.5" (BS)
2"
!S"
2"
1.5"
2"
2"
4.5" (80)
J" (JO)
J" (30)
2.5" (25)
3.5" (J5),
2.5" (25)
9. 1v:mneth (Summer)
2" (20)
10. Narbdcth ( fall)
5" (50)
6" (60)
J I. Hithlli ( F~Il)
12. Ginthron ( Fall)
B" (BO)
M~t;lre (intcrc<llary day: Ycarswd)
4" (75)
6.5" (95)
6.5" (90)
J" (45)
2.5" (25)
R~'
PS)
(02)
I" ( 10)
25" (02)
,25" (02)
(20)
Ar id
25" (02)
,25" (02)
.25';'
(IS) ~1S:;.(08)
"1!'!j
~" (03)
.25" (OJ)
2""' (20)
~~S" l8Z)
F2J
(30)
(45)
(SO)
(?5)
(99)
7" (70)
3"
4.5"
5"
I J"
12"
2;~"J25)
T ra nsport T ypt;
(20)
""
par~nthe rical
ST-9 -
1"'2
" 61"
Rainy
6. N6rui (Spri?g)
4" (4~;;x
Loende (inrercalary day:. Midyears)
7. c"rlxth (Summer)
2.5" (25)
J.5" ( IS)
8. UNi (Summer)
.-
W E ATHER TABLE
STANOA RD
1.5"
1.5"
1.5"
I"
.25"
25"
(0 1' )
- (0 1' )
- (Ot )
,-: COl~
,25" (02)
25" (OJL
,',- ,=
Pan
vn
Appendic ..
"'-
( IS)
( IS)
(IS)
- (01")
- "~I' )
- (01')
(21'1 ,
(01')
QOl
(OJ)
(02L
(O1'l -
T EMPERATURES
i-:-:--:---:-,----:o,----'-::-----:c-:---:c:c,-----j
I-'M"o
,oO",----:H
",,0'c':-_w
" ,.,==-,T,.m"",,,,,,,.,.--,""",,,,,I_
c-'Co:,I"' ':-_- i
45-6~
6O-7S"
55.70"
40-60'"
10-50"
035- (.40)-0"
0-45- (-20)-J<T (.50)-0"
5575"
45-60'"
10-55"
(. I ~}4O"
65-85"
5()'70"
7595"
60-90"
2565
5()..75"'
2o.6(t
{-45} 10"
15-55"' {"25}25"
0-40"
2QcSif
65-95
4685
35-60'"
9O.IIS~
80.105
70. [00"
40--80"
3565-
75 100"
65-95"'
55 85
30-60'"
20-50"
45,70"
2Q...5S'
IO~;=0-0'0"
"""""'6Jl.'"8:'S::-
040"
IT
6565
557$"
3Q..6S'
10-45" (-20}JO"
12
60-85'
SQ.7(/'
20-55"
0-40"
(.lO) 1.5-
TERRAI N TYPE
Fort;St
Rough
4
4
J
Sneaking
4
7
Carefu l walk
8
Noml::tl walk
10
6
8
Jog/Walk
IS'
9'
Slow Ride
IS
12
IZ-Fast Ride
25
IB'
Notr: Resu lt is rhe miles covend in a 4 hour p<'r1od.
- Requirrs a manruver roll oncr every 4 hours from each chaucttr.
.. - Rrquirrs a mancuvrr roll oncr evrry 2 hours from each characrrr.
".
"
2
4
5
7'
7'
10"
2
J
J
4"
4'
6"
Mountai noU5
I
2
2
J"
J"
4"
S="Y
T ables:
ST-8
ST-9
""262"
Part VJI
Appc:n.dicd
l!<c
""
ST-10 Popuh.tion
ENCOUNTER TABLE
D~n5iry
EnCQUntu
Roll
D ~n.~
Moduat e
Light
Spars~
0 1-30
.1.1-
I
-I.
.1>
I
-I>
-I>
-1-
51-60
.1
.1.1-
I '?'6 T_70
el-
~7:
' ~h
-f,
.;.
-I>
.1.
-I.
-I.
_/h
./ h
/h
-I.
r/h
h/o
-/It
_/h
-/h
.1
.1.
hI
,f,
.j,
./.
General:
.1.
./<
J!~O
71-&J
81-90
9[-100
,1,1hI>
101_120
h/h
121 - [ 40
/h
161_[SO
.;.
.;.
181- 200
201 +
,I.
'/<
141_160
~.~
./.
f/~
.1.
.1.
h/h
./h
./0
.1.
1
.1.
/h
h/h
h/h
./h
W aste
-I-
=
=
Summary
Table
ST-IO
"'"263'"
*
""- -'"
Part V Il
Apl"'ndicoo
H o&&il mri"'tJ
" losl ri"l
S ummary
T able
ST-I I
sr-I 2 -
Part VII
Apprnodicn
= open-ended ro ll
""" '"
Risk Factor
Period Modifier
Roll
H aven
Civiliud /
. Urban
S05
nothing
nothing
nothing
nothing
nothing
norhing
no thing
Sightin$
Sighting
nothing
nothing
Sighting
Sighting
Sighting
Spotting
Spotting
Ambush
Kidnapping
06-20
21_30
31-40
4 1-50
51-60
61-70
71-80
81 _90
9 J- 100
Spottmg
As~in
Kidnapping
Assusin
Special
Bordt r /
Urban
nothing
nothing
JlI)Ihing
SIghting
Sighting
Spotting
Spotting
CUarure
Ambush
M a5!lin
K.idnappiug
Assowin
Spccial
nothing
Sighting
Sighting
Spotting
Spotting
Spotting
Ambush
Kidrupping
Kidnapping
AMassin
KidmJpping
Anusin
Spccial
Summary
Tabl~
ST-J2
AR EA TYPE
Bordt r/
Rural
Wilds
Civilized/
Rural
nothing
nothing
Sighting
Sighting
Spotting
Spotting
Creature
Creature
Ambush
Pa(rol
Assassin
Special
Special
nothing
no thing
not hing
Sighting
$po~tdng
Cre.lture
Crrature
Creature
Cuature
Ambwh
Patro l
Special
Spt'cial
Shadowlands
ShadowHolds
nothing
Sighting
Spott ing
Spotting
CtCatlln;
Cuature
Patrol
Patrol
Ambush
Sighting
Spotting
waturt
Cre,ltun
Patrol
Ambush
Anny Unit
Anny Unit
Anny Umt
Spccl<tl
Sp~d ..L
Sp<!<::L31
Special
Sp<'cial
Sp<'cial
Sp<'cial
P~t rol
RES ULTS Sighting: AnyShadow-forc ..s in thearea art aware of Ihe F...ct Ihal
a spcll has been cast u well as rh .. genenl direction to the spell
caster. This can lead to a "pursuit" situation (or "hue and cry "
in areu ofSauronic Acti vily or 5.mronic Gamson). .sc:-e .sc:-ction
14.2 (p. 68).
Spouing: Includes the effects of a "Sighting" plm at least om
Shadow-force knows the euct direction and approximate
distance to the spell caster.
Creature: An Shadow-crnture (see Appendix A-J. p. 180-189)
in the vicinity senses the spell and begins to pursue. stalk, attack.
or am bush the spell caster.
Patrol; Includes the effects of .. "Spotting." plw Oil le:l$t one
organized Sauronic patrol btgins 10 pursue. stalk. attack 01
ambush the sp<'!l C:l$ter.
Ambush: Includes Ihe effects of a "Sporting:' plus at least o~
force is in po~itio n to an empt to set up an amb1l5h.
Army Unit: Includes the effeclS of a "Patrol." plm at Inst one
brg~, organized 5.1uronic force is in position to directly attack
the spell C:lSler.
Kidnapping: I ndude~ the effects of 3 "Spotting:' plus n least
one of the Shadow-forcu sensing the spell will attempt to
kidnap the spell C:l$ler.
Assassin: Includes lhe effects of a "Spotting:' plus at le;ut OnT
of rhe Shadow-forces sensing the ~pell is a Sauronic :WoUSin.
who will attempt to as~sinate the spell caster.
Special: Includes the effects of a "Spotting." plus at least oncd
the nearby Shadow-forces sensing the spell is a very po.,.;erful
Sauronic agent or lieutenant; p<' rhaps even a NazgUl or some
other powerful speIJ c.. ~ter and his retinue.
BELEGAER
BAY OF BELFAUS
_ . _c._. .. ._"_-....c
__ . .
. , ... t _ _ . _ ......
oca_ .. _
C/R
Civilized/Rural
BIR = Border/Rural
= Border/Urban
,
USA._ .. ICI, .....
... _
~v
..
J
1IJA.
HARAD
Grey = Shadow-lands
L = L6rien (Haven)
Mounbin Areas = \Vilds
= Civilized/Urban
.. = Shadow-hold
.. = Haven
INDEX.
A- B
hobby ...mnnL
28. 84-15
ho.lil. popuJ ... io,," _ _ _ _ _ _ "
J-N""""tMrn.
60. 1M. 25 I
Huor ... _____ .. _ _ _ 60. 1M. 25[
69
60. 182,251
Ounl.ndi"B" ___ .. ____ 28. 80, 164- 165
OUnl.in ... _... _.... _. ___ 28. 80. I 63- 16"
Ow....... _.. _... _... ___ ._... 28. 80. 1,,6_[,, 7
46
aIflAoctins
rnouncod
"I'P"""unirr
ra ....... cd
56
4.$
43
57
..bI.
boI, .p<U _ _ _ _ __
bo_
'1"'11 i<em
72
i..... _______ 36.72. 9 4. 96
Ind __ ._._. _____ ._.. _. _____ 21
.OU!
'0101,,,, _
'~69
...,,1"1 (AG)
A,......
27.79
..6
.11...
6.
_5
.mbw.h ""'iU
33
anImal N.nd)'"I.kill ____ ,, __ 35. 212
.",,,,a1. ________ .____ ._._. 250
........n
......,"'.0
49
_ SO
..oIu"on
so.51
......t..
1"0110 _
32
""" ... ___ .. ___ .. _. 52.234. 2so.251
.1"'11 _______ ._.... ____ .52
,. bl........ ________ 233_236
A.....i .___ .. _._ ... __ ....... ....................._.... _ 152
.""KI.nee
66, 262
b.,k,r<IIlnd __ .____
.... _._ 84_87
or'iON _._. ___ .. _ _ _ .28. 84.85
<ltull. ____
28. 116
B.J.... ______ ._6. 60. 180. 25[
8.rb.onn
2 14
.... _ _ _ _ _ _ _ _ JO. Sl-83
but ...", _____ ._______ n
""U............
..............
bu...
19. 180-189
&oml"l' _______ 28. 157- 158
bibl",&nphy
226
81.. k N .........6,..111 __ .28. 80. 158159
1>0... h. ndl,,,,.kill __ ..... _. __ .. _.... 35. 212
body cknlor .... n kill ._... ___ ._. __ .. _ .. 34
'1<4.96
Bu'1w _
21"
buyo",
65, 76
263
xt'YlI1_
50
..... ..;.,~]
._
66,262
AD&.D . con.<nion _______ .225
..dd ion ___ .__________ .. 256-257
2[
C-O
camp.oian
_ 19
,one,"", "';0,," __ ._______ <J
"~ In , oI<ill _ _ _ ._____ 35. 212
<h, in .kill ... _ _ ... _._ ...... _. __ ......... 32
,h.ne....... _.. _ ....... _______ .. ____ ... 19
aw....Ji"B ._.. _._ .. _._. __ ._.. _.. _. i 9. 30. 36.
70. 82-8.l. 2[4-217
a........ La...
26
rho"", ... _
_26-41
haoic
21
dui,n
78-97
" ........ ion ,.obId _____ 2-46-z.t8
""... playn (NPC} _ i9. 2 1. 26. 59-61
pial"" ______ 19. 21 . 26. 60-61
_252_254
hirins _. _________ .. __ .61
<ord olw" ___ .21. 78-97. 227
,h. rae'., "mpl .... _. ___ .. 20.2 1. [13-[45
ch." ............ T.bl. &. a. ... lndu. p. 267
CiVIl .." ........... _...................... _.. _._ .......... 2! 6
,i",liud ...... ___ ._..... _ ..... _._ 62.98.100
,1,mb .kiU ___ ._____.. _.. _ .. _._._ .. 33
Commo. ""' _ _ _ 28. 80. 175_ 176
(Ommunic.o,,,,,,
55
""",m' ..'ion _
.S6
confllCII"i ..,ion.
Conium' _
".
(CO)
27."5. 79
35.212
'onlo.." ......... ill
'''''......'''' """ _______ 220.225
35.2 12
cook")' .... ill _
,orn'\lI lon ______ .____ 6-7.7I
,.bk
,h,,,,,,,,,
'"
eo...",,,,_
Oo.-.;nrim _ _ _ _ _ 28.
0.."1""' _
duo"
0urnhW0n _
E- F
.ncoun....
69
, .bI~
262
.........bnnc.<po.... 'Y _ _ 37. " 5, 93, 96
.....
_ 32
38
croci,oI .cnk..
19. SO
, obko
237_239
culnl .../ ..... _ _ _ _ 23-29. 36. 88-89
'hoo.,nlj _________ .__ .80-8[
d..crip<ion. __ . __ .. _ . __ I "6-179
modifi ...,iono ~. _ _ ........... 29. 80-81
......;(lion........ _ .............. _......_...... _80
d.....SO ... cord w.c _.. _.. _ ........ ___ .~ .. _22J1
d. .. h ._.. _ ... __ ._.. _... _._. ___ .. _......... 74-7S
dcf."" .... bonw (08) _ _ _ . J6. 37. 96
defi.."ion. _____________ [9
por...
dtmt . 29. SO
cknlopm< .. poinn _ _ _ _ 90-91. 217
,~.... f. rri'"
9[
di 1"011 _
19
dI<e lOI[i"ll con ...."'ion. _ _ _ _ _ . 11
dlfficul'y _ _ _ _ _ _ _ " 6. 48. 61
di .......... '1"'11 ..... ill _ _ _ _ _ _ _ 33
d ....rm
. kill ___ .. _.. _._ ... _...... __ 33
d....... ___ .... _ _ _ .____ .36. 76
,..... _ _ _ _ _ ._._ .. __ 2$6257
'''I'
E",.
t;",7"
Eu<nc< _.. [9, 30. 36. 70. Sl&3. 2["_217
n";o .. _.. __ ..
_6a
up<ri<nc. _
38-41
1n.1( ... .J.o:. 1 ..d) ______ .35
poo.....cord "-< ______ 229
poi .. c. _
21. 35. JII-" I . 97
241
E..pIom214
,obi..
(...'" _
55
("I"re
"5.48, 50
l.obl .. ___________ ,.,
Fn".Y 1-1..,"'. <OtW..-.io.. _....... _._ .. 224
f.nc .., 1"01< pl.yinS _._ .............. _... _23, [6
........................ _.. _...... 60
("In,
,.id _____..________
.kill
35.212
f-l, .. of M ........ _ _ _ _ 60. l aJ.251
n~
60
rood
"
fonll"'& .I"ll
35. 212
19.50
_ 2M)
~mbk
..bI..
. ......................... _._._58
. ....... ~_.~_ ................ 40
;";"'1--
d,,'1" .poll
72
d.llly '1"'11
72
1'"
'p;01 ._.. _.. __ ._.... _ ... __ 28. 84-85
V;>!U< .... ~ ___ ._ ..... _............... _ ... __ 72-73
Kh.wd ............. _..... _.. _ ..... _ .. _ ... _. ! 46- r47
kIll I""n" _____ ... _. _ _ _ 39
k.."hip ___ .__
n
K...k.n _____ ._ _ _ 60. 1115.251
Kudulc __ ""
ISS
1''''''''[10' _ _ _ _ 28. 29. 8 r. 84.8$. 96
01<,11
J.4
,,""' ________ 246. 249
"you<>
.6l
lcarru"g '1"'" 1,,,,
J6
Inc! _. ____ 19. 2 1. 35. 38-t I, .ss. 9?
.>d~.>.n<ing __ .
JII. ~ I
,hu ..... .__ ..... __ ... _.. ____ lII. "I
"I' i~II<' ._.. _... _......" ......... _,, __ 35
M- N
M.~
)Q'~J
G-H
,...u.
Goodon.~
cri.ocol da""[10
criliaJ
_~ 6S-66,
J- L
63.64
32.37, 70,96
19
[lU&fdi....
61
1-I00(.,d_
28. 80. 15"
1-1.1(..,1'0 _ ._______ 28.80. 177
H .. f,rcll. _. ____ ._ _ _ .28. 80. ' 79
H ..d.im _______ ._.. 28.80. 169
p '.....
lI .....p
....m.", (....
_ 6a
...blt
256-257
... lI nd _ _ _ _ _ _ _ _ SS
hllk .... ;U
33
hodrng _
68
h.. _n,ic
77
Hildot
157
hin (hi. poinu) point. _ 19. J".38. SO. 75
Hobb", The: __ ._. ___ .__ ._ _
l-IoI>b; ..... _. ______ 28. 80. 155_ 156
poi""
39
"",nrne
II
.u". _ _ _ .______ ....,
,obi..
242-243
M ... "" A...
211
""""""" ruulu
s.z
Mtono
60, 1&6.251
rnIi ...;on .kill .________ 35. 212
....1... __ .___ ._______ "
....1.... track ___ ... _. __ ... ______
M,n ......... _ .. _~ ... _ .... __ ._ .. ____ ._ rS1
Mowli",
.................. _60. 18(,,25!
minimum ..,.,,1, ................. _....... _,, __ Sl
mite.ll ......... poin .. __ ".. _ .... _ ". _ _ 41
""rc.ll .......... kill.
J.4
~
m""Ie .".....
...,..;Ie oI<iIl
s.z
12
""....",.
69
_ , _ _ _ 28. 37. 76. M-85. 92-93
Monk
215
_ _ _ _ _ _ _ _ 19.60. 1110-189
"-I~""'"
J."
._ .. __ '43 .'1
_____
._._.. ___ . _...'1
........ goc .."
___ 66
" ......gi ubl< _ ._.____ .. _ .. _ 261
"""'ng _ _ , bonus (MM} _ _ .__ 96
Mil"...k,1
_ 60. 136. 2.'1 I
movtm<nt
rno"n'~
mY'''"
_. __ .
N.az",,1
8-13.60. 187.251
no .rn>Oo" .k'II ___ .. _ .. __ ... _. ___ ._32
Noldo.- _. ____ ..... 28. SO. 149 1.'10
non.pI~y" ch .... ,.. (K"< d",.""I<')
O-R
...
(au du ...,...)
rI'Y'"
3. [4. 19. 26
rI'}"ng 1''''''' I5t illrf.< _______ .. 5.'1
",
'X' (_ .,Itu../",,,,)
... id,ng ... _ .. _ ........ _... _ .. _........ _ ....... _.. _ . 69
""", .. _ .
.'12
R..ngt. _. ____ ._.. ___ .__ ._. __ 30. 82-83
....... i"".-oJb ...____ ._... _. __ ._.. _...__ .. _.. .'19
.... dnon kill ..
............ 33
.... Im .
...... 70, 82
"',oni .""eIJ ____ ._.. _ ._._. 227_23 1
<",<[,< ...,ion ... _______ ._ _ _ .. 65
... I,gion ._____ ._._. __ .___ 6-7. 7.
I".ding ___ ._.. _ ... _ ....... _... _.. _._ .. __ . 52
",.i,,:ucc' .. __
..... 19
m""n 0011 (RR) _____ ..36. 71
mod,fiCl""'" ________ 52
.. bI. _ _ _ _ .______ . 2.lS
ride bono" ___ ._ .______ ._.. 5
ndo: .kill
_____ 3J
rigid lu,,,,, .kill _. __ .______ 32
ri.k f ...,"" ___________ "
"_
_ _ _ _ _ _ _ _ _ 2[.'1
ROOimm _ _ _ _ _ _ _ 28. 80. 171
roI<20.24-25.92
role , .. i,. __ ...... _... _..... _ .... 2425. 804-87
Rol .......... _ _ _ _ _ 26, 78. 222.223
rolls ______ .. ______ [8. 19
_59
_.. _... _._ .......... _... _... _... _52
rop< ........ e'1. k 'U _____ ._35. 212
..... _ _ .__ ._. ____ .___ [9. 42
...aa,on
"nmod,fi~
n".. 1"""
___________ "
~S .
48
5-T
Souron _ _ _ _ _ _ _ _ _ ... _6. S-[3
"""" ng..
A-C
0-)
D.unagt R""ord She ... RS-2 ._ ................ 228
--------"
as
_3.
. k,lI
..
eff"""
57
72
."",.... , ...."''' ________ 55
[..... 01 ... _." .... _....... __ _. __ .. _.'1.'1
In
"e....
, ,, .. m<I ...
..."11,,, ..
...,i,
-"
28. 84-85
79,82
....... gic en"';tonm.n, _ _ _ __ 65-69
5ongth (ST) _ _ _ _ .______ 2 7, 79
.tunned ._._.................... ______ SO
....b<<rfU.:<
33
..... m .kill _._ ... ~ ...... _. ___ ..._... __ .. _33
..bl.. ( .., >I"" T.bl< I5t
Ch." Ind... p. 267) ............... 232265
.... i'.J I,,,,.,'on _._....
............ . 2
,hrown .ki!l ... _ .. _... ______ . _._ 32
'ounumentl .. __ .. _ ._ .. _ ... _._._ .. _ . _ 69
,nck .kill ___ ... _._ ... _._._.. _ .. _.. _. ___ .. 33
".".<1 poin.. ............... _ .. ______ ..
t"' ..... _ _ _ ._. _ _ _ _ _ _ .6J
,.bI< _________ ._2582.59
,ri, '1,k,II ._ _ _ _ _ _ ._35.213
T roU. _ _ _ 28. 60. 80. 177. [88. 25 [
T ",ll.. Wild _ _ ._... _.. 28, 80. 177_1711
.k'lI, _________
U-Z
Umli _ _ _ _ _ _ _ _ ._ 28. 80. 148
Uruk.h.>i __ ............. _.. __ .28. 80, 176-177
...., i ..m . kill ... _ .. ~ ....... _ _ _ _ .. _.... 33
V.J ..... _._ ... _.. _.......................... 6.30. 70. 74
V.unpi ... __ ... ____ ._.. __ 60, [88. 25[
V.n.r _________ 28. 80. 172
W'T
60. 1118.2.'11
21.'1
W ......" M"nk_____
.... pon. _ _ _ _ _ _ _ 32. 2 19. 232
..... illo ____ .
32
......'IU ubl. ~.
232
....."". ___ ........ _ _ _ _ _ 76
,.bl< ________ .____ .261
weigh, ______ ... __ ._______ 37
pen.llly ____ ._ _ _ _ 37.93
\ V.."...,J.,... _.... _______ 60. 189.25[
WiSh..
................... _ 60. 18 9.2S[
.. ild b ...
19
W iz..".! ........ __ .__ .__ ._ ... _... _... __ .. __ ._ 21 5
Woo<Im<n .. _ .. _. __ ._____ 28.80. 173
Woon .
..28. 80. 174-175
!._....
.. . ............
H
K--Q
R- Z
l.l,
M."""....,
a.." __ .. _........._......_.
1'\''''''....
a ....
SPELL INDEX
Eunt<~
A-C
,,",mini __ ._._................. ___ ._ ......... , IgJ
An,moI F.-ad<
2()ol
Anim&I Moue...,.
2Q8
An",u,I M......,..I..oa.t1on _ _ _ _ 208
A",moI T orii'''' _ .. _ .. _. ____ 208, 2 10
Ar.. Pro<t<t,OIl 1. [I. III ___ .. ___ ... 203
A..... m<nI Tn ..... _............... _. __ ... _...... 201
Au .. .. f Fb .... ___ ._ _ _ _ _ . [96
A.. alc.n'''II _____ ....... ___ 20l
&..l.mc.
192
a........ P"
209
Bmnd"'l!:
208
....
_ _ _ _ _ _ _ _ _ _ I9J
8bnk Thouehu .__________ 21 J
Fur'. So,,!!
200
fi ... u .... Fin: !WI. 801.
_ 196
Fi ... St"""1
21 1
Flyl. II
199
FOK C.JI ____ ~ ...... _..... _ _ 198. 202
Food Find'''il ___ ._ _ ._. __ .__ .___ 2 11
Food ?roduc. i"" .__
............... 209
Forg<" ina: Sons ____ .~ ... _... __ 200
Fruu ____ .. ____ .____ .211
Fouu lIquod
f ..... / fI"... R.... nll . U\
_ 196
203
G-K
_H_" __'_
So.T L"l"id
s..",,/Muocl. W..,.
_ 196
207
_ 205
C.,.i,"i"
R ~r
U.'_.HM._ 203
o..~ of K.nd
a..
.... Kmd _ _ _ _ _ _ __ 199
195
Cold RHoM>tK~
Cono:\nu.>.oon
211
193
195
eon..........
Con,rolli", Son"
200
Cool All. SoI.d _ _ _ _ _ _ _ _ 196
C. KIu.
. 197
;OIU .____ .______ .___ 209
C r~
c..
D-F
O...t.I.V
197
D.rIr. ..... _ _ _ _ _ _ _ _ _ _ _ 211
Ou.h Cloud _______ .. ___ I"
Ou.h, T >I. _ ... _ .. _... _ _ _ .. __ .__ 206
O<:ll.<lion. ........
.... __ .. _.............. _. I'll
O<III'OIl.Org.n;, _.......... _._ ............. 204
0<1.,"il _______ . __ .. _ .. ___ . 192
0<.. Ambuoh ________ ._ 210
0..1 a...nn.ling _ _ _ _ 192. 2Q.4
0..1 C."K _ _ _ _ _ _ _ 201 . 2O<l
H.
o..1OiK.....
209
0.''1 &",n<c. E... I _____ 192. 204
0..<"<.
o.....rm 1 _ _ _ _ _ _ _ _ . 206
191
Earth. Low
197
E.t"h/Mlld. E.tnh/St<>n< _ _ _ _ 197
E.tn h ...>l1(Tn.oo} _ _ _ _ ._197. 209
Goslungs
GoIdrn
192
SI"rnbr.. _____
'"
Hu. SoI.d
196
Hom au....ne. M...,"')' ______ 2011
H .." Produ<toon
208
H iMOI)' _
201
H old K,nd _ _ _ _ _ _ 195.205
HoId,"il Song _____ . ____ .200
H .... ........ ~_~ __ .. _ ... _._~ ... ~ ..... _... _. 211
lec fIoI k. u ... _.
......._.. _... _......._ 196
I .....U._____ ...
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#2002
$15.00
This boxed play aid for use with Middle-earth Role Play.
ing""" Second Edition rule book gives players everything they
need for a deluxe set-up of their role playing events! An ideal
accessory for newcomers and veterans alike! Contents are: one
[6 page B& W book of displays & floor plans for ad ve nlU re
mate rial in the MERprM 2nd Edition ru le book, o ne 32 page
B&W book with a n additional introduclOry ad ve nture, o ne new
16 page colo r book of di splays for use with the 32 page
ad ve nture, color cardboard charac ters ( with some ne w c haracters added) & s ta nds, dice and plas tic hex sheet o verlays. Bring
yo ur MERP campaig n to life! (Note : some of these materials
we re previous ly publ ished as conte nts o f ST#8 Ioo, MERP
Boxed Set). This is not a complete game- MERP rules
required.
#2003
#2008
m,DDL-ARrn ROL
pLAy'ng ~
1.R.R. Tolkien'sclassic works, The Lordofthe RillgsTM and The Hobbit-, have stimulated and inspired fantasy ro le pJayersand fantasy
readers fo r the past 50 years. Now, experience this epic setting in full detail with Middleearth Role Playing (MERP). an exciting,
intermediate-level fantasy role playing system that is perfect for Talkien enthusiasts as well as experienced garners!
#2005
$35.00
Arnor is the initial release in the new Realms of Middle-earth
series, usable with MERJ"M 2nd Edition and all previous editions
of MERP. This boxed set contains the Arnor material in two
volumes as well as beautiful color maps. In the year 861 of the
Third Age, Arnor was sundered . Thus the North Kingdom split
into three independent, neighboring but lesser states: Arthedain,
Cardolan, and Rhudaur. This realm mooule details the three sister
kingdoms and their relations with one another. Much of the
material covering Arthedain and Cardolan was previously available in Rangers a/tile North and The Lost Realm o/Cardolan. The
infonna(ion on Rhudaur, together with more extensive lore concerni ng the inhabitants of s undered Arnor, has never appeared in
previous modules. ArlJor includes color terra in maps detai ling
the lands of Arthedain, Cardolan, and Rhudaur. Color city maps
depicting the streets, canals, bridges, and edifices ofTharbad; the
avenues, gardens, and libraries of Annuminas; and the earthen
dikes, stone walls, and hi gh guard towers of fortified Fornost are
also included. Arnor is a grand beginning \0 a super series!
#2006
#4000
ffilt)t)l- ARTb
Role plAVlNG~
The Fantasy Role Playing Game set in J.R.R. Tolkien's World
"Their eyes fell 0 11 him and pierced him, as th ey rushed towards him.
Des perate, he drew his own sword, and it see med to him that it fli ckered red,
as if it was a firebrand. Two o f th e fi gures halted. The third was tall er than
the oth ers.... In one hand, he hel d a lo ng sword , and in th e o th er a knife; both
the knife and [he hand that held i[ glowed with a pale ligh[. He sprang
forward and bore down on Freda,"
- Thr Ftllowship oj Iht Rmg
in the greatest fantasy setting of all time A Magic 5ystnn with simple yct comprehensive rules
that reflect the unique nature of th e usc of magic and
... j.R.R. Tolkien's Middle-earth '
Middle-earth Role Playing is the next step powcr in Middle-carth.
A flavorful COI/1[,m 5ystrlll chat is realistic, (,st , and
up for those who have already experienced
play, blc.
th e thril l o f I C E 's in troductory ro le CamrmQsur Cl/idrlil1fS that cover travel, encoun ters,
weather, random events, healing. poisons, magic
playing game, the Lord of the Rings Adv",t""
items. and much morc.
Game. '" 1t is al so p e rfe c t for more
experi enced gamers who are looking for a
Charlottesville. VA
12902 USA
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