Introduction....................................................................2 Generating A Character..................................................4 Birth Attributes...............................................................5 .1 Cultural Type [Choice]...........................................5 .2 Parent [1d100]........................................................6 Appearance Attributes....................................................6 .1 Height [by Species]................................................6 .2 Frame [3d6]............................................................6 .3 Weight [Derived]....................................................6 .4 Comeliness [3d6]....................................................6 Physical Attributes..........................................................6 .1 Strength [3d6] Key Attribute..................................6 .2 Stamina [3d6] Key Attribute..................................6 .3 Dexterity [3d6] Key Attribute................................6 .4 Agility [3d6] Key Attribute....................................6 .5 Eyesight [3d6]........................................................6 .6 Hearing [3d6]..........................................................6 .7 Smell [3d6].............................................................6 .8 Voice [3d6].............................................................7 Personality Attributes.....................................................7 .1 Intelligence [3d6] Key Attribute.............................7 .2 Aura [3d6] Key Attribute.......................................7 .3 Will [3d6] Key Attribute........................................7 .4 Morality Choice or [3d6]........................................7 .5 Deity [Choice]........................................................7 .6 Piety Choice or [3d6]..............................................7 Assignment of Skills.......................................................7 Automatic Skills.....................................................7 Occupation Choice or [1d100]...............................7 Option Skills...........................................................7 Improving Skills.....................................................8 Background Options.......................................................8 Options............................................................................8 .1 Traits Instead Of Morality......................................8 1. Chaste/Lustful.....................................................8 2. Forgiving/Vengeful............................................8 3. Generous/Selfish.................................................9 4. Honest/Deceitful.................................................9 5. Modest/Proud.....................................................9 6. Just/Arbitrary......................................................9 7. Trusting/Suspicious............................................9 8. Merciful/Cruel....................................................9 9. Prudent/Reckless................................................9 10. Temperate/Indulgent.......................................10 Imposed Tests.......................................................10 Casual Tests: ........................................................10 List of Tables................................................................11
Introduction The use of HarnMaster rules in Middle-Earth is likely to cause problems for some Middle-Earth fundamentalists. These people take a view of Middle-Earth that is governed by what is written in Tolkien’s books and refuse to see allow anything that was not referred to in the books. Since that view must include such activities as going to the toileti I would advise them to stop reading at this stage. Unless the players are always rerunning the ‘The Lord of The Rings’ or The Hobbit as their campaigns then they miss out on the rest that the world has to offer. In my opinion such narrow, fundamentalist views are not reconcilable with role-playing games based on Middle-Earth. HarnMaster is a wonderful role-playing game with its own beautifully detailed world. Even the ‘feudal’ tag that HarnMaster is labelled with does not detract from the world. But sometimes I personally feel the need for something a little bit different. I love the world of MiddleEarth, in addition to the story of The Lord of The Rings, and have enjoyed role-playing in Middle-Earth there ever since the first ICE supplements. However both RoleMaster and MERP have flaws. Critically, they are both experience–point and level based. Although I enjoy playing RoleMaster I think that HarnMaster has a number of advantages. If you are currently playing with the HarnMaster rules then you will know what I mean. If you have not used the HarnMaster rules then you will need to purchase them before continuing because the following document is not a set of rules in its own right. It is a conversion document that adjusts the HarnMaster Character Development rules to suit playing in Middle-Earth. Assumptions Original MERP As close as possible these rules build on what came from the MERP 1st edition rules. It uses the same races and builds on the descriptions of their physical appearance and cultural make-up. Only very rarely have I gone beyond those values, and those represent my personal view of Tolkien’s world rather than trying to fit Harnic values into MiddleEarth. Magic Magic is an important part of Tolkien’s world. Without it Middle-Earth would become only a pale version of our own medieval world. However MERP and Rolemaster went, in my opinion, over the top. So I personally think that magic needs to be scaled back. There are many Tolkien sites on the Internet that grapple with issues like this but one of my favourite sites on this topic is http://www.users.cts.com/king/e/erikt/tolkien/magictxt.htm. In a couple of places it makes assumptions that I don't agree with and which aren't necessarily supported by the evidence it quotes. Nonetheless, please read this article before continuing with this section. It contains a lot of the
evidence for what follows. The core assumption is that to perform magic an individual must possess an inherent power. No mortal race possesses this inherent power. Magic allows for the instantaneous creation of effect from thought. Lore, on the other hand, is knowledge gained by study to be used in the creation of items such as weapons, helms, rings, etc. Lore can be likened to technology and an understanding of how nature functions. Where I disagree with the above author is in trying to differentiate between this inherent magic and the divine magic of the Valar. In ‘The Silmarillion’ Tolkien describes those Elves who went to the Undying Lands while the light of the tress still shone as approaching the Valar in power. Logically it would seem then that the power of the Elves is just a small part of what the Valar possessed. Sauron possessed much the same inherent power in the beginning. But because he was a Maiar of Äule he seems to be naturally drawn towards the latter type of magic – lore. He is renowned as a maker of things, teaching the Elves of Eregion many secrets before he creates the rings. Indeed a lot of his power is contained within the One Ring. It would also seem that the power of his most powerful servants, the Nazgul, is also derived from the rings rather than because they had any inherent power themselves as men. Yes, the Nazgul were renowned as warriors and sorcerers before they received the rings, but it was clearly the promise of the power that the rings offered them that corrupted those nine men.
Generating A Character These rules are written in a kind of shorthand. It assumes that you have access to both the HarnMaster rules for generating characters and a copy of MERP or similar. Option Points All Characters receive 10 Option Points (OP) to spend throughout the remainder of character generation. The player will need to keep track of those points over the remaining steps. GM's can provide more points if they want a more high-powered campaign.
Birth Attributes Race/Culture [Choice] Choose one of the races and cultures from Table 2. Each Race/Culture has an Option Point cost. This represents the cost of attribute bonuses and cultural starting skills. Where the GM feels it is inappropriate some of the races may not be available. Subtract the OP cost of the Race/Culture from your starting OP total.
Sex [Choice] Choose Gender. The only effect will be on height and weight. Birth Date [Choice] Choose Birth Date according to the standard calendar. Where appropriate the GM should provide birth dates for characters using their native calendar as well. There are 365 days in a calendar year, or 366 days every fourth year (the extra day being the 31st of Gwirith). Roll 1d12 for the month in which a PC was born, and then roll either 1d30 or (1d30+1d2-1) for the day: Month 1 2 3 4 5 6 7 8 9 10 11 12
Name Narwain Ninui Gwaeron Gwirith Lothron Norui Cerveth Urui Ivanneth Narbeleth Hithui Birithron
Day Born 1d30+1d3-2 1d30 1d30+1d3-2 1d30+1d2-1 (*) ii 1d30 1d30+1d3-2 1d30+1d3-2 1d30+1d3-2 1d30 1d30 1d30 1d30
Table 1 Birth Month and Dates
Talent [Choice] In my opinion Sun signs are not appropriate to Middle-Earth. The HarnMaster rules may state they are as good as any other mechanism but I think they are not appropriate to Middle-Earth as well as detracting from the sort of character design familiar to players using the RoleMaster rules. It is replaced with a similar game mechanism called a Talent. Choose a Talent from Table 7. Each character may choose one Talent iii. In game terms the possession of a Talent indicates a certain innate ability in groups of related skills. It also has a vague equivalence to the concept of a character class. The effect of having a Talent will be to receive higher skills bases in skills that are covered by a talent
Birthplace [Choice] This is largely determined by race and culture. Discuss with your GM before choosing.
.1 Cultural Type [Choice] Based on the characters choice of Race/Culture from Table 2. There are seven generic cultural types: Primitive, Barbarian, Feudal, Feu/Imp, Imperial, Elven, Khuzdul, Sauronic. Parent Occupation/Social Class [Choice] Social Class is an indicator of the Character’s or Character’s Family’s rank in
the race and culture from which they come. Largely driven by Race and Culture this is best handled in discussion between the player and the GM. To determine the social classes available cost you must first establish the Cultural Type for your Race/Culture. These are given in Table 2. Now look at the available Social Classes for that Cultural Type in Table 4. Each Social Class has an OP cost. Subtract the OP cost from your remaining OP total. Family Development Sibling Rank [1d100]
As HarnMaster.
.2 Parent [1d100] As HarnMaster. Estrangement [1d100] As HarnMaster. Clanhead [1d100] As HarnMaster.
Appearance Attributes .1 Height [by Species] See Table 5.
.2 Frame [3d6] Use racial/cultural/gender modifiers from Table 5.
.3 Weight [Derived] Use Weight table with Frame modifiers from HarnMaster or use Optional Frame modifiers from Table 6.
.4 Comeliness [3d6] Use racial/cultural modifiers from Table 5.
Physical Attributes .1 Strength [3d6] Key Attribute Use racial/cultural modifiers from Table 5 and Weight modifiers from HarnMaster rules.
.2 Stamina [3d6] Key Attribute Use racial/cultural modifiers from Table 5.
.3 Dexterity [3d6] Key Attribute Use racial/cultural modifiers from Table 5.
.4 Agility [3d6] Key Attribute Use racial/cultural modifiers from Table 5.
.5 Eyesight [3d6] Use racial/cultural modifiers from Table 5.
.6 Hearing [3d6] Use racial/cultural modifiers from Table 5.
.7 Smell [3d6] Use racial/cultural modifiers from Table 5.
.8 Voice [3d6] Use racial/cultural modifiers from Table 5.
Personality Attributes .1 Intelligence [3d6] Key Attribute Use racial/cultural modifiers from Table 5.
.2 Aura [3d6] Key Attribute Use racial/cultural modifiers from Table 5.
.3 Will [3d6] Key Attribute Use racial/cultural modifiers from Table 5.
.4 Morality Choice or [3d6] Use racial/cultural modifiers from Table 5. An alternative is to use the 'Traits Instead Of Morality...' option discussed in the Appendix.
.5 Deity [Choice] And its associated attribute, Piety, is largely redundant in Middle-Earth simply because Eru and the Valar choose not to intervene directly in the affairs of Middle-Earth. In the case of Morgoth he cannot intervene at all given that he has been cast out into the eternal Darkness. Generally a person would worship either Eru and the Valar or Morgoth, however the name or aspect will vary according to their locale. Review this with the GM as appropriate to a character’s race, culture and location.
.6 Piety Choice or [3d6] Characters who have no religion may choose to ignore this attribute. For other characters it would represent their standing with a deity Whether a GM chooses to make use of this is up to them and their campaign
Assignment of Skills Automatic Skills 1. All characters begin with Automatic Skills as per HarnMaster 2. All characters receive their Native Language at an OML according to Skills 11 in the HarnMaster rules. The language they receive is shown in Table 8. 3. Character may receive the ability to write their Native Language as a Script skill at an OML of 70+SB. Whether they do get it shown in Table 8. 4. All Characters MUST spend OP’s to purchase each of the spoken language skills listed as Compulsory Option Languages. If they open the skill at the OML based on the SB multiple listed in Table 9 it costs 1 OP. If the SB multiple is greater than 2 they can choose to open the skill at the SB-2 for 0.5 Option Points. 5. All Characters MUST spend OP’s to purchase each of the skills listed as Compulsory Option Skills. One point is spent for each new skill. The skills open at the OML based on the SB multiple listed in Table 10. Occupation Choice or [1d100] 1. Characters receive all skills listed for their initial Occupation. Option Skills 2. Characters MAY spend OP’s to purchase any or all of the spoken language skills listed as Option Languages. One point is spent for each new skill The skills open at the OML based on the SB multiple
3.
4.
listed in Table 9. Characters MAY spend OP’s to purchase Script skills for any or all of the spoken language skills purchased in any of the previous step. One point is spent for each new skill. The skills open at the OML based on the SB multiple listed in Table 9. Characters MAY spend OP’s to purchase any or all of the skills listed as Option Skills. One point is spent for each new skill. The skills open at the OML based on the SB multiple listed in Table 10.
Improving Skills As Character 19
Background Options Any OP's not spent may be used to purchase from the Background Option table – other skills, additional SB, stat bonuses, +1 talent bonuses, money, good equipment
Options .1 Traits Instead Of Morality... The following optional system replaces Morality (Character 7) with traits and is recommended if players are interested in developing their characters' personalities. Traits are not only entertaining, but also useful since they act as guidelines as to how the character should behave in certain situations. Each trait is considered to be a virtue in at least one major religion, and a worshipper who displays significant behaviour in the virtuous traits will be rewarded. Traits are not fixed, and will change as a campaign progresses. Traits are dualistic personality factors existing in every individual, and they define a person's feelings and tendencies. Each character has 10 pairs of personality traits, which are presented in opposed pairs, with the total value of each pair always equalling 20 at the beginning of a character's adventuring career. When one trait increases the opposite normally decreases by the same amount. No trait may ever be higher than 15, or lower than 5, at the beginning of a campaign, but the scores may change as the character develops. The personality traits should be listed as whole numbers, each to one side of a slash (e.g. Modest 14 / 6 Proud). Any trait with a value between 5 and 15 is considered normal, while those less than 5 and greater than 15 are excessive and deserve to be noticeable. Some extraordinary characters have a trait of 20, or perhaps more! They always have 0 for the opposite trait and are known for their unrelenting, fanatical behaviour. 1. Chaste/Lustful • To be chaste is to be monogamous and decorous. It does not always require virginity; a man being faithful to his wife is being chaste. A fanatically chaste person is celibate and probably virginal. • Lustful describes sexual desire, and implies activity, often without personal commitment between the persons involved. Excessive promiscuity is called lechery, wantonness, and bawdiness. 2. Forgiving/Vengeful • To be forgiving means that a character can take insult without injury, and that he/she is unlikely to seek revenge for injuries intended or done to him/her. Extremely forgiving people are called meek. • Vengeful indicates a character's propensity to seek revenge, perhaps
petty, but possibly sweeping and grandiose, for wrongs done to him/her. This trait also includes spitefulness. 3. Generous/Selfish • To be generous includes the impulse, learning, or desire to share. Extremely generous persons are called unselfish, magnanimous, and big-hearted. • Selfish is the desire to possess, keep, and further accumulate things for oneself. Greed is usually a component of selfishness. Possession could be of material property, with the character being known as a miser, or of credit, like hogging attention. Very selfish persons are labelled both stingy and self-seeking. 4. Honest/Deceitful • To be honest is to deal truthfully in matters of importance or triviality, no matter what the consequences. Persons of extreme honesty are said to have integrity and to be trustworthy, scrupulous, and reliable. • Deceitful means that a person is likely to distort truth to his/her own or other end. Very deceitful people are called liars, frauds, and falsehearted. 5. Modest/Proud • To be modest implies that the character is quiet and does not seek excessive attention in the recitation of his/her deeds. He/she is glad to bask in the mere doing of the deeds, rather than in the repeated glory of hearing about them. Very modest people are called humble and reserved, perhaps even shy. • Proud means that a character receives pleasure from hearing and/or boasting of his/her deeds. Excessive pride implies arrogance, and likely a boastful nature. 6. Just/Arbitrary • Just means that a character is capable of telling what is right and wrong, and is desirous of making a judgment on that information. A very just person is called fair and impartial. • Arbitrary means that the character has no concerns for what is right or wrong, and uses other information in his/her decision-making. Very arbitrary people are labelled unjust, unfair, wrongful, and probably biased and partial, perhaps even psychopathic. 7. Trusting/Suspicious • To be trusting is to believe information without inclination to suspect its falsity. An excessively trusting person is gullible and credulous. • Suspicious indicates that a person is unlikely to believe what he/she hears unless proof is offered. An extremely suspicious person is called a sceptic or doubter. This also includes the aspect of jealousy, for jealousy cannot exist without suspiciousness. 8. Merciful/Cruel • Merciful means that a character is willing to extend unusual pity or aid to others. This includes sparing an enemy, giving money to the poor, helping the weak, and any other act which is not expected of one's rank and station. A very merciful person is called compassionate. • Cruel indicates a disregard for the feelings and needs of others, or lack of sympathy. Extreme values indicate the character even enjoys others' discomforts and troubles. 9. Prudent/Reckless • Prudent means that a character gives thought to what he/she does before acting. Such a character is called cautious, and excessively prudent people are slow to act or are thoughtful.
•
Reckless means that the character acts before thinking. Generally this is without concern for anything but the immediate consequences. An extremely reckless character is called careless and rash.
10. Temperate/Indulgent • Temperate means that a character takes only what he/she needs of food and drink. He/she is frugal and abstains from excess. Extreme temperance indicates abstemiousness. • Indulgent means that a character takes pleasure in food and drink, both in quality and quantity. Extremes of this indicate gluttony, drunkenness, and extravagance. Traits define characteristics behaviour. When the opportunity arises to behave one way or another, these can either be used as casual guidelines, or the GM may impose rolls. Most of the time the player simply states what he/she wants his/her character to do and does it. Sometimes, though, in a non-thinking situation, behaviour takes over instead of conscious intent. Modifiers (usually +/- 5) may be used to underscore the dictates of a situation. There are two ways of using traits: Imposed and Casual. Imposed Tests Roll against the tested trait (after any modification) x 5 on 1d100. The multiple has a maximum of 95 and a minimum of 5. Refer to the following: •
• • •
CS: An experience check is normally gained, and the character acts strongly in accordance with the trait. At GM discretion, the character is inspired, and gains +5 ML to one skill selected by the player, lasting for the duration of the situation that provoked the roll. MS: The character feels the trait enough to act in accordance with it. The player may decide what action ensues. An experience check is gained on the rolled trait if an appropriate and significant action follows. MF: Roll the opposed trait x 5 on 1d100. Success in this one means that the character acts as rolled. Failure indicates that the player gets his/her choice. No experience checks are given. CF: The opposite trait is checked, and the character immediately acts in the manner opposite to what was attempted.
When an experience check is granted, a development roll is allowed; the trait x 5 must be exceeded on 1d100, or 96-00 must be rolled in any case, for the base trait to increase by 1. If the trait is increased then the opposite trait is reduced by an equivalent amount. Please note that no Trait may be reduced below zero, nor may more than one check may be given to a trait PER DAY. Casual Tests: This is used when a player does not know what his/her character would do under specific circumstances. In such a situation, the player should simply roll 1d20 to determine behaviour. If the number rolled is equal to or less than the trait number to the left of the slash, then the character does that type of action. If the number rolled is greater than the left hand value, then the character does what is shown on the right. There is no CS or CF in this circumstance. A modifier may be applied if the situation warrants one. Characters never receive experience checks for the casual use of traits. Sometimes the traits are tested in absolute values. For example, a magical sword might always resist a wielder with a Just trait of less than 15. Such traits are usually virtues.
List of Tables Table 1 Birth Month and Dates............................................................................................................................................5 Table 2 Race/Culture Culture Types..................................................................................................................................12 Table 3 Race/Culture Aging and Lifespan.........................................................................................................................13 Table 4 Social Class OP Cost.............................................................................................................................................14 Table 5 Racial/Cultural Attribute Modifiers.......................................................................................................................15 Table 6 Optional Weight Modifiers Based On Frame........................................................................................................16 Table 7 Talent List..............................................................................................................................................................17 Table 8 Racial/Cultural Starting Languages.......................................................................................................................18 Table 9 Racial/Cultural Additional Languages..................................................................................................................19 Table 10 Racial/Cultural Additional Skills........................................................................................................................20 Table 11 Occupation List....................................................................................................................................................21 Table 12 Troll Strength Bonuses........................................................................................................................................22 Table 13 Olog-Hai Strength Bonuses.................................................................................................................................22 Table 14 Skill List..............................................................................................................................................................23
Race Hobbit Umli Dwarf Man
Half-Elf Silvan Elf
Culture Harfoots Stoors Fallohides Beornings Black Numenoreans Corsairs Dorwinrim Dunedain Dunlendings Easterlings Eriadorians, Rural Eriadorians, Urban Gondorians, Rural Gondorians, Urban Haradrim, North Haradrim, South Lossoth Rohirrim Variags Woodmen Wose Eastern Western
Sindar Elf Noldor Elf Half-Orc Orc UrukHai Half Troll Troll OlogHai
Cultural Type
OP Cost
Feudal Feudal Feudal Primitive Khuzdul Tribal Imperial
2 2 2 2 2 0 1
Imperial Feudal Feudal Barbarian Barbarian Feu/Imp Feu/Imp Feu/Imp Feu/Imp
0 0 1 0 0 0 0 0 0
Imperial Feudal Primitive Tribal Tribal Tribal Primitive Choose dominant parent culture Tribal
0 0 0 0 0 0 0 Higher of dominant parent culture OP cost or 2 3
Tribal Feudal
3 4
Imperial
4
Choose dominant parent culture Primitive Feudal
2 1 2
Primitive
2
Primitive Feudal
2 3
Table 2 Race/Culture Culture Types
Race Hobbit Umli Dwarf Man
Culture Harfoots Stoors Fallohides Beornings Black Numenoreans Corsairs Dorwinrim Dunedain Dunlendings Easterlings Eriadorians, Rural Eriadorians, Urban Gondorians, Rural Gondorians, Urban Haradrim, North Haradrim, South Lossoth Rohirrim Variags Woodmen Wose
Half-Elf Silvan Elf
Eastern Western
Sindar Elf Noldor Elf Half-Orc Orc Uruk-Hai Half Troll Troll Olog-Hai
Starting Age
Lifespan
21+1d4 21+1d4 21+1d4 40+1d10 80+1d20 17+1d4 17+1d6
90-110 90-110 90-110 100-200 200-300 80-100 95-190
17+1d6 17+1d4 17+1d6 17+1d4 17+1d4 17+1d4 17+1d4 17+1d4 17+1d4 17+1d4 17+1d4 17+1d4 17+1d4 17+1d4 17+1d4 15+1d4 80+2d20
90-175 60-80 100-300 50-80 40-65 60-80 65-85 60-80 65-85 80-100 40-60 75-90 60-85 50-70 45-85 30-50 250-500 or Immortal Immortal
(1d3+1) * 100 (1d3+1) * 100 (1d3+1) * 100 (1d3+1) * 100 17+1d4 6+1d6 6+1d6 15+1d6 10+1d10 10+1d10
Table 3 Race/Culture Aging and Lifespan
Immortal Immortal Immortal 50-80 iv v
100-200 200-400 200-400
Class Slave Serf Unguilded Guilded Noble
Primitive 0 2
Table 4 Social Class OP Cost
Barbarian 0 1 1 2
Feudal 0 0 1 1 3
Imperial 0 1 2 3
Khuzdul 1 2 3
Elven 1 2 3
Sauronic 0 1 2 3
+1 +1
+1
+2
+1
+1
-1 -1 -1 -1 -1
-1
-3 -3 -3 -1 -2
+2 +3
Disease Testvii
+1 +1
+1 +1 +1
Poison Testvi
+2 +2
+1 +1 +1
Morality
+2 +2 +2
Will
+3 +3 +3
Aura
+3 +3 +3
Intelligence
Table 5 Racial/Cultural Attribute Modifiers
+2 +2 +2 +2 +3
Voice
33+4d6 47+4d6
-4 -4 -4 +2 +2 +1 +1 +1
Smell
Sindar Elf Noldor Elf Half-Orc Orc Uruk-Hai Half Troll Troll Olog-Hai
Eastern Western
+3 +3 +1
Hearing
Half-Elf Silvan Elf
Beornings Black Numenoreans Corsairs Dorwinrim Dunedain Dunlendings Easterlings Eriadorians, Rural Eriadorians, Urban Gondorians, Rural Gondorians, Urban Haradrim, North Haradrim, South Lossoth Rohirrim Variags Woodmen Wose
x
Eyesight
Umli Dwarf Man
+3ix
Agility
Frame viii
Dexterity
Height: Female 24+2d6 29+2d6 34+2d6 40+3d6 40+3d6 53+4d6 56+4d6 55+4d6 48+4d6 56+4d6 52+4d6 47+4d6 50+4d6 50+4d6 50+4d6 50+4d6 46+4d6 59+4d6 49+4d6 51+4d6 49+4d6 51+4d6 44+4d6 57+4d6 55+4d6 55+4d6 59+4d6 61+4d6
Stamina
Height: Male 24+2d6 29+2d6 36+2d6 41+3d6 41+3d6 62+4d6 62+4d6 61+4d6 55+4d6 61+4d6 56+4d6 52+4d6 56+4d6 56+4d6 56+4d6 56+4d6 51+4d6 61+4d6 51+4d6 59+4d6 55+4d6 57+4d6 50+4d6 61+4d6 58+4d6 58+4d6 63+4d6 65+4d6 55+4d6 34+4d6 50+4d6 70+4d6 102+5d6 102+5d6
Strength
Culture Harfoots Stoors Fallohides
Comeliness
Race Hobbit
+30 +30 +30 +5 +10
+15 +15 +15 +5 +10
+5 +5 +30 +5
+5 +5
+5 +10 +10 +10 +10 +10 +20 +20 +15 +30 +20
+50 +100 +100 +100 +100
+1
+1
+1 +1 +1 +1 +1
+2 +1
+5
+1
-1 -3 +2
+1 +1 +1 +1
-1 -4 -4 -3 -2 +1 +2 +3 +3xi +7xii +6xiv
+1 +2 +2 +2 +2 -2 -9 -9 -6 -10 -10
+1 +1
+1 +1 +2 +2 xiii xv
+1 +2 +1 +1 +3 +2 +3 +3
+1 +2 +2 +2 +3
+1 +2 +2 +2 +2 -1
-1 -2 -3
-1 -2 -1
+2 +2 +6 +6 +6 +6 -1 -4 -2 -9
+2 +2 +6 +6 +6 +6 +1 +1 +1 +1 +1
+3 +3 +3 +3 +3 +1 +3 +2 +1 +3 +1
-1 +1 +1 +1 +2 +3 -1 -2 -2 -1 -2 -2
+2 +2
-5 -2
+4 +4 +4 -2 -4 -4 -2 -4 -4
+1 +1 +2 +3 +2 +2 +1 +3 +3
+5 +5 +5 +10 +10
Frame 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20
Weight Modifier -25% -22% -20% -17% -15% -12% -10% -7% -5% -2 +2 +5% +7% +10% +12% +15% +17% +20% +22% +25%
Table 6 Optional Weight Modifiers Based On Frame
Name Agricultural Artistic Combat Craftsman Mystical Outdoors Sailing Scholar Subterfuge Trading
Abbreviation AG AR CO CR MY OU SA SC SU TR
Table 7 Talent List
Race
Culture
Hobbit
Harfoots Stoors Fallohides
Umli Dwarf Man
Half-Elf Silvan Elf Sindar Elf Noldor Elf Half-Orc Orc Uruk-Hai Half Troll Troll Olog-Hai
Beornings Black Numenoreans Corsairs Dorwinrim Dunedain Dunlendings Easterlings Eriadorians, Rural Eriadorians, Urban Gondorians, Rural Gondorians, Urban Haradrim, North Haradrim, South Lossoth Rohirrim Variags Woodmen Wose Choose dominant parent culture Eastern Western Choose dominant parent culture Choose dominant parent culture
Native Language Westron Westron Westron Umitic Khuzdul Atliduk Adunaic Adunaic Logathig Adunaic Dunael Logathig Westron Westron Westron Westron Haradaic Apysaic Labba Rohirric Varadja Nahaiduk Pukael Sindarin Bethteur Sindarin Sindarin Quenya Westron Orkish Black Speech Westron Westron Black Speech
Table 8 Racial/Cultural Starting Languages
Native Script Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Race
Culture
Hobbit
Harfoots Stoors Fallohides
Umli Dwarf Man
Half-Elf Silvan Elf Sindar Elf Noldor Elf Half-Orc Orc Uruk-Hai Half Troll Troll Olog-Hai
Beornings Black Numenoreans Corsairs Dorwinrim Dunedain Dunlendings Easterlings Eriadorians, Rural Eriadorians, Urban Gondorians, Rural Gondorians, Urban Haradrim, North Haradrim, South Lossoth Rohirrim Variags Woodmen Wose Choose dominant parent culture Eastern Western Choose dominant parent culture
Compulsory Option Languages
Westron/5 Waildyth/5 Westron/5, Haradaic/5 Westron/5, Haradaic/4 Westron/5 Westron/5 Westron/4 Westron/2
Option Languages
Labba/2, Westron/2, Khuzdul/1 Quenya/4 Westron/5, Nahaiduk/5 Sindarin/3, Bethteur/3 Sindarin/4, Quenya/1
Adunaic/2 Adunaic/3 Westron/5, Apysaic/4 Haradaic/3 Westron/5 Haradaic/3, Westron/2
Westron/3 Westron/2, Sindarin/2 Dunael/1 Westron/2, Sindarin/2
Westron/5, Quenya/3 Sindarin/5 Bethteur/5 Westron/5, Bethteur/5 Sindarin/5, Westron/5 Orkish/3 Westron/4, Orkish/4
Choose dominant parent culture Westron/3
Table 9 Racial/Cultural Additional Languages
Westron/3, Quenya/2 Westron/4, Quenya/2 Quenya/3 Adunaic/3 Black Speech/2
Race
Culture
Hobbit
Harfoots Stoors Fallohides
Umli Dwarf Man
Half-Elf Silvan Elf
Beornings Black Numenoreans Corsairs Dorwinrim Dunedain Dunlendings Easterlings Eriadorians, Rural Eriadorians, Urban Gondorians, Rural Gondorians, Urban Haradrim, North Haradrim, South Lossoth Rohirrim Variags Woodmen Wose Choose dominant parent culture Eastern Western
Compulsory Option Skills Stealth/4, Throwing/3
Cooking/3, Brewing/2, Folklore/3, Agriculture/1,
Foraging/3, Survival/4 Mineralogy/2 Foraging/3, Survival/2 History/2 Swimming/3
Skiing/3, Woodworking/2, Hideworking/1, Folklore/3 Metalcraft/3, One of: (Engineering/2, Masonry/2, Weaponcraft/2, Jewelcraft/2), Folklore/2 Cookery/2, Herblore/2, One of: (Timbercraft/2, Agriculture/2, Animalcraft/2, Woodworking/2) Piloting/2, Seamanship/2, Shipwright/2, One of (Metalcraft/2, Weaponcraft/2, Jewelcraft/2, Embalming/1), Ritual:Dark/2, , Folklore/3 Piloting/2, Seamanship/3, One of (Shipwright/2, Metalcraft/2, Weaponcraft/2), Ritual:Dark/3, History/2, Folklore/3, Weatherlore/3 Brewing/2, Rhetoric/3, Agriculture/2, Seamanship/2, One of (Metalcraft/2, Weaponcraft/2, Jewelcraft/2, Glassworking/2)
Riding/3 Foraging/3, Survival/2
Herblore/2, One of: (Timbercraft/3, Agriculture/2, Woodworking/3)
Choose dominant parent culture
Use dominant parent culture Acrobatics/2, Dancing/2, Singing/4, Bow/4, Tracking/3, Timbercraft/3 Acrobatics/2, Dancing/2, Singing/4, Bow/4, Tracking/3, Timbercraft/3 Piloting/2, Seamanship/2, Shipwright/2, Swimming/2, Oratory/2, Woodworking/2, Weatherlore/3, One of (Metalcraft/2, Weaponcraft/2, Jewelcraft/2) One of (Metalcraft/3, Weaponcraft/3, Jewelcraft/3), Oratory/3, History/3, Alchemy/2, Two of: (Choose any Language/3), Two of (Choose any Script/3), Physician/3 Use dominant parent culture
Choose dominant parent culture
Use dominant parent culture
Sindar Elf
Stealth/6, Awareness/6 Stealth/6, Awareness/6 Stealth/4, Awareness/5
Noldor Elf
Stealth/4, Awareness/5
Half-Orc Orc Uruk-Hai Half Troll Troll Olog-Hai
Option Skills
Table 10 Racial/Cultural Additional Skills
Noble
Guilded
Unguilded
Serf
Slave
X X
Acrobat Animal Trainer Apothecary Artist Assassin
X X X X
Bandit Bard Beggar Bounty-hunter Cartographer Clothier Con Artist Servant/Cook Enlisted Soldier Farmer (Serf) Farmer (Freeman) Fisherman Foodmerchant Forester
X X X X X X
X
X
X
X X X X X X X X
X X X
X X X X X X X X
Glassworker Guard Herald Herdsman (Serf) Herdsman (Freeman) Hideworker Hunter/Trapper Innkeeper Jeweller Knight/Squire
X X
Labourer Litigant Locksmith Man-at-arms
X
Marine
X X
Mason Merchant
X X X X
Messenger Metalsmith Miner Moneylender Noble
X
X X
X
Painter Physician Pilot Pirate Priest Scholar
X X X X X X X
Sculptor Seaman Shipwright Spice Merchant Thespian Thief Timberwright Troubadour
X X
Weaponcrafter Woodcrafter
X X X X
X
X
Occupation
Table 11 Occupation List
Skills
Acrobatics/5, Legerdemain/1 As per HarnMaster As per HarnMaster As per HarnMaster 'Cartographer/Artist' Stealth/5, Climbing/5, Acrobatics/3, Legerdemain/2, Lockcraft/2, 4 weapons to OML+SB Stealth/4, Survival/3, Tracking/2, Physician/1, Strategy/1, 4 weapons to OML+SB Singing/4, 3xMusician/3, Poetry/3, Woodcarving/3, History/1, One script/4 Foraging/3, Stealth/3, Survival/3, Tracking/3, Law/1, 5 weapons to OML+SB. As per HarnMaster 'Cartographer/Artist' As per HarnMaster Rhetoric/4, Legerdemain/3, Oratory/2, Acting/2, Banking/1. As per HarnMaster Foraging/3, Survival/3, Heraldry/2, Strategy/2, Physician/1, 4 weapons to OML+SB. As per HarnMaster As per HarnMaster As per HarnMaster Agriculture/3, Cookery/3, Herblore/2. Tracking/4, 3 weapons to OML+SB, Stealth/4, Survival/3, Foraging/3, Fletching/1, Heraldry/1, Hideworking/1, Law/1. As per HarnMaster As per HarnMaster Heraldry/4, Oratory/4, Drawing/3, History/3, Law/2, one language/4, one script/4 As per HarnMaster As per HarnMaster As per HarnMaster As per HarnMaster As per HarnMaster As per HarnMaster Riding/4, Heraldry/3, Strategy/3, Law/2, Musician/2, Physician/1, History/1, 6 weapons to OML+SB. As per HarnMaster Rhetoric/5, Law/4, Oratory/4, One script/4, One language/4 As per HarnMaster Foraging/3, Survival/3, Heraldry/2, Law/1, Physician/1, Strategy/1, 5 weapons to OML+SB. Seamanship/3, Fishing/2, Weatherlore/2, Heraldry/1, Strategy/1, 4 weapons to OML+SB As per HarnMaster Rhetoric/5, Banking/3, Mathematics/2, One weapon to OML+SB, One language/4, One script/4 Riding/4, Survival/3, Weatherlore/2, 3 weapons to OML+SB As per HarnMaster As per HarnMaster Rhetoric/5, Banking/4, Mathematics/2, One script Oratory/5, Rhetoric/5, Law/4, Heraldry/2, Riding/2, History/2, MusicianorPoetry/2, one script/4 Drawing/5, Hideworking/2. As per HarnMaster As per HarnMaster Seamanship/3, Survival/3, Physician/1, Strategy/1, 4 weapons to OML+SB. As per HarnMaster One language/4, one script/4, History/4, plus any 4 of the following to OML+SB: Astrology, Banking, Cartography, Drawing, Heraldry, Herblore, Law, Mathematics, Poetry, Ritual, Rhetoric, Weatherlore, another language/4, or another script/4. Drawing/3, plus two of the following to OML+SB: Masonry, Carpentry, Ceramics As per HarnMaster As per HarnMaster Herblore/4, Physician/2, Cookery/2 Acting/4, Oratory/4, Musician/3, Singing/3, Poetry/3, Drawing/2 Stealth/4, Legerdemain/3, Lockcraft/2, Acrobatics/2, 3 weapons to OML+SB As per HarnMaster Singing/4, 2xMusician/3, Survival/3, Poetry/3, Acting/2, History/1, 1 weapon to OML+SB As per HarnMaster As per HarnMaster
Weight 531-595 lbs 596-665 lbs 666-740 lbs 741-820 lbs 821-905 lbs 906-995 lbs 996-1090 lbs 1091-1190 lbs
Strength Bonus +11 +12 +13 +14 +15 +16 +17 +18
Table 12 Troll Strength Bonuses
Weight 531-595 lbs 596-665 lbs 666-740 lbs 741-820 lbs 821-905 lbs 906-995 lbs 996-1090 lbs 1091-1190 lbs
Strength Bonus +11 +12 +13 +14 +15 +16 +17 +18
Table 13 Olog-Hai Strength Bonuses
Skill Type Lore/Craft
Physical
Skill
Talents
Agriculture Alchemy Animalcraft Astrology Brewing Ceramics Cookery Drawing Embalming Engineering Fishing Fletching Folklore Foraging Glassworking Heraldry Herblore Hideworking History Jewelcraft Law Lockcraft Masonry Mathematics Metalcraft Milling Mineralogy Perfumery Physician Piloting Runecraft Seamanship Shipwright Strategy Survival Tarotry Textilecraft Timbercraft Tracking Weaponcraft Weatherlore Woodworking
AG+3, OU+1 * AG+2, OU+1 * CR+1 CR+3 CR+2,OU+1,AG+1 AR+2 SC+2, MY+1 CR+1 OU+2, AG+1, SA+1 CR+1, CO+1 SC+1 OU+2, AG+1 CR+2, AR+1 SC+3 OU+2, SC+1 CR+1, AG+1
Acrobatics CLIMBING Dancing JUMPING Legerdemain Skiing STEALTH Swimming THROWING
SU+1 OU+3,SU+1 AR+1 OU+2 SU+3 OU+1 SU+2,OU+1 OU+1 OU+1 AR+2, TR+1,SU+1 OU+1,SU+1 SC+2,TR+2,SU+1
Combat
CO+3,SU+1 CO+2,SU+1 CO+1 CO+3 CO+1,SU+1 CO+3, OU+1 CO+1 CO+2 CO+3,SU+1 OU+1, SA+1 CO+3 CO+3 CO+3 OU+1, CO+1 CO+2 AG+1
Table 14 Skill List
* AR+2 SC+1,AR+1 TR+3,SU+1 AR+2 SC+2,TR+1 SC+3
Specialities Required to make magical items No game effect
CR+2, AR+1 SC+3,TR+1 CR+1,SU+1 CR+2 SC+3 CR+2 CR+1, AG+1 OU+1 CR+1 SC+1,OU+1 SA+2 * SA+2 SA+2 CO+2 OU+3 * CR+2 OU+1 OU+3 CR+1 OU+2, SA+1 CR+2
Communication Acting AWARENESS INTRIGUE Lovecraft Mental Conflict Musician ORATORY RHETORIC SINGING LANGUAGE Script INITIATIVE UNARMED Riding Axe Blowgun Bow Club Flail Dagger Net Polearm Shield Sword Sling Spear Whip
OML
Required to make magical items
No gam,e effect
SB4 SB4 SB3 SB4 SB4 SB3
SB2 SB3 SB3 Skillls 11
i
Also known as ‘washroom’ by our more delicate American cousins. indicates that every 4th year is a leap year; Gwirith then has 31 days instead of 30. iii Option: A second talent may be chosen but the bonus of the second talent is halved, round down. In addition, only the higher bonus is used, they are never cumulative. iv Given that Tolkien implies that Orcs were bred from corrupted Elves it is possible to assume that Orcs are immortal. However the reality of life as an Orc is such that most will die before they are 20. v Given that Tolkien implies that Orcs were bred from corrupted Elves it is possible to assume that Orcs are immortal. However the reality of life as an Uruk-Hai is such that most will die before they are 20. vi As per Harnmaster Physician 4 vii As per Harnmaster Physician 4 viii add (1d3-1)x10% to weight due to fatness ix add (1d3-1)x10% to weight due to fatness x add (1d3-1)x10% to weight due to fatness xi A 74" Half-troll has a base weight of 180 lbs. Add +10 lbs per inch beyond this xii A 107" Troll has a base weight of 565 lbs. Add +15 lbs per inch beyond this xiii The Strength Bonus is derived from the weight. No other bonus for frame or weight is used. See Table 12 xiv A 107" Olog-hai has a base weight of 565 lbs. Add +15 lbs per inch beyond this xv The Strength Bonus is derived from the weight. No other bonus for frame or weight is used. See Table 13 ii