USH'S LORD OF THE RINGS GAME- Main Rules and character creation, 2006

Text-only Version: Click HERE to see this thread with all of the graphics, features, and links.



Ushgarak
About time this game got the attention it deserves.

Owing to... well, a combination of experience and feedback and requests and what not, I am tidying up and simplifying this game.

Well, not really. I like it's old school style- suits the setting. But from YOUR side it is much simpler; I'll handle the complication.

When done, this thread will have the main rules, character creation rules, Spell rules, and equipment rules.

It will be compliled over time. Kicking off right now with character creation, and Equipment buying rules. The rest should follow quite soon!

Take the opportunity to re-do your character. If you don't want to, ask me and I'll do it, but I think you might understand yourself better doing it this way. A new Roll of Honour will be created to handle all this.

Thankyou for your patience! The struggle against the Witch-King still awaits!

Ushgarak
Main Rules to follow here

The Basics, though- I roll a d100, giving an option between 1 and 100. I add your skill, the higher the better.

In combat I also sutract your foe's defence. Higher the result, the more damage you will do. The more armour you wear, the more likely you are to be hit, but the less likely you are to take heavy damage.

General combat weariness loses you stamina, but heavy wounds can easily cause severe problems which can take you out a fight quickly.

Helmets and Greaves give you penalties but mitigate the effects of some of the nastier wounds.

General reminder- in this game, you get hacked to pieces if caught point-blank using a bow.

---

ORIGINAL RULEBOOK REFERENCES

I have simplified many parts of this game. The 1981 source material is obscure in places, especially with tables.

But as the materials I am working from come either from that book or work from my brother related to it, some obscure references might be in. I replaced some, but replacing all might take some time.

Here is the explanation of some strange terms or abbreivations you might see:


Concussion Hits/Hits: What I call Stamina

Defensive Bonus/DB: Defence. I just shortened it

Movement and Manoeuvrability/MM rolls: I renamed these 'Mobility', because it was snappier and saved me having to type that lot out each time.

Offensive Bonus/OB: The name for any skill that results in an attack. That's all the Weapon skills, Directed Spells, and also Base Spell, even though there is so little that affects Base Spell I didn't include it in the creation process (save the note that Mages get a bonus with it)

Resistance Rolls/RR: Actually, these are in and you all have scores in them. They are set by race. Elves score the best, btw. It's just a complication I didn't want to bother you with yet; there is a background choice that improves it. Your Resistance rolls give you some measure of defence against extremes from elements, and also poisons and disease (Elves are totally immune to disease, btw). Inanimate objects make Resistance Rolls too, which some spells refer to

Table References: e.e. ST-4, or U-7. The main rulebook is stuffed full of tables which appear in almost random order. I can't possibly re-print those on the boards and have tried to remove all references. if they are still in... well, they refer to some game mechanic or another that I will take care of.

Ushgarak
CHARACTER CREATION

Intro

Welcome to the 2006 version of the character creation for my Lord of the Rings Game!

Lord of the Rings here is a very ‘old-school’ game, based off a system called Middle-Earth Role-Playing (MERP) designed in 1981, and very much in contrast to the hip, modern systems that my other games use. There is deliberate purpose in this- that it is nice to have a variety of styles, and the classical feel suits Lord of the Rings very well.

However, time and experience have shown that it is a nightmare to administrate on-line. Therefore- although the final system will be working in the same way as it has for two decades- the process that players need to get into the system and using it is now being highly simplified.

Character creation is still a somewhat involved process, but should be much more easy for everyone to understand.


Important notes

LOTR is a much more gritty and realistic game than my other ‘franchise’ games, Star Wars and Matrix. This is party because it owes at least as much to the books as it does to the films, which were much less of the extreme heroics we associate with modern films. It is also because the manic, mook-killing style of those franchises is a mite too excitable and wild to suit Lord of the Rings, in which combat is always a squalid, desperate affair of lost limbs and dead comrades.

For those of you who have only seen the films, or whose memory of the books is hazy, or are very much used to my other games, here are four important points:

1. Some players will be very much more dangerous than others in a fight. No matter which way you cut it in the films, Aragorn is a better swordsman than Merry- yet they are both heroes. It is highly recommended that everyone creates a character that can at least handle himself up close, but when some big Troll turns up, it’s time for the more intellectual characters to take a brave step backwards…

2. It doesn’t just cut across race, either. Compare Aragorn and Boromir. No doubt, Aragorn is an excellent swordfighter- but his skills cut many ways. He tracks and leads and can stalk and hide. Boromir… well, mostly he can fight, and damn well, and in the end, better. If you want to make a character who can do LOTS of things, don’t be surprised when someone who builds a Boromir-type can out-fight you.

3. The characters in the books and films are mighty heroes indeed. In this game, you are not! You are a cut above the rest, but in comparative terms, where Aragorn is a General or even King, you start of more like a Lieutenant or Sergeant. Eventually, you can make your way up to an Aragorn kind of level- but that progression is part of the point of the game. So you must remember you are creating relatively down-to-(Middle) Earth characters!

4. THERE ARE NO MOOKS! Some weak breeds of Orc or basic soldiers are relatively easy targets, but even they can hurt you. Combat in Lord of the Rings is vicious. Orcs are feared killing machines and to see one is to see the prospect of death before you. Take fights very, very seriously.



---



STEP 1- RACE

Race is obviously a very important matter in Lord of the Rings. Aside from your culture and background, in this game it sets your basic skills, and physical/mental abilities.

There is no equity here. Some races are more powerful than others, and that is simply how it is in Middle-Earth. Weaker races make up for this by getting extra background points, to give them more non-character related options.

Ushgarak
ELVES

Eldest of the races of Middle-Earth, the Elves have a long and twisted history that is close to being incomprehensible. By the time of the films- and even of this game, set 1000 yeas earlier- their days of high adventure and drama are done. The Second Age finished that; this Third Age is the Age of Man, and the Elves are dwindling. Of course, save through violence, Elves very rarely actually die, so this dwindling seems to take the form of a slow loss of power, and of them emigrating away from Middle-Earth to the mysterious, half-real lands far to the West, where half their kin went out to long ago.

Elves are beings of great stature and power, and by art and will often perform tricks or create objects that Humans see as ‘Magic’, though Elves have no comprehension of that word. For an Elf, a rope that unties itself is not a magical rope, simply a well-made one.

Elves are also beings of a mysterious dual nature, with bright shining spirits that fundamentally oppose the forces of darkness and evil in the world. They have long been the enemies of such darkness, though opposing that is now the job of Man. This brings inherent difficulties as Men are prone to evil themselves. Elves, incorruptible, are not, although the race of Orcs was made from vicious experiments on captured Elves.

Elves are also of a very different culture to Humans. They live more or less forever but to Human eyes they live intensely lazy lives. This is hard to quantify- they farm, hunt, patrol and even fight with the same urgency as Man, they create the finest structures the world can see, but in their centuries they do not do much more than a Man does in his short lifespan. Man covets the immortality of the Elves, but in an odd way the Elves often envy the gift of mortality. Some have even been known to chose to become mortal, though that is a complicated and spiritual process.

In Middle Earth, there are four major remaining Elvish settlements. The first three are the Elvish Havens, the Grey Havens, Rivendell and Lorien. The Grey Havens play little part in the role of Men, though they border the Human Kingdom of Arnor and are not unwelcoming, led by the mighty Elf and shipbuilder Cirdan. The main purpose of the havens is to act as the port from which the Elves leave to the west. Rivendell is the most well known settlement of Elves, friendly and open to all, led by Elrond who, perhaps, of all Elves understands men the best, though not always in a good way, and is well known as a sanctuary. Lorien, the Golden Wood, is full of highly traditional Elves who have so little to do with Man, and in Galadriel are led by such a scary person, are sometimes considered by Men to be as great an evil as any Orc. This is not so but they are the most alien of Elves.

The fourth major settlement is the Mirkwood, once the Greenwood, the Woodland Realm of the Elves to the North, where their King (aided by his son, Legolas) fight a long, protracted war against Spiders and other evils that have come to their wood. They live very close to Man, but again stay away from him, and the feeling is mutual.

Silvan Elves also live in man isolated forests throughout Middle-Earth.

If you play an Elf, your character choice becomes one of the four following Elvish types:

-

NOLDOR ELF

The most Elvish of the Elves, Noldor are mighty, ancient and powerful beings. There was a time when their aggressive and vengeful spirit, though great in battle against the forces of darkness, nearly laid waste to their entire race. They have calmed down since then but they are still beings possessed of great emotion.

Noldor are far and away the most powerful Race choice. The time of the Elves may be passing but they still bear a fragment of that ancient power. They are also very rare, and young Noldor, such as might be played in this game, are rarer still. They are also the most remote from Humans, and find it hard to comprehend Man.

Noldor Elves are descendants of Elves that actually went to the Western Lands and then later returned. This was all part of their path of near destruction.


Starting Stats

Strength: 0
Agility: 3
Constitution: 2
Intuition: 1
Intelligence: 1
Presence: 5

Add two points to one stat as defined by your profession
Add two points among other stats (you may not improve the profession stat)

Starting Skills

Unarmoured- 1
One-handed edged weapons- 1
Missile Weapons- 1
Ride- 1
Swim- 2
Stalk/Hide- 2
Read Runes- 2
Use Item- 1
Perception- 3
Body Development- 1
Read Rune- 2
Use Item- 1

Noldor get two Spell choices. Even Elvish warriors get some mystical back-up, but if you are not a magic-using character you will have to chose from an Open list.


Profession Choices

WARRIOR: Noldor have a long martial tradition, and make fearsome warriors, if not as physically brutal as the mortal races.

RANGER: Elves can very easily learn the ways of the wild, and Noldor are no exception.

ADVENTURER: Unusual, but not unknown, some Elves do venture out to explore and experience the world.

ANIMIST: Elves easily understand the physical arts of objects and restoration, though would never call it Magic

MAGE: Noldor Mages are the most powerful there are on Middle-Earth, at least available to characters. They see their work as simply art, but to mortal eyes it is miraculous.


Special

Noldor have no lifespan; they live forever barring violence. There are rare exceptions to this but it is generally true.

Noldor cannot become sick or scarred. They also carry a fragment of the light of Valinor within; they get +20 Resistance against Cold and +20 defence against all Cold-based attacks.

Noldor only require starlight to see as well as Men do during the day. In extremely low light, they can see up to fifty feet perfectly, and up to a hundred feet to a certain extent. Noldor hearing is several times better than that of Men.

Noldor get +20 to all Use Item rolls.

Noldor do not sleep, instead meditating for about three hours a day. The flip side of this is that it is harder to wake from meditation than from sleep.

Noldor get two background points, being tied to the fate of the Immortal. This is very low, because they are very so tied.

-

SINDAR ELF

The ‘default’ Elf, as it were, and the ones that make up the majority of Elvish settlements. Many Sindarin went west long ago, but the Sindarin in Middle-Earth are descendants of those who never finished the journey and, for various reasons, stayed to face their destiny in the East instead, the legacy of which was the Last Alliance with Men that defeated Sauron.

Sindarin still do not understand Men but are the most friendly and open of Elves and so are the ones normally most willing to give relations with Men a go. They are also the most likely to bear in mind Man’s positive qualities, even at the most trying of times.

Sindarin are not quite as naturally mighty as Noldor, but that still leaves a lot of might! Some might also give then the edge in wisdom, though the truth is they are simply not as fiery. Sindarin are also famous for their shipbuilding skills, and are great craftsmen in general, though the greatest of all Elvish creations needed the touch of the Noldor.


Starting Stats

Strength: 0
Agility: 2
Constitution: 1
Intuition: 0
Intelligence: 1
Presence: 3

Add two points to one stat as defined by your profession
Add three points among other stats (you may not improve the profession stat)

Starting Skills

Unarmoured- 1
One-handed edged weapons- 1
Missile Weapons- 2
Climb- 1
Ride- 1
Swim- 2
Stalk/Hide- 3
Read Runes- 1
Use Item- 1
Perception- 3
Body Development- 1
Read Rune- 1
Use Item- 1

Sindar get one Spell choice. Even Elvish warriors get some mystical back-up, but if you are not a magic-using character you will have to chose from an Open list.


Profession Choices

WARRIOR: Those mighty golden ranks of Elves were mostly Sindarin. They take war seriously if need be.

RANGER: Like all Elves, Sindarin are easily attuned to nature, and are very survivable in the wild.

ADVENTURER: Unusual, but not unknown, some Elves do venture out to explore and experience the world.

ANIMIST: Elves easily understand the physical arts of objects and restoration, though would never call it Magic

MAGE: They may lack the sheer power of Noldor but Sindarin Mages are just as spectacular and well killed.


Special

Sindar have no lifespan; they live forever barring violence. There are rare exceptions to this but it is generally true.

Sindar cannot become sick or scarred. They also carry a fragment of the light of Valinor within; they get +15 Resistance against Cold and +15 defence against all Cold-based attacks.

Sindar only require starlight to see as well as Men do during the day. In extremely low light, they can see up to fifty feet perfectly, and up to a hundred feet to a certain extent. Sindar hearing is several times better than that of Men.

Sindar do not sleep, instead meditating for about three hours a day. The flip side of this is that it is harder to wake from meditation than from sleep.

Sindar get three background points

Ushgarak
SILVAN ELF

The term ‘Silvan Elf’ means ‘Wood Elf’ but it is important to note that living in a Wood does not make an Elf Silvan- it is a racial thing. The Mirkwood, for example, is Sindarin and Silvan mixed, whilst Lorien has very few Silvans at all! The isolated forests that have Elves within, however, are mostly Silvan.

The Silvan Elves are descendants of those who decided, long ago, that they had no intention of going west, and most likely will not go even now. They have permanently entwined their fortunes with Middle-Earth. And in the countless years that have passed since, the Silvan have become a little less Elf-like. They have lost a bit of that Elvish wonder about them. Yet, they feel a much better part of the world than the Sindarin and Noldor- who permanently feel a sense of remoteness and loss- and they understand the world much better too.

Silvan have lived near Men since Men were around, but Silvan tend to be withdrawn and rather mischievous inside their forests, and worry about Man’s destruction of nature. Still, there is no automatic hostility there.

Silvans are the least powerful of the Elves but still have talents to beat any Man, and also have backgrounds to compensate.


Starting Stats

Strength: 0
Agility: 2
Constitution: 0
Intuition: 0
Intelligence: 1
Presence: 2

Add two points to one stat as defined by your profession
Add four points among other stats (you may not improve the profession stat)

Starting Skills

Unarmoured- 1
One-handed edged weapons- 1
Missile Weapons- 3
Climb- 2
Ride- 1
Swim- 3
Stalk/Hide- 4
Read Runes- 1
Perception- 3
Body Development- 1
Read Rune- 1

Silvans get one Spell choice. Even Elvish warriors get some mystical back-up, but if you are not a magic-using character you will have to chose from an Open list.


Profession Choices

WARRIOR: Silvans do not normally form armies, they form raiding parties, ambushers and the like. But they still always fight if need be.

RANGER: A more common choice for the physically-minded Silvan, experts in striking fast in the Wild, and then hiding in it.

THIEF: If any Elf is going to take this path, it would be a Silvan

ANIMIST: Elves easily understand the physical arts of objects and restoration, though would never call it Magic

MAGE: Even though their spirits are lesser than other Elves, Silvans are known for their ‘Magic’, which they use as means of trickery and deception, things that delight them.


Special

Silvans have no lifespan; they live forever barring violence. There are rare exceptions to this but it is generally true.

Silvans cannot become sick or scarred. They also carry a fragment of the light of Valinor within; they get +10 Resistance against Cold and +10 defence against all Cold-based attacks.

Silvans only require starlight to see as well as Men do during the day. In extremely low light, they can see up to fifty feet perfectly, and up to a hundred feet to a certain extent. Silvan hearing is several times better than that of Men.

Silvans delight in deceit and song. They get +10 to all Stalk/Hide rolls, and also to rolls using the Secondary skills Music and Trickery.

Silvans do not sleep, instead meditating for about three hours a day. The flip side of this is that it is harder to wake from meditation than from sleep.

Silvans get four background points


-


HALF ELF

The rarest choice of all.

It is evidently biologically possible for Human and Elf to bear offspring. But the matter is more complicated spiritually. What is a Half-Elf, in these important terms? Does one have the gift of mortality, to achieve and then die? Or are they tied to the fate of the immortal, treading lightly on the world?

Those very few Half-Elves face a time of choice, to be mortal or immortal, to choose their Human or Elvish natures. Half-Elves are rare, but do at least have a role-model in Elrond. Elrond chose immortality and has been for so long now that he is effectively Noldor. But his brother, Elros, chose a mortal life, and died long ago. But Elros, before he died, founded the line of Dunadan, and so perhaps had a greater effect on the world than even Elrond has had in his long years.

It is difficult to pigeonhole Half-Elves, though they tend to be viewed as a bit of a wonder. It depends where they have grown up, but uncomfortable questions over their nature mean they are all hardly survivalists. They are caught in the exact middle between being powerful beings, and having background ties to the world. Their stats have the physicality of man with a nice touch of Elvish grace, health and stature.

Starting Stats

Strength: 1
Agility: 1
Constitution: 1
Intuition: 0
Intelligence: 0
Presence: 1

Add two points to one stat as defined by your profession
Add four points among other stats (you may not improve the profession stat)

Starting Skills

Unarmoured- 1
Rigid Leather- 1
Chain- 1
One-handed edged weapons- 1
Missile Weapons- 2
Climb- 1
Ride- 1
Swim- 1
Stalk/Hide- 2
Read Runes- 1
Perception- 1
Body Development- 1
Read Rune- 1

Hald-Elves get one Spell choice, as a result of their heritage. Like Elves, this has to be from an Open choice if you would not otherwise use Magic.


Profession Choices

All. A Half-Elf can turn his talents to anything; there is no set reason as they have no set culture. They may take arms in armies of Man, or their Elvish touch will allow them to be Mages, or they may travel solo as Thieves or Adventurers.


Special

In physiology, Half-Elves seem more man than Elf (though if they live as immortal Elves, they become more Elf-like over centurie). Nonetheless, they have some of the benefits of Elvenkind. half-Elves are highly resistant to disease and get +5 Defence or Resistance against Cold-based dangers.

By starlight, they can see up to five hundred feet as well as Man; in extreme low light they can see up to fifty feet.

Half-Elves sleep or meditate depending on whether they are Human or Elf inclined; in either case it functions as Human sleep for waking purposes, and needs to be done four hours a day.

Half-Elves get three background points

Ushgarak
DWARVES

‘Designed’ by the Gods, as it were before even the Elves, though not placed in the world until after them, Dwarves are an odd curiosity in Middle-Earth, with a purpose few can define- certainly not the Dwarves themselves, and not even the Elves.

It’s not hard to get the Dwarvish concept across- short, strong, fierce and of bad temper. They are mortal, though long-lived, and like all mortals they are corruptible. Not quite as much as Humans, and no Dwarves are known to have turned evil, but many have been known to be callous and selfish. Indeed, the Dwarvish vice is avarice, and since the days of the Ring it has grown within them.

Dwarves are experts with physical things- not just making things, but mining, understanding the physics of the Earth, and so forth. They base their entire culture on wealth dug from the ground, from gold and jewels to the centerpiece of their power, Mithril. They defend their homes- normally built into hills or mountains- furiously, and have a long hatred of the expansionist Orcs, but other than that, Dwarves tend to care little of the world so long as their own objectives are not in peril.

There is another side to the Dwarves- a noble, strong, true and honest race. But it’s not seen as much as it was before Sauron’s day.

Dwarf characters are most definitely physically orientated!

Starting Stats

Strength: 1
Agility: -1
Constitution: +3
Intuition: 0
Intelligence: -1
Presence: -1

Add two points to one stat as defined by your profession
Add four points among other stats (you may not improve the profession stat)


Starting Skills

Unarmoured- 1
Rigid Leather- 1
Chain- 3
One-handed concussion weapons*- 4
Thrown Weapons- 1
Climb- 1
Pick Lock- 1
Disarm Trap- 1
Perception- 2
Body Development- 3

*Dwarves like concussion weapons, but also axes. Dwarves alone can use their concussion score to use one-handed axes also.

Profession Choices

WARRIOR: Damn right! Always up for a fight, are Dwarves.

THIEF: Not all Dwarves like to dig and mine to get their wealth, you know

ADVENTURER: They may be wondering looking for their fortune, or they may indeed simply be unlike other Dwarves, but Dwarvish Adventurers are certainly known.


Special

Dwarves are used to low-light underground situations. In extreme low light they can see fine up to fifty feet and well up to a hundred. They can even see up to ten feet in total darkness.

Dwarves are very elementally resistant. They get +30 Defence or Resistance against all Fire and Cold based hazards.

Dwarves cannot swim to save their lives, which it might. They get -50 to all Swim rolls.

Dwarves live between two and four centuries.

Dwarves sleep like Humans, but have super-human qualities of endurance, especially if carrying burdens.

Dwarves get four background points

Ushgarak
HOBBITS

Bilbo tells as much as we need to know about Hobbits in FOTR. They enjoy the simple things in life- food, drink and their smoking (obviously not a modern day message there). Hobbits don’t involve themselves in the affairs of others, but this is portrayed as a matter of their innocence in being able to stay out of nasty things in the big wide world.

Hobbits are diminutive and easily overlooked (which was Sauron’s downfall) but sturdy, determined, and full of all the general good guy qualities of the world. They are mortal, longer lived than Man but less than Dwarf, but totally incorruptible in a way that confused even Elves- it seems, again, to be a matter of innocence. Even the Ring takes its time to change a Hobbit.

Hobbits, in fact, are a very recent race, developing out of earlier generations of short Humans, though none know their true history. Only recently have they found a homeland, inside the borders of Arnor, and which they are starting to call The Shire.

Taking a Hobbit is a tricky choice. They are the heroes of the films but you have to be aware that they are hardly mighty warriors or wizards (though they are noted as being good shots, and more than once drove the Orcs out their homeland). But there may well be a certain Hobbity vibe you wish to engage with, and this game will allow that. They are also very good with delicate things, and make excellent Thieves.

Starting Stats

Strength: -4
Agility: +3
Constitution: +3
Intuition: 0
Intelligence: -1
Presence: -1

Add two points to one stat as defined by your profession
Add four points among other stats (you may not improve the profession stat)

Starting Skills

Unarmoured- 1
Thrown Weapons- 2
Missile Weapons- 2
Climb- 2
Stalk/Hide- 5
Pick Lock- 1
Disarm Trap- 1
Perception- 4
Body Development- 2

Profession Choices

THIEF- Bilbo was not actually a thief, just mistaken for one on Gandalf’s behest, but the Dwarves found it very believable, thinking Hobbits were good thieves. And they do- Hobbits have all the talents needed to be careful, sneaky and well-skilled in such an area.

ADVENTURER- There are no Hobbit armies or Mages, but such tough people can, in the rare instances they leave the Shire, perform very well indeed in looking after themselves, and surviving in the world.


Special abilities

Hobbits have the endurance of Dwarves, but ONLY if well-fed!

Hobbits have a certain amount of elemental resistance. Their barefoot nature is a demonstration of this.

Hobbits have an in-built resistance to the corrupting energies of Magic. This will not save them from a fireball but it provides protection from some of the more insidious powers of Darkness. Even the Ring took time to corrupt a Hobbit. Incidentally, this bonus is cultural, not racial. Hobbits aren't genetically resistant, they happen to just be rather jovial people, resistant to such corruption.

Hobbits live a few decades longer than Men.

Hobbits have five background points, and this might not be enough to make up for that low Strength but it is as high as it goes.

Ushgarak
MAN

Uh-oh

Ok, obviously, Man cannot be pinned down as acting in one way, for there are many Human cultures. Man’s vibe is that they can be all things- good or evil, hero or selfish, insignificant or mighty. The temptation of Man to be selfish and evil is great, for which the Elves mistrust them, yet it is also Man that can save the world. For all the Hobbits and Elves and Dwarves, you can tell that the plot of Lord of the Rings is the plot of Men. It is their Age and they shall drive the destiny of the world, for good or ill.

Apart from being handy in a physical sense, Men get bugger all help stat wise, and have to make up with decent skills (Men start with more skills because young Elves tend to have learned far less, not driven by mortality), making the best of their Resources, and… well, fending for themselves, really.

There are several choices of Man to take


-


HUMAN (Arnorian, Gondorian, Woodsman, Northman, Dorwinrim)

‘Human’ means just that. You are a Man. Not much doubt about that. There are five major cultures listed above that you can practically come from. Arnor no longer exists, so an Arnorian is either an inhabitant of Arthedain- the Human Kingdom where the game is set- or in a still-intact part of the area where Arnor used to cover, now under great threat from the Witch-King. It is very similar to Gondor as seen in the films, but proud of their Kingship, directly descended from Isildur. Gondor, and its inhabitants, is definitely similar to the films! Both nations have had sore trials. Arnor, other than Arthedain, has broken up. Gondor has suffered from plague, civil war and invasions from the East.

The Woodsmen are those Humans who live in the Mirkwood, hardy and strong with some associations with the Elves. The Northmen are those who live in the Northeast of Middle Earth, the Men of Dale as seen in The Hobbit, and other such races. Where the Arnorians and Gondorians have a rich, sophisticated vibe, the Northmen are more rustic. The Dorwinrim are a trading nation to the far East, a cross between Northmen and Easterling, but all nice people.

There are other Human cultures with no specific abilities- many nations to the East and South. But these Easterlings and Southrons long ago fell to evil, and may not be played.

Humans have a very generic skill set and can be anything you imagine!

Starting Stats

Strength: +1
Agility: 0
Constitution: 0
Intuition: 0
Intelligence: 0
Presence: 0

Add two points to one stat as defined by your profession
Add four points among other stats (you may not improve the profession stat)

Starting Skills

All mobility skills except Plate: 1
One-handed edged weapons- 1
Throw weapons- 1
Missile weapons- 1
Polearms- 1
Ride- 1
Swim- 1
Stalk/Hide- 1
Perception- 1
Body Development- 2

Profession Choices

Anything except Mages: Humans can choose to be anything they like. Some spiritual or shamanistic types, or maybe even holy types, can be very rare Animists, but Humans lack the kind of spirit needed to be Mages- unless they seek evil power in the dark arts.


Special

Being the default, Humans get absollutely no racial bonuses at all.

However, there are many diverse tastes amongst the race of Man. Human characters may spend four points on Secondary Skills at character creation.

Humans get five background points

Ushgarak
BEORNING

Beornings- known that way simply because they are the traditional ‘Men of Beorne’ are a race of Northmen living in a corner of the Mirkwood and nearby areas who, whilst have Human cultures of settlements and even nobles, have a very strange ancestry of a relationship to nature so close that the most significant amongst them can actually turn into bears. Nifty! Although not very technically minded, they are staunch enemies of evil.


Starting Stats

Strength: 1
Agility: 0
Constitution: 0
Intuition: 0
Intelligence: 0
Presence: 0

Add two points to one stat as defined by your profession
Add four points among other stats (you may not improve the profession stat)

Starting Skills

Unarmoured- 1
Two-handed weapons- 1
Thrown Weapons- 1
Pole-arms- 2
Climb- 2
Swim- 2
Stalk/Hide- 4
Perception- 1
Body Development- 3

Profession Choices

As Humans


Special

Beornings can Shape-Change into a Bear! Yup! Pretty neat. It requires a roll to change quickly. Yhe power of yuor Bear-i-ness depends on your level. it confers obvious advantages in tearing foes to pieces at close quarters, but give sissues with communication. It also causes effects not dissimilar to Shock from the magic Shock and Awe rolls; good guys not used to people turning into enormous bears might be as scared of you as the foe!

Wild animals will not attack a Beorning unless provoked.

Beornings need only sleep for two out of every three days.

Beornings get five background points


-


EOTHEOD

There was once a group of tribal Northmen, the ‘Eothraic’, renowned for their mastery of the horse, that roamed the plains to the east of the Mountains and the north of Mordor. These tribesmen were unsophisticated, but were amazing horsemen and deadly warriors. The tribes were defeated by the invasion of the Wainriders, their scattered, nomadic ways not working, despite their prowess, against vast organized armies.

But when the tribes united, and then rebelled, they found that when they themselves organized they could kick ten types of crap out of the Easterling invaders. And so they did. The old, scattered tribal ways were done, and they formed a nation of their own, to be forever unified. In future times, they will move to a new area which will be renamed Rohan, and they will be known as the Riders of Rohan. But in this early time they call themselves the Eotheod, and live on the far side of the misty mountains to Arnor, between them and the Mirkwood.

Location aside, the Eotheod are pretty identical to the Horse Lords in the films. Amazing riders, determined and fearsome warriors, rough but good hearted- but few in number. Their nation is young and fledgling, but determined to make its mark.


Starting Stats

Strength: +1
Agility: 0
Constitution: 0
Intuition: 0
Intelligence: 0
Presence: 0

Add two points to one stat as defined by your profession
Add four points among other stats (you may not improve the profession stat)

Starting Skills

Unarmoured- 1
Rigid Leather- 1
Chain- 2
One-handed edged weapons- 2
Missile Weapons- 1
Pole-arms- 1
Ride- 8 (yes, EIGHT)
Swim- 1
Perception- 1
Body Development- 2

Profession Choices

As Humans, but no Animists either. They just don’t have any kind of mystical knack at all.


Special

Eotheod have a fearsome reputation as fighters, mostly borne out of their skill in fighting from the saddle. Alongside all other bonuses, Eotheod get +20 to all melee combat rolls if on horseback.

Eotheod get five background points


-

DUNADAN

The Dunedain (that is the plural, Dunadan is singular) are Humans with a touch of Elf about them. This is not a continuous thing- far in their ancestry is powerful Elf blood. This bond, though, is more than genetic- it is spiritual, a legacy that gives Dunedain powers and physique beyond that of Man, for all time.

Dunedain are the chosen leaders of Men. It does not matter if Man himself does not want that. Lord of the Rings is not exactly into democracy, and not only are the Dunedain meant to rule, but this is meant to be highly laudable, and to be strived for. Even the Noldor will note that Dunedain are far more worthy than Men… though only a bit. Noldor are like that.

Dunedain are in no way immune to the corruptions and temptations of Man, and this is troublesome because their power can be used for evil also. They are descended from people known as the Numenoreans, the earlier generations of their descent, whose fusion of Man and Elf made for a power perhaps greater than the Elves themselves had ever known, but were destroyed by their own greed. The Dunadan of today is nowhere near as powerful as that, and yet they are still powerful. They are more, naturally, than Men, they can make great and powerful things, and alone amongst Men they can have a knack for the Magical.

Dunedain are a vital part of any LOTR storyline and are powerful additions to any team, with all the choices and options of Men, with the destiny derived from that of the Elves.

Starting Stats

Strength: 1
Agility: 0
Constitution: 2
Intuition: 0
Intelligence: 0
Presence: 1

Add two points to one stat as defined by your profession
Add four points among other stats (you may not improve the profession stat)

Starting Skills

Unarmoured- 1
Rigid Leather- 1
Chain- 2
One-handed edged weapons- 2
Thrown Weapons- 1
Missile Weapons- 1
Pole-arms- 1
Ride- 1
Read Runes- 1
Use Item- 1
Body Development- 3

Profession Choice: Any. Dunadain have the freedom of Man, with the power to be anything they want. Dunadan Mages are very rare, though possible.


Special

Dunedain are too far removed from their Elvish heritage to have any of their genetic advantages except a long lifespan; Dunedain typically live for two or three centuries.

Being a Dunadan implies automatic social advantage in the society of Man.

Dunadan get three background points.

Ushgarak
STEP 2- CHOOSE YOUR PROFESSION

After with your racial choice you must choose your Profession. Not necessarily your day job, this dictates what kind of character you are, and what you specialize in. Your race limits what Professions you can be. Note that your Profession also has a ‘Primary stat’, which is the one that gets two points added to it as described in the stat choices above.

Other than your basic purpose in the game, your Profession also tells you how your skills increase each level (including Level 1), and what special bonuses you get each level. For comparison purposes, a point in skill is worth +5 to a roll.

Your Profession also dictates how much Stamina you get for each point of Body Development.

-

WARRIORS

A Warrior is a fighting man, be it professional soldier or general hard guy. Nearly every culture produced Warrior.

A Warrior is the base class in Middle-Earth which all others should be compared to. They are far from bone-headed idiots only good in a fight, and in fact have a good spread of skills. But they have no other specialty other than to fight. Their combat skill is high, but their best asset is a high Body Development combined with a high value to that Body Development which makes Warriors extraordinarily long-lasting in a fight, so long as they don’t take a serious wound.

Boromir, Legolas and Gimli were all Warriors

Profession Stat: Strength.

Gain the following for each Level (including Level 1!)

- Add three points amongst Mobility skills
- Either a. Increase five different weapon skills by one, OR b. Increase a single weapon skill by two, and two others by one.
- Increase two different General Skills by one
- Increase two different Subterfuge skills by one
- Add three to your Body Development
- Substitute any one increase to increase Perception by one
- Substitute any one increase to increase a Secondary skill by two

Warriors add three times their level onto all combat rolls, and add their level to all rolls involving General Skills. They get no Secondary bonuses.

Body Development Value: 9

-

RANGERS

A Ranger is a fighting man like a Warrior, but is a light, mobile warrior, taking advantage of terrain and knowing how to use the land to his advantage. Some Rangers have skills with the wild that seem almost magical to others.

In future times there is an actual organization known as the Rangers of the North; they do not exist yet in this timeline but people who work in the same way do indeed exist, whether they be independent types from the wild, or official military scouts.

Rangers get to choose from a list of abilities that follow similar rules for Magic, though are not actually fully magical (maybe a little spiritual). They can only use Channelling spells. They can pick from the Open Channelling spells, and the special Ranger Channelling spells.

Aragorn and Faramir were both Rangers.

Profession Stat: Constitution

Gain the following for each Level (including Level 1!)

- Add two points amongst Mobility skills
- Either a. Increase three different weapon skills by one, OR b. Increase a single weapon skill by two
- Either a. Increase four different general skills by one, OR b. Increase a single general skill by two, and one other by one
- Increase two different Subterfuge skills by one
- Add two to your Body Development
- Substitute any one increase to increase Perception by one
- Substitute any one increases to increase a Magical skill by one, or substitute three increases to increase a Magical skill by two. Each skill can only be improved once.
- Substitute any of the above increases to increase a Secondary skill by two
- Gain one Spell choice

Rangers add twice their level onto all combat rolls, Perception rolls, and Stalk/Hide rolls. They add three times their level to all rolls involving General skills. With Secondary skills, they three times their level to Pathway rolls, twice their level to Foragaing and Weather Watching rolls, and their level to Herbalism and Hunting rolls

Body Development Value: 7

-

ADVENTURERS

The Adventurer is a catch-all category for a person who has traveled out into the world, experienced it, and become hardened by it. A common factor among Men, possible, though rare, for Elves, and one of the few ways Hobbits ever become entangled in wider affairs, and they would be considered odd for it.

An Adventurer is very much an all-rounder, though lacking anything mystical. He can certainly handle himself in a fight, and has a great selection of all other skills.
piritual). They are also highly skilled, but not as lastable in a combat as a Warrior.

The Hobbits from Lord of the Rings were all Adventurers. It was a life forced upon them, but it was what they became.

Profession Stat: Choose between Strength and Agility

Gain the following for each Level (including Level 1!)

- Add two points amongst Mobility skills
- Either a. Increase three different weapon skills by one, OR b. Increase a single weapon skill by two
- Either a. Increase three different general skills by one, OR b. Increase a single general skill by two
- Either a. Increase three different subterfuge skills by one, OR b. Increase a single subterfuge skill by two
- Add two to your Body Development
- Substitute any one increase to increase Perception by one
- Substitute any one increase to increase a Secondary skill by two

Adventurers add twice their level onto all combat rolls, and all rolls involving General or Subterfuge skills. They add their level to all Secondary skill rolls.

Body Development Value: 7

Ushgarak
THIEVES

A Thief can be many things, from actual cutpurse to dashing rogue. Regardless, thieves are very often in high demand.

A Thief is certainly able to fight but their true speciality, of course, is in the Subterfuge skills, where they excel. Other than they, they also have a very broad set of skills, and are generally competent people.

Bilbo was a Thief. Not literally, even though others thought so, but he developed as this Profession choice does.

Profession Stat: Agility

Gain the following for each Level (including Level 1!)

- Add one point to a Mobility skill
- Either a. Increase three different weapon skills by one, OR b. Increase a single weapon skill by two
- Either a. Increase three different general skills by one, OR b. Increase a single general skill by two
- Either a. Increase five different subterfuge skills by one, OR b. Increase a single subterfuge skill by two and two others by one
- Add two to your Body Development
- Substitute any one increase to increase Perception by one
- Substitute any one increase to increase a Secondary skill by two

Thieves add their level to all Combat rolls and all rolls involving General skills, add twice their level to all rolls involving Subterfuge skills, and add three times their level onto all Perception rolls. With Secondary Skills, they add twice their level to all pathway rolls, and their Level to Hunting and Weather Watching rolls.

Body Development Value: 6

-

ANIMISTS

An Animist is a magic-using class, a student of the spiritual link between physical things. There are many types of Animist, but the ways they can chose from involve command over nature- be that weather, animals, plantlife, healing, and so on.

For Men, Animist is seen as priestly, or Shamany. To an Elf, Animism is simply understanding the links between living things, and how the world works.

Animists are not fighters, of course, but they are far more physical than mages. They can handle a weapon, and can wear the lighter armours without penalty to their powers.

The most famous Animist of all is Elrond himself. From the books, Radagast was certainly one as well, though as an Istari he was cheating somewhat. Arwen seems to be one as well, in the films.

Profession Stat: Intuition, and this is VERY important to them

Gain the following for each Level (including Level 1!)

- Increase two different weapon skills by one.
- Either a. Increase three different general skills by one, OR b. Increase a single general skill by two
- Increase a Subterfuge skill by one
- Add two to your Body Development
- Add one to Perception
- Add one to two different Magical skills
- Substitute any one increase to increase a Mobility skill by one
- Substitute any one increase to increase a Secondary skill by two
- Gain five Spell choices

Animists add their level to all Use Item and Perception rolls. They add one to all rolls involving General skills. They add twice their level to all Directed Spell and Spell Offence rolls. With Secondary Skills, they add three times their level to all Herbalism rolls, and twice their level to all Foraging, Hunting and Weather Watching rolls.

Body Development Value: 6

-

MAGE

Rarest of all classes, the Mage is the practitioner of Arcane forces. Beyond men- save those who seek out power in Evil- Dunadan have such a spark which they may refer to as Magic, whereas those who normally produce Mages- the Elves- again are confused by the term Magic and see theirs as an art like the Animist, only dealing in tangibles rather than physical things.

Magic is a rare and subtle thing in Middle-Earth, involving far more careful effects than blasting fireballs, in total contrast to fantasy worlds in general. Still, Mages can push such effects if they really have to, but these times are definitely the exception. Even Gandalf never rattled off fireballs in a fight, though obviously he was pushing things come the Balrog.

A Mage can wield a weapon. Without that ability they are doomed, for Magic will not protect you from all things. But they are hardly specialists in such area, and any armour disrupts their Magic, making them highly vulnerable.

Obviously, Gandalf was a Mage, but then he is an Istari, likewise Saruman. Galadriel is one too, but what these all have in common is that they are ancient and powerful beings. Such power among the young is rare indeed.

Profession Stat: Intelligence, and this is VERY important to them

Gain the following for each Level (including Level 1!)

- Increase a weapon skill by one
- Increase two different General skills by one.
- Add two to your Body Development
- Increase one Magical skill by two, and the other Magical skills by one
- Substitute any one of the above increases to increase a Mobility skill by one
- Substitute any one increase to increase Perception by one (either can only be done once)
- Substitute any one increase to increase a Secondary skill by two
- Gain five Spell choices

Mages add twice their level to all rolls involving Magic skills. They also add three times their level to Undirected attack spells (e.g. Ball spells). With Secondary skills, they add three times their level to all Lore rolls.


Body Development Value: 5

Ushgarak
SKILLS

Here is the Skills list. They are broken into categories; your Profession dtells how you can improve them, by level, broken down by category. All skills start at the level dictated by your race, and from that point on improve Level by level as dictated by your profession.

All skills attach themselves to one Stat. These combine to give your ‘Base Level’ for that skill. You add five times your base level onto all skill rolls.

The maximum in any skill is ten. If you want to improve a skill beyond ten, you can still apply points to it when you go up in a level, but this results in a small increase (+2) to your roll using that skill, rather than increasing the base level any further.


MOBILITY SKILLS: These skills are all about how trained you are in moving about in certain types of armour. Technically speaking, anyone can wear any armour, but without these skills you would fall over if you tried to move anywhere. You are limited in how much you can put into these skills, because they are more about off-setting penalties from wearing armour than they are about becoming faster. You cannot improve Mobility skills at all when maxed, not even for the +2 bonus.

Note that your final score on a mobility roll can never be higher than it would have been had you been wearing no armour, no matter how high your skill is.

Mobility skills are very important, not only for trying to get anywhere quickly in armour, but also for striking first in a fight!

There are five Mobility skills:


Unarmoured (Agility): Maximum skill in this is 2.

Soft Leather (Agility): Maximum skill in this is 3

Rigid Leather (Agility): Maximum skill in this is 6.

Chain (Strength): Maximum skill in this is 9

Plate (Strength): Maximum skill in this is 12


WEAPON SKILLS: These are easy. The more you have in one of these, the better you are with it! The categories are:

One-handed edged weapons (Strength): Swords, axes, daggers, knives…

One-handed concussion weapons (Strength): Maces, flails, morning stars, clubs, cudgels…

Two-handed weapons (Strength): Two handed-swords, large axes, double-handed maces…

Thrown weapons (Agility): Throwing knives or spears, javelins…

Missile Weapons (Agility): Bows, crossbows, slingshots…

Polearms (Strength): Lances, pikes, halberds…


GENERAL SKILLS: Handy survival skills for Middle-Earth
Climb (Agility)
Ride (Intuition)
Swim (Agility)
Track (Intelligence)


SUBTERFUGE SKILLS: For times when violence will not help
Stalk/Hide (Presence)
Pick Lock (Intelligence)
Disarm Trap (Intuition)


MAGICAL SKILLS: For the more arcane inclined among you…
Use Items (Intuition): Working out the provenance and use of mysterious artifacts you may find

Read Runes (Intelligence): Decoding and making use of equally mysterious and powerful runes. Speak, Friend, and Enter… (Gandalf messed up that roll)

Directed Spell Use (Agility): Used for most rolls where a test needs to be made to see if your Spell ‘hits’. All Bolt spells use this, as well as some other Spell types, but ‘Ball’ spells are not aimed and are made with a base (unmodified) roll instead, though Mages get a bonus to that.


OTHERS: Some other important things to keep track of. Improvements in these skills are often made by taking improvements away from other categories.

Perception (Intuition): Your ability to spot things!

Defensive Score (Agility): Your base ability to get out of the way of things. You cannot allocate points to increase this, so any other way you can find to get it up is very handy.

Body Development (no base): How well developed your physique is. This does not really act like a skill, but you multiply it by your Body Development multiplier to act as the base for your Stamina. There is no limit to Body Development.


SECONDARY SKILLS: If you want to be good at anything not covered in the Primary skills- like Leadership, Performance, Acrobatics, First Aid, Gambling- anything you find useful!- it is classified as a Secondary skill. Best to check with me before a Secondary is allowed.

The following Secondary Skills, although far too specific in use to be classed as main skills, have set purposes in the game and are referenced in Professions, Races or even Spells:

Foraging
Herbalism
Hunting
Lore
Music
Pathways
Weather Watching

Ushgarak
BACKGROUNDS

Background points give you certain advantages- special skills, or good equipment, or money. The less powerful races get more background by compensation. As a reminder, here are the points each race gets:

Noldor Elf: 2
Sindar Elf: 3
Silvan Elf: 4

Half-Elf: 3

Dwarf: 4

Hobbit: 5

Man (all but Dunadan): 5
Dunadan: 3

Background points can be spent to buy the following:

1. Money option. Each choice here makes you notably richer.
2. +1 to any stat, though you can only improve a stat once.
3. An item of quality- superior Elvish blade or rope, or armour tailored to you, or quality boots that make no noise… regardless the item is worth +10 to all rolls with that skill. Note that you cannot take a mount this way- horses etc. must be bought. If this is a weapon, you must define exactly what kind of weapon it is.
4. A ‘Spell Adding’ focus- for example a Magic staff. This gives you three extra power Points per day for every background point you spend on this, to a maximum of three Backgrounds for nine extra points
5. A specific spell focus- for example, a crystal or necklace giving power over a certain mystical area. This allows a spell of your choice to be cast a number of times a day without expending power points. The number of times equals 6 – the Power Point cost of the spell (hence, this is not much good for Spells costing five or more). If bought twice, the daily use is 9 – the cost. If bought three times, the daily use is 12 -cost. You must choose the spell when you select this item.
6. Animal Empathy. Choose an animal type (horse, eagle, camel etc.), and you get +20 to all rolls involving the use of or communication with that animal.
7. Nimbleness- grants a +10 bonus (special) to all Mobility rolls
8. Observant- grants a +10 bonus (special) to Track and Perception rolls.
9. Lightning Reactions- gives a +5 bonus (special) to all Combat rolls, and to your final Defence total
10. Pain Resistant- adds +3 to your Body Development value (not skill).
11. Charismatic- +10 to all attempts to influence others
12. Resistant- a +10 bonus to resisting the category of your choice (examples- Electricity, Fire, Cold)
13. Talented- a +1 bonus to any skill of your choice. This can be cumulative.
14. Hobbyist- a +3 bonus to a Secondary skill. This can be cumulative.
15. Proficient- begin play with five extra spell choices, all of which must be spent on one list. Only for those who started with at least one Spell choice. This can only be taken once.

Take time to think about your backgrounds- this is a one-off deal, you will never get any more (though you may obviously find more money, or quality items, during

Ushgarak
PUTTING THIS TOGETHER

NOTE- if you do not want to do this bit, I'll do it for you

Well, first of all you need to know your level. At this point, characters have between 15000 and 30000 experience. You need 20000 for Level 2, and 30000 for Level 3.

You start on 15000

If you played through my first game ‘Journey to Fornost’, years ago, you get another 5000

If you played in part of my second game, “The Fortress of Baranar”, you get another 5000. If you played ALL of it, you get 10000.


Once you know your level, you can put your character together using the rules above.

Group your skills by category, and list them like this: (Skill/stat)= Total of those two. This is your skill total, which gives me a relative idea of how good you are at things. When making dice rolls, you add five times that total onto the roll, so for reference list the number multiplied by five also.

For example:

ONE-HANDED EDGED (2/5)= 7. Dice roll base: 35

Remember, some things don’t quite follow the logic- Defensive Score has no Skill component

Also remember that you might get all kinds of bonuses to your roll- from items, from your Profession, from backgrounds like Lightning Reflexes... if you feel like adding those in as well, please do so, otherwise I will simply bear them in mind when they are needed.


To get your Stamina- how long you can last in a fight- you need to multiply your Body Development skill- given by your race and profession- by your Body Development value- given by your profession.

This is your base score. Then, add five to that, and then also add five times your Constitution score. For example (using a Warrior here):

BODY DEVELOPMENT: 5. Base total is 45. +5 by default, +15 from Constitution. Final total is 65.

It should all come together.

If you have spells available (possible even if you did not take a spell-casting Profession, if you are an Elf) then now is the time to pick them. (Rules coming soon)

Then, think about your background, where you come from, and then all you need to do is select some equipment!

Ushgarak
EQUIPMENT

Each of you starts play with the following:

1. A basic weapon of your choice
2. Either Soft or Rigid Leather armour
3. A shield
4. Ammunition for a Ranged weapon to last one story

Other than that, each game you may expend your Money Options to buy extra equipment. Once spent they are gone, though you might find sources during play that give a continuous amount each game. Here are some general options. Note that quality items are not easy to get hold of, though in Fornost high-quality items are available, and those who find themselves greatly in favour may find exceptional quality ones available too.

Any three of the following (including the same piece repeated): New weapon, leather armour, arm and leg greaves, ammunition to last one story, a helmet: One point

A Pack animal: One point

Light or Medium Horse: One point

High-quality weapon: One point (+5 to rolls with that weapon)

High-quality leather armour, OR helmet, OR greaves: One point (-5 to penalties)

Metal Armour: One point

Heavy Horse: Two points

High quality metal armour: Two points (-5 to Mobility penalty)

Lesser Warhorse: Three points

Exceptional quality weapon: Three points (+ 10 to rolls with that weapon)

Exceptional Quality Metal Armour: Four points (-10 to Mobility penalty)

Exceptional quality leather armour, OR helmet, OR greaves: One point (-10 to penalties)

Greater Warhorse: Five points

Other things may be available according to the situation.

Ushgarak
Clear

Ushgarak
Clear

Ushgarak
Clear

Ushgarak
Clear

Ushgarak
Clear

Lana
I think I've done this correctly. I wasn't sure what stat Read Runes goes off of as it wasn't listed, so I guessed Intelligence. And I have to pick a spell once those are listed as well.

--

Ellothiel, Half Elf Thief

Stats

Strength: 2
Agility: 3
Constitution: 2
Intuition: 2
Intelligence: 1
Presence: 1

Skills

Mobility

Unarmoured- 2 (3/2) = 5, base is 25, +1 from level 1 Thief, total 26
Rigid Leather- 1 (3/1) = 4, base is 20, total 20
Chain- 1 (2/1) = 3, base is 15, total 15

Weapon

One-handed edged weapons- 2 (2/2) = 4, base is 20, +5 bonus for Lightning Reflexes, total 25
Missile Weapons- 3 (3/3) = 6, base is 30, +3 from level 1 Thief, +5 bonus from Lightning Reflexes, total 38
Thrown Weapons- 1 (3/1) = 4, base is 20, +5 bonus from Lightning Reflexes, total 25

General

Climb- 1 (3/1) = 4, base is 20
Ride- 1 (2/1) = 3, base is 15
Swim- 1 (3/1) = 4, base is 20

Subterfuge

Stalk/Hide- 4 (1/4) = 5, base is 25
Disarm Trip- 1 (2/1) = 3, base is 15

Magical

Read Runes- 1 (1/1) = 2, base is 10

Other

Perception- 2 (2/2) = 4, base is 20

Defensive Score- 3, base is 15, +5 bonus from Lightning Reflexes, total 20
Body Development- 3, base is 18, +5 bonus by default, +10 from Constitution, total is 33

Spell:

Background:
Money
Lightning Reactions- gives a +5 bonus (special) to all Combat rolls, and to your final Defence total
+1 to any stat, though you can only improve a stat once. (Strength)

Ushgarak
Sorry, yes, it is Intelligence, and Use Item should be Intuition.

Lana
Hurray for me not reading it all right. Fixed now.

--

Ellothiel, Half Elf Thief

Stats

Strength: 2
Agility: 3
Constitution: 2
Intuition: 2
Intelligence: 1
Presence: 1

Skills

Mobility

Unarmoured- 2 (3/2) = 5, base is 25, +1 from level 1 Thief, total 26
Rigid Leather- 1 (3/1) = 4, base is 20, total 20
Chain- 1 (2/1) = 3, base is 15, total 15

Weapon

One-handed edged weapons- 2 (2/2) = 4, base is 20, +1 from level 1 Thief, +5 bonus for Lightning Reflexes, total 26
Missile Weapons- 3 (3/3) = 6, base is 30, +1 from level 1 Thief, +5 bonus from Lightning Reflexes, total 36
Thrown Weapons- 1 (3/1) = 4, base is 20, +1 from level 1 Thief, +5 bonus from Lightning Reflexes, total 26

General

Climb- 1 (3/1) = 4, base is 20, +1 from level 1 Thief, total 21
Ride- 1 (2/1) = 3, base is 15, +1 from level 1 Thief, total 16
Swim- 1 (3/1) = 4, base is 20, +1 from level 1 Thief, total 21

Subterfuge

Stalk/Hide- 4 (1/4) = 5, base is 25, +2 from level 1 Thief, total 27
Disarm Trip- 1 (2/1) = 3, base is 15, +2 from level 1 Thief, total 17

Magical

Read Runes- 1 (1/1) = 2, base is 10

Other

Perception- 2 (2/2) = 4, base is 20, +3 from level 1 Thief, total 23

Defensive Score- 3, base is 15, +5 bonus from Lightning Reflexes, total 20
Body Development- 3, base is 18, +5 bonus by default, +10 from Constitution, total is 33

Spell:

Background:
Money
Lightning Reactions- gives a +5 bonus (special) to all Combat rolls, and to your final Defence total
+1 to any stat, though you can only improve a stat once. (Strength)

Mace Skywalker
Name- Tenharien of Mirkwood/ Sindarin Elf: Played by Mace Skywalker

Warrior- A specialist in direct combat, normally good with a variety of weapons. Also not lacking in general skills. ‘Warrior’ is a broad term; Legolas and Boromir are both warriors but very different. Warriors are normally professional fighters.

Strength: +10
Agility: +15
Constitution:+10
Intelligence: +10
Intuition: +5
Presence: +15


MOVEMENT/MANOEUVRE SKILLS:
Unarmoured: (5/15/3/)-(1 development point +5)=28
Rigid Leather: (5/15/3/)-(1 development points +5)=28

WEAPON SKILLS:
One-handed edged weapons: (5/10/3/5)-(3 development points +10)=33
Missile Weapons: (10/15/3/5)-(1 development points +5)=38

GENERAL SKILLS:
Climb: (5/15/1)-(1 development point +5)=26
Ride: (5/5/1)-(1 development point +5)=16
Swim: (10/15/1)=26

SUBTERFUGE SKILLS:
Stalk/Hide: (15/15/2)-(1 development point +5)=37
Use Item: (10/10/2)-(1 development point +5)=27

OTHERS:
Read Runes: (5/10/1 )=16
Perception: (15/5/1 )=21
Stamina: (21/10/ 2)=33
Defensive score( / / /5)=
Spells: ( / / 2)=

8. Lightning Reactions- gives a +5 bonus (special) to all weapon skills, and your Defensive Score. used 1 point

3. An item of quality- superior Elvish blade or rope, or armour tailored to you, or quality boots that make no noise… regardless the item is worth +10 to a skill. Note that you cannot take a mount this way- horses etc. must be bought. 1 point not used

1. Money. Each point spent on money gives you ten gold pieces to buy stuff with. You start off eith only basic equipment if you take no money. used 1 point

Alright thats what it looks like now, unfinished because i still ahvnt picked out my special weapon or my shield.

Please help where its needed. Suggestions?

Ushgarak
Err, that seems to be the old way.

Vera21
*did not know there was LOTR game*

Captain REX
I'm tempted to try getting Talin back in action, but I always say that when something new pops up from this game.

Tptmanno1
This is a really great timing issue Ush.
I was JUST about to bug you about letting me re-do Palidan, who I never was PERFECTLY happy with...
I never even liked his name... But that will stay due to history and keeping of his character, which I have developed into rather than it developing..
So basically, I call the Noldor Mage...

Ushgarak
Vera- ah, well, you see... there is an LOTR game!

Hopefully you will find this more accessible, tpt.

Talin always welcome, Rex!

Mace Skywalker
Ugh, i always mess it up. Ok umm, let me try and read it all again. you can delete that post for me. Actaully can you hellp me out with this Ush, im just gonna mess it up anyway.

Ushgarak
I'm sure you won't. But sure thing, I'll help. Just start with the first bit- pick a race anbd a profession, and just do your stats, We'll take it from there.

Lana
It's actually really easy...I only messed up because I didn't read everything through. Oops. Heh.

Mace Skywalker
Tenharien, Sindarin Elf Warrior

Stats

Starting Stats

Strength: 2
Agility: 2
Constitution: 2
Intuition: 0
Intelligence: 1
Presence: 3

Skills

Mobility:
Unarmoured- 1

Weapon:
One-handed edged weapons- 1
Missile Weapons- 2

General:
Climb- 1
Ride- 1
Swim- 2

Subterfuge:
Stalk/Hide- 3

Magical:
Read Runes- 1

Other:
Use Item- 1
Perception- 3
Body Development- 1
Read Rune- 1
Use Item- 1

I have honestly tryied to figure this out. but i have no idea how to do the (0/0) skill/stat stystem thing. I got about this far while trying to decide what went where but im not sure i even did this right..*sigh* sorry.

Fire
Argentis LVL3 Warrior (that was what he was last time so I did it like this again)

Strength: 3
Agility: 2
Constitution: 1
Intuition: 1
Intelligence: 0
Presence: 0

Starting Skills

Unarmoured- (2/2)= 4. Base total is 20.
Rigid Leather- (1/2)= 3. Base total is 15.
Chain- (3/9)= 12. Base total is 60.
One-handed edged weapons- (3/7)= 10. Base total is 50 +5 from Lightning reactions, +9 from Level 3 Warrior’s combat roll bonus. Final total: 64.
Missile Weapons- (2/4)= 6. Base total is 30 +5 from Lightning reactions, +9 from Level 3 Warrior’s combat roll bonus. Final total: 44.
Pole-arms- (3/5)= 8.Base total is 40 +5 from Lightning reactions, +9 from Level 3 Warrior’s combat roll bonus. Final total: 54.
Ride- (1/11)= 12. Base total is 60 +3 from Level 3 Warrior’s combat roll bonus. Final total: 63.
Swim- (2/4)= 6. Base total is 30 +3 from Level 3 Warrior’s combat roll bonus. Final total: 33.
Perception- (3)= 3. Base total is 15.
Secondary skill (fluit)- (2)= 2. Base total is 10.
Body Development- (11)= 11. Base total is 99. +5 by default, +5 from Constitution. Final total is 109.
Body Development Value: 9

Background points
Money Option twice
Animal empathy (horse)
Lightning reactions
Pain resistance

I didn't increase Rigid Leather cause if I remember correctly I bought chain with the money we got from the last adventure Ush.

Ushgarak
Sorry about the stats, seemed to miss out the improvements after Dwarf. They're in now; best tinker.

Mace- like I say, just do one bit at a time. Just do the stats first.

Fire
Btw what about gear I used to have this:

Lord Melkor
I quess I can`t play a character with name "Melkor" in this game......

Mithlond
Checked with Ush - Menelacar is fine as he is!

Ushgarak
Yes, that might just get looked down upon, Melkor!

Err, compare to the new rules, Fire. I don't think Argentis has earned any significant money since the game started.

Fire
boooo stick out tongue well then I need to know what I do have (specially armor-wise), cause I might have to change my skills accordingly

Ushgarak
Well, where are your two money options going?

Fire
Horse, as they were last time, kinda need that seeing as I am Eothed. But ofc I expected a change in gear when I read the new system.

Ushgarak
Ok, you can have a point of Money for going through Baranar, then.

Fire
woot! I got something out of naggin' I never give my players anything when they nag Lol THX USH
I'll use the point to buy chain armor then.

Captain REX
Originally posted by Ushgarak
Talin always welcome, Rex!

Oh, I'm sure he is! Thing is, I hardly remember the Journey to Fornost, and I get incredibly lost when I try to join in on the current game.

Ushgarak
Luckily, Rex- or unluckily for me- no-one else does either, and everyone else gets confused too. We are in a process of rebuilding.

Captain REX
Well, in that case, I'll try to give it a go...again.

And if I finally get a grasp of things, Anglomir and William Took might make a return as well, since I'll be able to help BB and Zink make sense of things.

*skips off to make Talin again*

Mace Skywalker
Ok im going to attempt to do this again today from the beginning.

Fire
Just to make sure I got it Ush there is no more trading skill points like Subterfuge for General or Weapon skill points. The only swap that is allowed is Perception/Herbalism and Secondary skills right?

Ushgarak
Basically, yes.

Fire
K thx

Tptmanno1
I'm making my character when you bug your brother Ush!

Captain REX
Why would he need to bug his brother? ermm

Anyways, Talin is in the works.

Ushgarak
Tpt wants the Essence Magic rules.

Tptmanno1
Yup...

Captain REX
Ah, right.

Captain REX
How many points for equipment do you get with the Money background?

And would anything labeled 'Metal Armor' count as Chainmail?

Ushgarak
Each Money background is wqorth one money choice.

And yes.

Captain REX
Okay, let's hope I did this right...


Talin
Dwarven Warrior
Level 2- 25000

STATS
Strength: 3
Agility: 2
Constitution: 3
Intuition: 0
Intelligence: -1
Presence: 0

SKILLS
Unarmored (1+2*5+10)= 25
Rigid Leather (1+2*5+10)= 25
Chain (9+3*5+10)= 70
One-handed concussion weapons (8+3*5+5+6+10)= 76
Thrown Weapons (3+2*5+5)= 30
One-handed edged weapons (2+3*5+5)= 30
Climb (3+2*5)= 25
Swim (2+2*5)= 20
Stalk/Hide (2*5)= 10
Pick Lock (1-1*5)= 0
Disarm Trap (3*5)= 15
Perception (2*5)= 10
Body Development- 9

BACKGROUND POINTS
1 point to Money (Metal Armor)
1 point to Item of Quality (One-handed concussion weapons)
1 point to Nimbleness
1 point to Lightning Reactions

STAMINA- 108
EQUIPMENT-
One-handed Axe
Throwing Axes
Chain Armor

Ushgarak
Can I just get confirmation on your Stamina there, Rex?

And what is the quality item? As a weapon, it needs to be a particular sort. An Axe, I am guessing.

Captain REX
Yes, it's an Axe.

Stamina...

Body Development is 9, multiplied by 12 (Warrior + Pain Resistance) to 108.

Ushgarak
Ah, I wondered if that was it- you do not actually appear to have Pain Resistant.

Captain REX
D'oh! Forgot that I swapped it out for Item of Quality...

Stamina should be 81. Sorry 'bout that.

Ushgarak
Neaty.

This has probably slipped everyone's memory, but the first game vets have access to a +5 quality item, a longsword that once belonged to a true Rhudaurian nobleman, before that country fell.

Captain REX
I do vaguely remember that sword. Mah found it in a Dunlending encampment or something? I remember Dunlendings...

Anyways, you're probably making mention of it because Talin's the only first game vet... ermm

In that case, change One-handed edged weapons to Two-handed edged weapons, assuming that's what that Rhudaurian longsword requires.

Ushgarak
No, it is a one-handed longsword. But you having two-handed weapons does include two-handed axes, you know, should you want to shift style.

And indeed you are right; it was found in the hands of a Dunlending you killed inside a ruined Rhudarian watchtower, just inside the Rhudaur border (Rhudaur now being held by the Hillmen).

Captain REX
Yay for vague memories!

I think I'll keep with the one-handed vibe, though.

Is it possible to wield two weapons at once? Probably a bit impractical if they're not the same kind of weapon.

RocasAtoll
Kelvar Ainee, Dunadan Ranger

Strength: 2
Agility: 2
Constitution: 4
Intuition: 0
Intelligence: 0
Presence: 2

Starting Skills

Mobility:

Unarmoured- 1
Rigid Leather- 1
Chain- 2

Weapons:

One-handed edged weapons-3
Thrown Weapons- 1
Missile Weapons- 2
Pole-arms- 2

Ride- 3
Read Runes- 2
Use Item- 1
Body Development- 10

I'm lost so far. Can someone please help me from here? I've added my points from my profession and race already, but have no idea how to d the rest.

Captain REX
With all skills, add the skill points to the number of their relevant stat, then multiply it by five...

One-handed edged weapons (3) + Strength (2) x 5 = 25.

Trickster
Originally posted by Captain REX
Yay for vague memories!

I think I'll keep with the one-handed vibe, though.

Is it possible to wield two weapons at once? Probably a bit impractical if they're not the same kind of weapon.

If you don't want the sword, feel free to toss it Darvan's way... stick out tongue

Oh, Ush, btw - do we all get a point of money for going through Baranar, or was that just for Fire's horse?

Captain REX
Oh, I forgot to include my Constitution in my Stamina. Should be 85.

Also missed out on my Warrior bonus for Thrown Weapons and One-handed sword, plus the Rhudaurian sword. I should be at 36 and 41 respectively.

RocasAtoll
Originally posted by Captain REX
With all skills, add the skill points to the number of their relevant stat, then multiply it by five...

One-handed edged weapons (3) + Strength (2) x 5 = 25.

Thanks.

Kelvar Ainee, Dunadan Ranger

Strength: 2
Agility: 2
Constitution: 4
Intuition: 1
Intelligence: 0
Presence: 2

Starting Skills

Mobility:

Unarmoured- (1) + Agility (2) x 5(+10)=25
Rigid Leather- (1) + Agility (2) x5(+10)=25
Chain- (4) + Strength (2) x 5(+10)=40

Weapons:

One-handed edged weapons- (3) + Strength (2) x 5=25
Thrown Weapons- (1) + Agility (2) x 5=15
Missile Weapons- (2) + Agility (2) x 5= 20
Pole-arms- (2) + Strength (2) x 5=20

General Skills:

Ride- (3) + Intuition (1) x 5=20

Magical:

Read Runes- (2) + Intelligence (0) x 5=10
Use Item- (1) + Intution (1) x 5=10

Others:

Stamina: 4 x 10=40 + 5=45 +15=70

Background:
Nimbleness
Pain Resistant
Money Option (Metal Armour)

I think this is right. My stamina is incredibly low compared ot my old character.

Fire
think you missed a few things Roca:
Namely
add twice your level onto all combat rolls, Perception rolls, and Stalk/Hide rolls.
add three times your level to all rolls involving General skills.

transelates in +2 to all weapon, perception and stalk/hide skills
and +3 to all general skills.

Also not sure about your stamina.

RocasAtoll
Thanks again for the help.

Kelvar Ainee, Dunadan Ranger

Strength: 2
Agility: 2
Constitution: 4
Intuition: 1
Intelligence: 0
Presence: 2

Starting Skills

Mobility:

Unarmoured- (1) + Agility (2) x 5(+10)=25
Rigid Leather- (1) + Agility (2) x5(+10)=25
Chain- (4) + Strength (2) x 5(+10)=40

Weapons:

One-handed edged weapons- (3) + Strength (2) + Level (2) x 5=35
Thrown Weapons- (1) + Agility (2) + Level (2) x 5=25
Missile Weapons- (2) + Agility (2) + Level (2) x 5= 30
Pole-arms- (2) + Strength (2) + Level (2) x 5=30

General Skills:

Ride- (3) + Intuition (1) + Level (3) x 5=35

Subterfuge:

Stalk/Hide- (0) + Perception (2) + Level (2) x 5=20

Magical:

Read Runes- (2) + Intelligence (0) x 5=10
Use Item- (1) + Intution (1) x 5=10

Others:

Stamina: 4 x 10=40 + 5=45 +15=70

Background:
Nimbleness
Pain Resistant
Money Option (Metal Armour)

Stamina's more of an observation. My old one was 120.

Fire
lol don't multiply your lvl times 5 just add +2 if you are lvl 1 or +4 if you are lvl 2.
(+3 or +6 for general skills stick out tongue)

Ushgarak
Trick- yes, Darvan can have the money too.

Two weapons- the old weapon list is around somewhere. Answer is yes, but they are of particular style. You can have sowrd and short weapon, two shortswords, or two knives. Thus far, all double weapons are one-handed edged.

Captain REX
Yeah, not really Talin's thing, I don't think.

RocasAtoll
Originally posted by Fire
lol don't multiply your lvl times 5 just add +2 if you are lvl 1 or +4 if you are lvl 2.
(+3 or +6 for general skills stick out tongue)

Damn.

Kelvar Ainee, Dunadan Ranger

Strength: 2
Agility: 2
Constitution: 4
Intuition: 1
Intelligence: 0
Presence: 2

Starting Skills

Mobility:

Unarmoured- (1) + Agility (2) x 5(+10)=25
Rigid Leather- (1) + Agility (2) x5(+10)=25
Chain- (4) + Strength (2) x 5(+10)=40

Weapons:

One-handed edged weapons- (3) + Strength (2) x 5(+2)=27
Thrown Weapons- (1) + Agility (2) x 5(+2)=17
Missile Weapons- (2) + Agility (2) x 5(+2)=22
Pole-arms- (2) + Strength (2) x 5(+2)=22

General Skills:

Ride- (3) + Intuition (1) x 5(+3)=23

Subterfuge:

Stalk/Hide- (0) + Perception (2) x 5(+2)=12

Magical:

Read Runes- (2) + Intelligence (0) x 5=10
Use Item- (1) + Intution (1) x 5=10

Others:

Stamina: 4 x 10=40 + 5=45 +15=70

Background:
Nimbleness
Pain Resistant
Money Option (Metal Armour)

Trickster
Okay, I just made Darvan, but I'm going to have to redo him as Silvans can't be Adventurers stick out tongue

That'll show me for not reading things properly! I'll try and get a redone sheet in sometime this week.

Fire
any idea what he's gonna be trick?

Trickster
Ranger, probably. I'm looking at Thief and Warrior too, though. Thing is, I want that agility bonus but still to be a fighter.

Ushgarak
Literally speaking I guess a Silvan could be an Adventurer, just that it would be REALLY unusual, as opposed to other Elves, where it would just be odd. Silvans really do have a reputation for being insular; obviously thst can change but that is what gameplay is for.

Still, if you really want it I'll allow it.

Ushgarak
btw, the only part of this system that seems to be confusing people is the bonus to rolls by Profession, so I shall simplify a bit how that is noted.

Ushgarak
Ok, changed. Now people making characgers don't have to add in bonuses if they do not want to-I'll just remember it. Only the base scores need to be totalled.

Trickster
A work in progress (I think);

Darvan Leafbrook, a Silvan Ranger (Trick)

Stats:

Strength: 2 (+1+Background)
Agility: 3 (+1)
Constitution: 2 (Profession)
Intuition: 2 (+2)
Intelligence: 1
Presence: 2

Skills:

Unarmoured- 2 (+1+0) Base: 25 (3/2)
Soft Leather- 3 (+1+2) Base: 30 (3/3)
One-handed edged weapons- 4 (+1+2) Base: 30 (4/2)
Thrown Weapons- 1 (+1) Base: 20 (3/1)
Missile Weapons- 4 (+1) Base: 35 (3/4)
Climb- 4 (+1+1) Base: 35 (3/4)
Ride- 3 (+1+1) Base: 25 (3/2)
Swim- 5 (+1+1) Base: 40 (3/5)
Track- 2 (+1+1) Base: 15 (1/2)
Stalk/Hide- 6 (+2) Base: 40 (2/6)
Pick Lock- 2 (+2) Base: 15 (1/2)
Read Runes- 1 Base: 10 (1/1)
Perception- 3 Base: 25 (2/3)
Body Development- 8 (+2+2+3 for Pain Resistant)
Body Development Value- 7
Stamina: 52 (Base total + Constitution)

Spell choices: 3

Background:
Money Option (Last Story)
Item of Quality: Elvish longsword
Lightning Reactions
Pain Resistant
Strength Bonus

Equipment:
Throwing knives.
Soft leather armour
A shield.
Elvish longsword (Background)
High quality longbow (purchased with money option) & arrows

Fire
seems good Trick

Mace Skywalker
Ush can you please help me with my stats, im still stuck on them.

Trickster
Originally posted by Fire
seems good Trick

I can't wait for a couple more boosts in my combat skills, though.

Fire
you have those quality weapons they give a nice bonus already

Lord Melkor
So I understand that Noldor mage is already reserved?

Ush, what about a person from Harad who was taken as a hostage while he was only a child, and brought by Dunedains?

Ushgarak
Actually, I'm a bit fuzzy about what type of Elf Palidan is. There's nothong to stop a double up.

What you describe- though I am not sure whose hostage it was and what you mean by 'brought'- would be a Human.

Lord Melkor
Well, you mentioned that people from south and east are forbidden, because they are mostly under the sway of Sauron, so I was wondering....

Ushgarak
If you grew up in the West then you would have a Western template. if you grew up in the East or South you would be evil.

Tptmanno1
Originally posted by Ushgarak
Actually, I'm a bit fuzzy about what type of Elf Palidan is. There's nothong to stop a double up.

What you describe- though I am not sure whose hostage it was and what you mean by 'brought'- would be a Human.
Yup Palidan is Noldor Mage...

Ushgarak
Ok Mace, here goes.

Sindarin Warrior, right? Ok.

Strength: 2
Agility: 2
Constitution: 2
Intuition: 0
Intelligence: 1
Presence: 3

You gave those earlier. They are absolutely fine.

You happy to put in the skills now?

Bespin Bart
Anglomir make yet make a return...

Ushgarak
Yay!

Ushgarak
Oh, Elves, half elves, Dunadain... all that lot... note that I have corrected the 'Proficient' background. it's worth a whole lot more than one Spell choice now.

Ushgarak
Slowly putting together the Spell bits. Added in the basics, and the Open Channelling Lists. Animist Channelling spells follows soon.

Captain REX
Time for Talin's background info, now that I've refreshed my knowledge of Middle-Earth!

-

Talin II Ironbeard is a Dwarf of the Longbeard clan, of Durin's line. A Dwarf of Erebor, Talin moved to the mines of Moria for personal profit, along with his father, Talin I Ironcap, and his brother, Burin. He pushed for an expedition to Darud-Mor, one of the abandoned Dwarf mines located where the Blue Mountains and Grey Mountains met. While the expedition proved successful and the mining resumed, Talin found himself without a proper market. After establishing contact with the Shire, he found himself a business partner in the form of William Took and traveled to Arthedain from Rivendell with a fellowship of Elves and Men. His goal was to convince the King to provide escort to the Dwarf-Hobbit trade lines between Darud-Mor and the Shire.

Talin is stout and hardy, like all males of his race. His beard is thick and brown, braided with gold bands. He wears finely-crafted Dwarf chain mail into combat, wielding a hefty axe, a gift from his cousin in Moria, as well as throwing axes and the longsword of a Rhudarian nobleman, found in his journey to Arthedain.

RocasAtoll
Eh. Might as well get up my bio eventually. I'll do it by tomorrow.

Captain REX
Also, question: am I allowed in the gaming thread or should I wait it out?

Ushgarak
Oh please, join in.

General Zink
William Took
Hobbit Thief
25000 Level 2

STATS
Strength: -2
Agility: 5
Constitution: 4
Intuition: 0
Intelligence: -1
Presence: 1

SKILLS
Unarmored ((1+5)*5)= 30
Rigid Leather ((2+5)*5)= 35
Thrown Weapons ((3+5)*5+5+2)= 47
Missile Weapons ((5+5)*5+5+10+2)= 67
One-handed edged weapons ((1-2)*5+5+2)= 2
Climb ((4+5)*5+2)= 47
Swim ((1+5)*5+2)= 32
Tracking (1*5+10+2)= 17
Stalk/Hide ((9+1)*5+4)= 54
Pick Lock ((3+1)*5+4)= 24
Disarm Trap ((3+1)*5+4)= 24
Perception (5*5+10+6)= 41
Body Development= 6

BACKGROUND POINTS
1 point to Item of Quality (Rivendell Bow)
1 point to Stat Improvement- Strength +1
1 point to Observant
1 point to Lightning Reactions
1 point to Pain Resistant

STAMINA- 6*9+5+20= 79
EQUIPMENT-
One Rivendell Bow & Arrows
Iron Spheres
Knife

Ushgarak
Added in, near the start of the thread, explanations of some old rules references I might have left in in places.

Also added in the Animst spells, some of which are very kickass.

Also replaced the duff character reference for Adventurers (left the Ranger one in by mistake), and put in the proper one that the LOTR Hobbits wer all Adventurers. Not that a Thief is at all unsuitable, Zinky, but William was an Adventurer before on that basis. Happy with what you choose?

Lana
I am SO tempted to redo Ellothiel and pick Animist right now. Not like I am, as it stands, really particularly good at anything anyway...heh.

Ushgarak
Corrected the Spell focus options from Backgrounds.

General Zink
Hmm, I think Thief suits him a bit better.

Ushgarak
Thief it is!

Lana
Aaaaand I think I've got everything finished up now, including having picked spells. I put equipment here as well.

-

Ellothiel, Half Elf Animist

Strength: 2
Agility: 2
Constitution: 2
Intuition: 3
Intelligence: 1
Presence: 1

Add two points to one stat as defined by your profession
Add four points among other stats (you may not improve the profession stat)

Starting Skills

Mobility

Unarmoured- 1 (1/2) = 3, base is 15
Rigid Leather- 2 (2/2) = 4, base is 20
Chain- 1 (1/2) = 3, base is 15

Weapons

One-handed edged weapons- 2 (2/2) = 4, base is 20
Missile Weapons- 3 (3/2) = 5, base is 25, +10 from quality item, total is 35

General

Climb- 2 (2/2) = 4, base is 20, +1 for Animist, total 21
Ride- 2 (2/3) = 5, base is 25, +1 for Animist, total 26
Swim- 2 (2/2) = 4, base is 20, +1 for Animist, total 21

Subterfuge

Stalk/Hide- 2 (2/1) = 3, base is 15

Magical

Read Runes- 2 (2/1) = 3, base is 15
Use Items- 1 (1/3) = 4, base is 20, +1 for level 1 Animist, total 21

Others

Perception- 2 (2/3) = 5, base is 25, +1 for Level 1 Animist, total 25
Herbalism- 1 (1/3) = 4, base is 20, +1 for Level 1 Animist, total 21
Body Development- 3, base is 18, +5 by default, +10 from Constitution, total is 33
Defensive Score - 2, base is 10

Background:

+1 to a stat (Intuition)
‘Spell Adding’ focus (not entirely sure what that will be yet though, probably some sort of short staff)
Item of Quality - Elvish bow

Spells - 6 choices, preferred type Chanelling

I Alu o Elbereth

Level 1: Shield
Level 2: Prayer (Aura)

I Cherdir o Levain

Level 1: Find Familiar (will be cat)
Level 2: Emissary
Level 3: Recce
Level 4: Major Familiar
Level 5: Symbiosis
Level 6: Link to the Arda

I Cherdir o Selaib

Level 1: Herb Foraging
Level 2: Herbal Cure


I Gam o Este

Level 1: Smile of Este
Level 2: Balm


Equipment:
Short Sword and shield (free)
Elvish Bow (from background) and arrows (free)
Rigid leather armor (free)

Lord Melkor
So, the Noldor mage is playing after all....

I am thinking about Sindar animist.

Lord Melkor
Elladil, Sindar Animist

Strength: 0
Agility: 2
Constitution: 1
Intuition: 0
Intelligence: 1
Presence: 3

Add two points to one stat as defined by your profession
Add three points among other stats (you may not improve the profession stat)

Strength: 0
Agility: 3
Constitution: 2
Intuition: 2
Intelligence: 2
Presence: 3

Starting Skills

Unarmoured- 1
One-handed edged weapons- 1
Missile Weapons- 2
Climb- 1
Ride- 1
Swim- 2
Stalk/Hide- 3
Read Runes- 1
Use Item- 1
Perception- 3
Body Development- 1
Read Rune- 1
Use Item- 1


Profession: Animist, Level 1

Profession Stat: Intuition, and this is VERY important to them

Gain the following for each Level (including Level 1!)

- Increase two different weapon skills by one.- one-handed edged weapons and missile weapons
- Either a. Increase three different general skills by one, OR b. Increase a single general skill by two +2 to Track
- Increase a Subterfuge skill by one
- Add two to your Body Development
- Add one to Perception and Herbalism
- Add one to two different Magical skills- Read Runes and Use Item
- Substitute any one increase to increase a Mobility skill by one
- Substitute any one increase to increase a Secondary skill by two
- Gain five Spell choices

Animists add their level to all Use Item, Herbalism and Perceptions rolls. They add one to all rolls involving General skills. They add twice their level to all Directed Spell and Spell Offence rolls.

Body Development Value: 6

Background choices: +1 to Intuition, Observant, Spell Adding focus( necklace from the leaves of Niphredil)

6 spell choices:

I Vellon o Levain:

Level 1: Animal Tongues
Level 2: Cloaking
Level 3: Summons
Level 4: Find Familiar
Level 5: Animal Passing
Level 6: Major Summons



I Vellus o Araw

Level 1: Rot Wood
Level 2: Corrosion


Cherdir o Selaib


Level 1: Herb Foraging
Level 2: Herbal Cure
Level 3: Plentiful Ingredients
Level 4: Balm

Final Stats:

Strength: 0
Agility: 3
Constitution: 2
Intuition: 3
Intelligence: 2
Presence: 3

Skills:


Mobility

Unarmoured- 1 (1/2) = 3, base is 15


Weapons

One-handed edged weapons- 2 (2/0) = 2, base- 10
Missile Weapons- 3 (3/3) = 6, base- 30

General

Climb- 1 (1/3) = 4, base 20,
Ride- 1 (1/3) = 4, base 20
Swim- 2 (2/3) = 5, base 25
Track- 2( 2/2)= 4. base 20+10 from Observant=30

Subterfuge

Stalk/Hide- 3 (3/3) = 6, base is 30

Magical

Read Runes- 1 (1/2) = 3, base is 15
Use Items- 1 (1/3) = 4, base is 20, +1 for level 1 Animist=21

Others

Perception- 3 (3/3) = 6, base is 30, +1 for Level 1 Animist, +10 from observant=41
Herbalism- 1 (1/3) = 4, base is 20, +1 for Level 1 Animist=21
Body Development= 6+2=8

He would use elvish bow and staff as weapons, as well as soft leather armor.

How about this character? He would be a really young elf from Rivendell, kind-hearted, a bit naive and curious about the world around him. Perhaps a friend of Ellothiel?

Lord Melkor
Hmm, actually I am not sure if playing a young elf is apropriate in Middle Earth`s 3rd age.....

Bespin Bart
*rushes in*

Anglomir
Gondorian Warrior
25000 Level 2

STATS
Strength: 3
Agility: 1
Constitution: 1
Intuition: 2
Intelligence: 0
Presence: 0

SKILLS
Unarmored ((2+1)*5+10)= 25
Soft Leather ((1+1)*5+10)= 20
Rigid Leather ((6+1)*5+10)= 45
Chain ((1+3)*5+10)= 25
One-handed edged weapons ((5+3)*5+10+6)= 56
Throw weapons ((3+1)*5+6)= 26
Missile weapons ((1+1)*5+6)= 16
Polearms ((3+3)*5+6)= 36
Ride ((3+2)*5+2)= 27
Swim ((2+1)*5+2)= 17
Stalk/Hide (2*5)= 15
Disarm Trap 2
Perception ((2+2)*5)= 20
Leadership (4*5)= 20
Body Development- 8

BACKGROUND POINTS
3 points to Money (Lesser Warhorse)
1 point to Nimbleness
1 point to Item of Quality (Ancestral Gondorian Sword)

STAMINA- 82
EQUIPMENT-
Ancestral Gondorian Sword (+10)
Shield
Throwing Knives
Rigid Leather Armor

I THINK I did that right...

And I will name my horse 'Norolim,' which is 'Ride-fast.' Anglomir thinks an Elvish name would sound pretty.

Ushgarak
It happens enough to be practical here, Melkor.

Thanks guys.

Lord Melkor
Hmm, what kind of reason my character has to be at the tournament....

I can`t find the backgrounds of other elven characters, I assume we are on a mission together, sent by Elrond or Galadriel?

Ushgarak
Lord no! Elrond has informally asked any Elves from Rivendell to act as Observers, but any Elf there has come to Arthedain for personal reasons. The number one hook I have for you is that King Arvedui has asked representatives from the free nations to come and see Arthedain's struggle first hand.

It is important that I specify that, because no Elvish nation is taking any official part in the struggle. As it stands, Arthedain is on its own.

Lord Melkor
Okay, so I am from Rivendell, Elladil is the youngest elf there and was really eager to learn more about humans. He still has the enthusiasm and drive to learn that most elves have abandomed long ago, since the fall of the Noldor kingdoms. So far he has mostly studied the natural world of animals and plants, now the time has come to see more of the world. Though would someone not experienced be sent alone?

Bespin Bart
I seem to remember the men of Gondor having come as a means of trying to unify the two nations?

Ushgarak
There is a certain faction in Gondor interested in renewed ties. It's a very small faction but is boosted by the King being amenable to it.

It's always fraught, of course, because it is well known that Arvedui made claim to Gondor's crown.

Tptmanno1
Originally posted by Lord Melkor
Hmm, what kind of reason my character has to be at the tournament....

I can`t find the backgrounds of other elven characters, I assume we are on a mission together, sent by Elrond or Galadriel?
Thats err... Because I never got around to writing one..
I'm thinking of something like, being taught the "arts' by Galadriel and then Palidan left to see for himself the "Folly of man" or something of the like.

Ushgarak
As for experience, Melkor- any Elf is free to do as he will.

Vera21
Originally posted by Ushgarak
There is a certain faction in Gondor interested in renewed ties. It's a very small faction but is boosted by the King being amenable to it.

It's always fraught, of course, because it is well known that Arvedui made claim to Gondor's crown.

Which, of course, annoyed the whole lot of them because they're not Men, they're Gondorian. Blah blah blah. Silly men.

Anyways, I'm looking at creating a Silvan Ranger named Gwilwileth. oh

Lord Melkor
Originally posted by Tptmanno1
Thats err... Because I never got around to writing one..
I'm thinking of something like, being taught the "arts' by Galadriel and then Palidan left to see for himself the "Folly of man" or something of the like.

You have never seen Valinor, right?

Ushgarak
Nah, way too young.

Lana
Wheee, lots of Elves.

I've come up with a very vague background for Ellothiel but basically the only thing of any importance from it is that she's half Sindarin Elf and chose immortality.

Blaxican
sad

Man this looks so fun. I would join up in this, but it looks too complicated...

FoxyFoxxe
Okay, I started and I was getting it, but once I was finished, I realized I made a mistake. Would you mind walking me through this?

Alright, she's a Dunadan, so her Starting Stats are:

Strength: 1
Agility: 0
Constitution: 2
Intuition: 0
Intelligence: 0
Presence: 1

Background: 3

Then she's a warrior so her stats improved to:
Strength: 3
Agility: 2
Constitution: 2
Intuition: 1
Intelligence: 1
Prescence: 1

Right so far?

Then her skills started out:

Unarmoured:1
Rigid: 1
Chain: 2
One-handed edged weapons: 2
Thrown: 2
Missile: 1
Pole-arms: 1
Ride: 1
Read Runes: 1
Use Item: 1
Body Dev. : 3

Then because of her profession, her stats improved to

Unarmoured: 2
Rigid: 3
Chain: 3
One-handed weapons: 3
Thrown: 1
Missile: 3
Pole arms: 2
Ride: 2
Climb: 1
Stalk/Hide: 1
Disarm
Read Runes: 1
Use Item: 1
Body Dev.: 6

Body Dev. Value: 9

Right? Or... do I add those skills after the whole:

Unarmed (2/2): 4. Dice Roll Base: 20 thing?

Tptmanno1
Originally posted by Lana
Wheee, lots of Elves.

I've come up with a very vague background for Ellothiel but basically the only thing of any importance from it is that she's half Sindarin Elf and chose immortality.
I know! We could use more Men or other people.
I mean I would be one but I wanna be a mage too badly.

Ushgarak
Updates are currently in progress. Spells have been moved into their own thread; the apce created will be used to put in the Main rules (I'll shift character creation all up one post).

Please note that some important Secondary skills have been added; Herbalism has become one of them.

Ushgarak
As an addendum to that, Profession bonuses to Secondary skills have now been included. Feel free to reinvest to make use of any of these.

Lana
...will I need to redo anything because of that?

I suppose I should go look at it...

Ushgarak
Ok, workable spell lists now exist for everyone.

Vera21
Okay, hope I did this right. I decided to go Warrior, yay killing things.

Gwilwileth
Silvan Elf Warrior
10000 Level 1

STATS
Strength: 2
Agility: 3
Constitution: 2
Intuition: 1
Intelligence: 1
Presence: 2

SKILLS
Unarmored ((1+4)*5)= 25
Soft Leather ((3+4)*5)= 35
One-handed edged weapons ((2+2)*5+10+8)= 38
Throwing Weapons ((1+3)*5+8)= 28
Missile Weapons ((5+3)*5+8)= 48
Climb ((3+3)*5+1)= 31
Ride ((2+1)*5+1)= 16
Swim ((3+3)*5+1)= 31
Stalk/Hide ((5+2)*5)= 35
Pick Lock ((1+1)*5)= 10
Read Runes ((1+1)*5)= 10
Perception ((3+1)*5)= 20
Body Development- 4

BACKGROUND POINTS
1 point to Item of Quality (Elvish Sword)
1 point to Pain Resistant
1 point to Lightning Reactions
1 point to Proficient

SPELLS
Light
Shade
Light in the Darkness
Burst of Light
Greater Light
Light of War

STAMINA- 4*12+5+10= 63
EQUIPMENT-
Bow & Arrows
Throwing Knives
Elvish Mirkwood Blade (+10)
Soft Leather Armor

Ushgarak
Looks right to me! From The Mirkwood, yes?

Vera21
Most definitely! Maybe a distant relative of Legolas? stick out tongue

Ushgarak
Ahh, I feel the Orlando Bloom love... well hmph. I could be loved that much, if I were just like him.

That would make you royal, of course, seeing as Legolas is the King's son.

Vera21
Is royalty an issue?

And I'm having a hard time picturing you with long blonde hair and a bow. Well, maybe the bow, but not the hair. hmm

Ushgarak
As if Orlando looks like that!

And no, not really, just pointing it out.

Captain REX
I want to be a Princess of the Dwarves if she gets to be royalty.

Orlando looks like that sometimes. eyes

Vera21
Creepy, Rex. ermm

So, I have very little understanding of all the spells, other than what they do and that I thought it fit the Silvan vibe...

Ushgarak
This is true.

You're only due one spell choice, though, which gets you two spells.

Vera21
Well, I took Proficient for a Background point.

Ushgarak
Ah! That gives you five points to spend on one list alone- generally the entire of one list, but being a Warrior you could only ever use the first three. Hence, proficient might be a tad of a waste for you.

Vera21
Ah, okay. I'll make that change.

So, spell wise, just Light and Shade?

And I think I'll change that Background point to another Item of Quality, giving me an Elvish Mirkwood Bow at +10.

Oh, and a shield would be good, wouldn't it?

Ushgarak
You get a shield as part of your starting gear I believe.

Fire
shield is always useful. Btw Ush do Eotheod still get the +20 on combat rolls while they're mounted?

Ushgarak
Yup, thanks for reminding me- must put specials in.

General Zink
That's gotta be nifty.

Ushgarak
Ok, some people have poste