Middle Earth Adventure Game 4.5
Middle Earth Adventure Game 4.5
Middle Earth Adventure Game 4.5
Table of Contents
Introduction......................................
Notes on Terminology
5
5
5
5
5
5
5
6
6
6
6
6
6
6
Coinage.
Encumbrance
Weapons
Armor .
Herbs .
Potions .
Miscellaneous Gear
10
10
10
10
11
11
11
12
Spell Use
Spell Lists
Sorcerer Spells
Healer & Seer Spells
Types of Mages
Scrolls & Enchantments
Creating Potions
Detecting Magic
13
13
13
13
14
15
15
15
15
7
7
7
7
7
7
8
8
8
8
8
8
9
9
9
9
9
9
9
16
16
16
17
17
18
19
20
21
21
21
21
21
21
22
22
22
22
23
23
23
23
24
24
25
25
26
26
26
26
26
26
27
27
28
30
Introduction
Middle-Earth Adventure Game is a system that will allow you and your friends to play various types of characters (Hobbits,
Dwarves, Elves, Half-Elves, Humans) of various professions (Warrior, Mage/Scholar, Scout, Ranger, Rogue) in the world of J.R.R.
Tolkiens Lord of the Rings. In general, MEAG is a type of game called a Fantasy Role-playing Game (FRPG) and these rules can
even be generalized to allow you to play adventurers in any quasi-Medieval world where magic and monsters might exist.
Like most other FRPGs, MEAG uses dice to simulate the uncertainty that comes from attempting to perform tasks while under stress
due to difficulty, time pressure, and/or danger. For the most part, MEAG uses two six-sided dice (2D6) modified by one or more
bonuses to the number rolled. Generally, these bonuses (and they can be either positive or negative) represent how good (or bad) your
character may be at a specific task, plus any situational aids or hindrances. These tasks that a character can perform are referred to as
Maneuvers, and related Maneuvers are associated together into Skill Groups. The greater the difficulty of the Maneuver attempted, the
higher the number you have to roll on 2D6 to accomplish it successfully. This is where high (positive) bonuses can make such a big
difference in whether the Maneuver can be accomplished or not. The list of Skill Groups, with the primary Maneuvers under each, can
be found on the next page.
For example, Tolman the Hobbit attempts to climb a rough stone wall (Difficulty Level 9). Climbing is a Maneuver within the General
Skill Group that Tolman has learned and Tolman has a +2 General Bonus. Therefore, Tolmans player would roll 2D6 and add two to
the result. If the final result happens to be nine or greater, then Tolman has succeeded in climbing the wall. (GM guidance: As the
Gamemaster (GM), your job is not to kill off the player characters! Its to provide an environment that will challenge them and,
therefore, the imagination of the players. In this example, if Tolman happened to fail his attempt, you dont have to automatically
assume that he fell and hurt himself (unless, maybe, the player rolled a natural 2 on the dice). You could just say hes having
difficulty finding a foothold and either didnt start at all or is stuck part way up. Let the players try to come up with a creative solution
to the problem. Then, based on what they come up with, allow new skill rolls.)
Different character types will, by training and/or talent, have different bonuses for each of the Skill Groups. The details of which
bonuses each character may have and how they were derived, are in the Character Creation section near the back of these rules.
Normally, if you are new to this game, your Gamemaster (GM) (the one who sets up and runs the adventure the other players will
experience) will create several characters for you to choose from ahead of time, so you should not need to reference that section just to
get started. Once you have played a game or two, and feel comfortable with the rules, you may wish to start a game with a character
you designed yourself. At some point, you may even wish to be a GM yourself and invite friends to play in an adventure or related
series of adventures (called a campaign) you are presenting.
Using these rules as a guide, you can create other characters, animals and monsters with which your players characters can interact.
To help with this task, I recommend the ICE sourcebook called Creatures of Middle-earth (ICE #2012). This book is out of print,
but copies can be found at online auctions or used bookshops. This book has the official LOR stats for all the creatures described in a
table at the back. Try this link to the Realms of Arda project for MERP and LOR/MEAG stats for various creatures and characters
from Middle-earth ( http://www.kingtape.se/realmsofarda/ ). You can also use creature books from other game systems and use the
optional conversion information near the end of this rule set (p. 26) to help you convert them over to MEAG.
Many GMs prefer to write their own adventures, but there are also complete adventures available in bookstores and on the internet to
use as is, modify to your own tastes and/or give you ideas for writing your own.
Also, these rules are just guidelines, not set in stone. If your gaming group agrees to a modification or addition to these rules, feel free
to use whatever makes sense to you and increases the enjoyment of the game. With that said, though, if the group cannot come to a
consensus on a change or interpretation of the rules, the GMs word should be final.
Though many console and computer games, both stand-alone and online, claim to be FRPGs, in any type of computerized game the
interactions are limited by the capabilities built into it by the game designers and by how much computer power is available to the
game. In a true FRPG, interactions between the player characters (PCs) run by the players, and the non-player characters (NPCs) run
by the GM, are limited only by the imaginations of the GM and players. Therefore, we hope you enjoy the potential of this simple, yet
comprehensive, FRPG system. Editors
Notes on Terminology:
In the works of J.R.R. Tolkien he refers to the race of humans as Men, but to make it easier for modern readers we have used the
term Humans. Also, both this rule set and original LOR use the terms Magic and Magical to refer to the use of any power beyond
what people can do in the real world. Tolkien, though, disliked those terms and tried to avoid their use in his works. We use the terms
only because they are more familiar to people who may have read other fantasy works or played other FRPGs. Likewise, we use the
term Mana (common in other FRPGs) to represent the power used during spell casting, but Tolkien never used this term in his works.
Base Stats:
Strength:
Agility:
Intelligence:
Movement:
Defense:
Endurance:
This is how strong your character is. It affects his Melee and General skills, and the Encumbrance he can carry.
This is how nimble and coordinated your character is. It affects Missile and Subterfuge skills, and Defense.
This is how smart and educated your character is. It affects Perception and Magical skills.
This is how fast your character can move, short term. It also affects Defense.
The Defensive Bonus (DB) represents how well your character avoids being harmed when in combat.
DB is defined as the average of your Agility and Movement bonuses (round up).
This is how fit and tough your character is. It represents how much damage he can take, and affects travel distances.
This is your characters skill at fighting with various hand (melee) weapons. OB is short for Offensive Bonus.
This is your characters skill with various missile weapons (bows, crossbows, slings, spears, etc.).
This is how good your character is at large-scale, common tasks often requiring strength.
This is how good your character is at small-scale or sneaky tasks usually requiring agility.
This describes your character's ability to observe things around him and to persuade people to his thinking.
This represents your character's talent and training with things magical (spells, potions, items, beings, etc.), but unless
your characters Magical bonus is +1 or higher you will only be able to attempt Read Runes/Script and Alchemy.
Maneuvers
Each of the six Skill Groups have a subset of six or more separate Maneuvers associated with them, in which your character may wish
to train. Your character is allowed to learn 12 of these Maneuvers (or more if part of a Specialization and/or Special Ability) at
Character Creation (see p. 21). Your character can learn more of these Maneuvers later, or even increase his overall Skill Group
bonus, through Character Advancement (see p. 25). The Maneuvers he learns provide bonuses when using those Maneuvers in the
game. The Maneuvers associated with each Skill Group are as follows:
1. Melee
-- Unarmed Combat, Knives, Swords, Axe/Mace/Hammer, Spear/Polearm, Staff, Parry, Dual Attack
2. Missile
-- Bows, Crossbow, Sling, Knives, Axe/Hammer, Spear, Pitch (stones, grapnels, etc.), Ranged Spell Attack
3. General
-- Climbing, Riding, Swimming, Jumping, Cooking, First Aid/Herbal Healing, Trade/Craft
4. Subterfuge -- Stalk/Hide, Pick Locks, Pick Pockets, Disarm/Set Traps, Forgery, Trickery, Art/Music
5. Perception
-- Spot Traps/Hidden, Naturalism, Tracking, Persuasion, Detect Lies, Weather Sense, Navigation/Orienteering
6. Magical
-- Read Runes/Script, Cast Spells, Sense Magic Objects/Beings, Sense Magic Spells, Alchemy, Enchantment
Easy................................. 7
Medium........................... 8
Hard.................................9
Very Hard......................11
Extremely Hard............. 13
Folly.............................. 15
Absurd........................... 18
/7
/9
/ 12
/ 15
/ 11(7)
/8
/5
/5
/ 13
/9
/9
/ 12
For tasks where its not a simple case of whether you succeed or fail, but how well you do, the GM may set a base DL for the task, and
then ask that you roll the dice and add the bonus from an appropriate Skill Group or Stat. The higher the final number, above the base
success number, the better the result. For example, this is particularly useful in situations where the GM needs to determine how much
a character knows about a certain subject (using Intelligence) or how well a character was able to express himself to the audience of a
musical or artistic performance (using Subterfuge).
Resistance Rolls
Some game systems make use of Resistance Rolls (sometimes called Saving Throws) to counter the effects of Spells, Poisons,
Diseases, etc. In order to keep combat quick and easy in MEAG, most situations which would require a separate roll in other systems,
are handled with a single die roll. For instance, in order to resist the effects of a spell cast on your character, the caster would make a
single roll, add his applicable bonus (Magical in this case), and subtract your applicable bonus (Magical or Intelligence), and then see
if the spell succeeds or not. In certain situations where your characters success at a particular maneuver depends on the success or
failure of another character's maneuver, the GM may require a roll from each character (see Contest of Skills below).
Contest of Skills
If the GM needs to pit the maneuvers of one character against another, both characters must roll their applicable maneuvers (e.g., the
Spot Hidden(Perception) of one vs. the Stalk/Hide(Subterfuge) of another) and the one with the highest score wins the contest of
skills. Be sure to assess any environmental aids or hindrances only once. For example if its dark, either adjust one characters
Perception down or the others Subterfuge up by the appropriate amount, but not both. (GM guidance: For contests that are PC vs.
NPC, its best to adjust the rolls of the non-player character for environmental conditions and just let players roll normally. This
allows you to keep certain environmental conditions secret from the players until its appropriate to reveal them.)
Unlike many other FRPGs, such as MERP or Dungeons & Dragons, MEAG is a non-leveled gaming system. You do not gain new
skills and attributes by going up a level. Instead, you may spend your earned Experience Points (XP) to learn new maneuvers,
increase attributes, etc. For example, by spending 100 XP you may increase one Skill Group Bonus of your choice by +1. For 300
XP, you may increase a Base Stat by +1. Spending 50 XP allows you to learn a new Spell, Maneuver, etc. (see Advancement, p. 25).
Dice
Roll
2
3
4
5
6
7
8
9
10
11
12
-6
0
0
0
0
0
1
2
3
4
5
U
Notes: - Any Combat Result of 0 or less is considered a miss and does no damage, regardless of any Additional Damage value.
- Any Combat Result of 1 or more is a hit and a negative Additional Damage value cannot reduce the Damage below 1.
- An OB-DB difference of less than -6 is treated as -6.
- An OB-DB difference of more than +6 is treated as +6 and the extra is added as Additional Damage (AD).
- A natural roll of 2 on the dice is always a miss and (on 1D6) the weapon is dropped (1), the user injures himself (2-3),
or someone close by is injured (4-6). For injuries, Total Damage = [ (2D6 + AD) Armor DB], whether the attack
was a melee weapon, missile weapon or direct damage spell. Close by injuries are targeted randomly (but not defender).
- A natural roll of 12 on the dice is always at least a U result (even if the Combat Result is not 12 or higher). Note that
some creatures may be resistant, even proof, against U results (e.g. Undead).
- If a defender is asleep, unconscious or simply does not know an attack is coming, he must rely on his Passive Defense
(Total DB = Armor DB - 4).
- Mounted Combat (riding a War Horse) requires a successful Riding(General) (base DL 8) roll before each Attack roll.
Due to the added momentum, add the horse's Movement stat to the Additional Damage done by the weapon.
Action Categories:
1.
2.
3.
4.
5.
Casting a Spell
Missile Attack
Melee Attack or Parry
Movement
Other Maneuvers
- A character performs a Cast Spells(Magical) maneuver at DL6 to see if the spell works.
- A natural roll of 2 is always a failure (U on caster), a 12 is always a success (no Mana cost).
- If the spell is cast, the caster loses Mana and/or Endurance points as indicated for the spell.
- A missile spell will also need a Ranged Spell Attack(Missile) roll to see if the target is hit.
- A character may not cast a spell (except Defensive spells) if engaged in Melee Combat.
- Cover or Concealment may limit spells (see Cover and Concealment, p. 9).
2. Missile Attack
- Using a missile weapon, a character may attack anyone that he can see and is within range.
- A character may not use a crossbow, bow or sling if engaged in Melee Combat.
- Cover or Concealment may limit missile attacks (see Cover and Concealment, p. 9).
4. Movement
a) Move at a Run
5. Other Maneuvers
- Attempt any other maneuver or activity the GM thinks can be accomplished in five seconds.
- Multiple rounds in a row may be needed to accomplish longer tasks.
- The attempted maneuver always fails if the character takes Damage during the round.
- A character may use this Action to try a Perception roll to see the whole tactical situation.
- A character may use this Action to read a Spell Scroll using Read Runes(Magical).
- A character may use this Action to aim a missile weapon for an additional +2 OB next round.
Notes: - If not moving at a run, a character may shift one single item (sling a shield, draw a weapon, take out some herbs, etc.)
while moving, but his distance moved will be reduced by 5' and only accessible items (not in a backpack) may be so
shifted. Generally, a character may have a one-hand weapon and a shield, two one-hand weapons, or a two-hand
weapon accessible, plus one quiver/case/pouch of ammo for a missile weapon, and a dagger. Usually a missile weapon is
carried in one hand to be considered accessible.
- Terrain may slow a moving character (going uphill, moving through brush or dense forest, crossing a stream, running
through snow or deep sand, etc.). In these cases, decrease a character's movement by .
- Partial darkness (dark but with lantern, moonlight or nearby fire) will cut Movement by and assess a -2 to Perception,
Me OB and Mi OB.
9
- Total darkness only allows for 5' of movement per round and assesses a -4 to Perception, Me OB, and Mi OB (you have to
feel your way as you go).
- Falling is handled as a Melee attack against the character. Start with a Me OB of [+0 (DB of armor worn)] for a simple
trip while running. Add +2 for every 5' the character falls. A successful Jump(General) maneuver will decrease the Me
OB attack of the fall by [effective General Bonus].
- A character may disengage from combat by allowing an opponent a free attack on him and then taking a Movement Action.
If any opponent moves within 5' and attacks him, the character must stop and will be in combat again.
- After combat, characters can try to recover used missile weapons. The recovery chance depends on both finding the item
and the likelihood that the item is broken. Roll the chance on 1D6 for each. Hand thrown 1-4, Arrows 1-3, Bolts 1-3, and
Sling pellets 1. If the item is magical, improve the chances by two (+2). If in darkness, decrease the chances by two (-2).
Cover is placing part of your body behind a solid object to afford protection (more DB) from Missile Combat, Missile Spells, or
Perception Skills (Spot Hidden, etc.). You may attack from behind cover with missile weapons, but with limitations: Slings (and
thrown weapons using default rules, p. 10) may only be used from behind Light Cover (DB +1); Bows (and regular thrown weapons)
may be used from behind up to Medium Cover (DB +2); Crossbows and Spells work from behind up to Heavy Cover (DB +4).
Concealment
Concealment is hiding part of your body behind light materials (foliage, smoke, fog, fire, etc.) to make it difficult for opponents to
Perceive you or target you with missile weapons, similar to Cover above. Concealment doesn't appreciably slow or block missiles if
they do hit you, though. Therefore, whatever DB benefit the concealment gives you is added back in as Additional Damage if you are
hit. In this manner, you are harder to hit (bonus to DB), but if hit you receive the same amount of damage (bonus to attacker's AD) as
if you were hit without Concealment. Slings (and thrown weapons usingdefault rules, p. 10) may only be used from behind Light
Concealment (DB +1, AD +1); Bows (and standard thrown weapons) may be used from behind up to Medium Concealment (DB +2,
AD +2); Crossbows and Spells may be used from behind up to Heavy Concealment (DB +4, AD +4).
Light Cover/Concealment applies when roughly 30% of your body is obscured. Medium is roughly 60%. Heavy is roughly 90%.
Healing
Physical Wounds
A character normally heals one Damage point per hour if resting or one Damage point every three hours if active. If a character is
wounded by a sharp weapon (e.g. not from spell casting, falling, bare hands, staff, mace or sling), he will not heal and will instead lose
one Damage point per hour until successful First Aid(General), Herbal(General) or Magical healing is applied to stop the bleeding.
Successful First Aid or Herbal will also heal [1 + General Bonus] points (minimum of one point) when first applied to new damage (by
treating for shock). A natural 2 rolled for First Aid or Herbal always fails and actually causes 1D3 additional Damage points.
Mana Points
Mages have a Mana Pool of points equal to (5 x Magical Bonus) to power their spells. If depleted, the Mage may then opt to use
Endurance Points (i.e. take Damage). Mana Pool points replenish at three points per hour regardless of whether the Mage is resting or
not. There are herbs and potions that can affect this. Endurance Points lost due to spellcasting heal the same as physical wounds.
10
Encumbrance
Item encumbrance is based on a combination of weight and bulk. One Encumbrance unit is roughly equivalent to one pound of weight,
but bulkier items, which encumber a player more, may have a higher Encumbrance rating than what their weight alone would indicate.
Each character has an Encumbrance Limit based on his Weight and Strength. The suit of armor, clothes and belt actually worn do not
count against this total, but extras do. If a character exceeds this limit (up to 2x Encumbrance), his Movement Rate is only , and he
may only defend himself while in combat (at DB -1). Exceeding the limit up to 3x, Movement Rate is only normal and allows
defense only (at DB -2). Characters may briefly lift, but not move with, encumbrances between 3x and 5x their limit (on a Strength -3
to -5 roll to succeed). When Climbing or Riding, figure a characters weight then add all items carried and worn.
Weapons
Item
Bare Hands
Dagger
Staff
Spear (1h)
Spear (2h)
Shortsword
Sword
Longsword (1h)
Longsword (2h)
Greatsword
Mace
Axe/Hammer
Battleaxe (1h)
Battleaxe (2h)
Greataxe
Halberd
Bow
Longbow
Crossbow
Sling
^
Type
1h Me
1h Me/Mi
2h Me
1h Me/Mi
2h Me
1h Me
1h Me
1h Me
2h Me
2h Me
1h Me
1h Me/Mi
1h Me
2h Me
2h Me
2h Me
2h Mi
2h Mi
2h Mi
1h Mi
Init^
-2
-1
+1
+1
+2
+0
+1
+2
+2
+3
+0
-1
+0
+0
+1
+4
+0
-1
+1
-2
Me OB
-2
-1
+0
+0
+1
+0*
+0*
+0
+1
+2
+0*
+0
+0
+1
+2
+2
NA
NA
NA
NA
Mi OB
NA
-1
NA
-1
NA
NA
NA
NA
NA
NA
NA
-2
NA
NA
NA
NA
+0
+1
+2
+0
AD
-3
-1
-2
+0
+1
+1
+1
+2
+2
+4
+1
+1
+2
+2
+3
+3
+0
+1
+2
+0
Encum Price
0
0
1
1s
2
5c
3
2s
3
2s
2
4s
3
6s
4
8s
4
8s
5
10s
3
4s
3
3s
4
5s
4
5s
5
7s
6
10s
1
4s
2
10s
3
8s
0
5c
Notes
Take one damage pt./DB of Armor punched
Missile range 50'
auto +2 DB given when used, if trained
Used in one hand; Missile range 50'
Used with two hands
* +1 vs. No Armor or Leather Armor
* +1 vs. No Armor or Leather Armor
Used in one hand (aka Sword of War)
Used with two hands
(aka Two-handed Sword)
* +1 vs. Chain or Plate Armor
Missile range 50' (/aka War Hammer)
Used in one hand
Used with two hands
(aka Two-handed Axe)
Polearm; may attack targets up to 10 away
Missile range 200' (aka Short Bow)
Not from horseback; Missile range 300'
Range 300'; takes an extra round to reload
Missile range 100'; can be used w/ a Shield
Note: ALL melee weapons may be thrown. If Mi OB = NA above, it has a default Mi OB of -4 and a missile range of 25'.
11
Armor
Item
DB
Encum
Price
Notes
Plate
Chain
Leather
Shield
Staff
+4
+2
+1
+2
+2
60*
40*
20*
6
2
200s
30s
6s
3s
5c
* The Encum. of the armor actually worn does not count as Encumbrance carried and increases warmth of clothes one level.
(See Clothing in Miscellaneous Gear, p. 12, and Hypothermia & Overheating, p. 26).
Note: The DB and Movement effects of Armor are applied after defining a character's DB (average of Agility and Movement).
Herbs
Item
Wolfwort
Fishfeather
Arroweed
Hart's Glory
Nightrod
Stagberry
Snowbane
Gemberry
Athelas
Queensfan
Sarah's Root
Mir-Melellen
Aule's Boon
Goodwort
Bright Eyes
Celandine
Snakeroot
Healing Prep
1
+1
2
+1
3
+0
4
-1
6*
-2
6
-3
8
-2
12
-3
18
-4
NA
-5
NA
-2
NA
-2
NA
-3
NA
-2
NA
-2
-10
-3
NA
-2
Price
2c
2c
6c
1s
3s
25c
8c
3s
5s
20g
6c
1s
3s
4c
1s
5c
1s
Notes
Leathery leaves; also speeds healing by 2x for four hours
Feathery plumes
Triangular seeds; also neutralizes any animal venom
Thin petals; also speeds healing by 2x for eight hours
Small cones; * restores Mana Points instead of Endurance
Bitter berries; also speeds healing by 3x for eight hours
Fleshy leaves
Bright red berries; also neutralizes any plant poison
(aka Kingsfoil); also cures any disease (natural or magical)
Gold leaves; one leaf sets Damage = Endurance, even if dead (< one day)
Small bulb; when eaten, one prepared bulb equals a full day's rations
Nectar of Forest Rose; binding/amplifying agent used to make magic potions
Bitter leaf; tea gives +1 Strength (plus Me OB & General) Bonus for two hours
Small seeds; tea gives +1 General bonus for 1D3 hours
Blue petals; tincture gives +2 Perception Bonus in darkness for four hours
Sap; on a sharp weapon it adds +10 Additional Damage to the attack (once/dose)
Root extract; ingested it causes an Attack of 2D6+2 (no DB) each of 2D3 hours
Prep is the bonus to the Herbal Healing(General) maneuver to prepare/store the herb correctly; failure gives only effect (points
or duration). Prep can also be used as the bonus to Perception to find the herb in the wilderness or its availability when
shopping.
Note: You can only have one dose of a specific herb or potion in effect at the same time. If the herb/potion only has an
instantaneous effect, another dose may be taken right away.
Potions
Potions can be found, or made using the proper ingredients (See Creating Potions, p. 15), that heal, poison, or modify the stats of the
person who drinks them. Any of the herbs listed above can be turned into a potion. If found for sale at all, they cost about 5x (minor)
or 15x (major) the normal cost of the base herb, plus the cost of ingredients. Every four potions carried take up one Encumbrance unit.
12
Miscellaneous Gear
Item
Cloak
Std. Clothing
Heavy Clothing
Winter Clothing
Arctic Clothing
Backpack
Belt
Quiver
Case
Pouch
12 Arrows
10 Bolts
15 Sling Pellets
Food (one day)
Water (one day)
Camping Basics
Cooking Kit
Rope
Grapnel
Lockpicks
Bedroll
Tarpaulin
Healer's Kit
Lantern
Oil Flask
Torch
Scribe's Kit
Pick
Shovel
Pry Bar
Mallet
Sledgehammer
Wooden Stakes
Iron Spikes
Axe
Wedge
Pack Pony
Riding Pony
Draft Horse
Riding Horse
War Horse
Saddle and Tack
Fodder (pony)
Fodder (horse)
Cart (1 horse)
Wagon (2 horses)
Alchemy Lab
Encum Price
2
4s
3
1s
5
2s
8
4s
14
8s
1
2s
1
5c
1
1s
1
1s
0
2c
1
5c
1
5c
1
1c
1
3c
4
4c
1
4c
3
1s
5
5c
3
5c
1
1s*
5
5c
5
5c
5
4s
2
5c
1
2c
10
1c
1
1s
6
5c
5
5c
3
6c
3
2c
7
5c
2
1c
3
1c
5
5c
3
5c
(800) 5s
(800) 1g
(1800) 1g
(1200) 2g
(1200) 5g
15
8s
5
1c
10
2c
(500) 1g
(1500) 3g
75
4g
Notes
Keeps clothes dry to help prevent hypothermia in wet or snowy weather
Protects from exposure from 85 to 55F
Protects from exposure from 60 to 30F
Protects from exposure from 35 to 0F; -1 Subterfuge and Movement Bonuses
Protects from exposure from 5 to -40F; -2 Subterfuge and Movement Bonuses
Without a backpack, characters only have the Encumbrance total normally available
Required to hold one-handed weapons and pouches of pellets or herbs ready for use
Holds up to 24 arrows ready for use
Holds up to 20 crossbow bolts ready for use
Holds up to 30 sling pellets, or three different types of herbs, ready for use
Maximum of one quiver ready at a time; Extra arrows may be carried in a backpack
Maximum of one case of bolts ready at a time; Extra bolts may be carried in a backpack
Maximum of one pouch of pellets ready at a time; Extras may be carried in a backpack
Wrapped trail rations; Extras may be carried since these rations will keep for several days
Skin holding one day's water, may be refilled in the field; Carry extras in a backpack
Flint, steel, tinder, cup, knife, etc.; Allows preparation of food that lasts one day only
Pot, pan, utensils, herbs, salt, etc.; Allows preparation of food that will keep for several days
30' of strong rope that will hold up to 400 Encumbrance Units.
Attached to a rope, it's used to snag objects for retrieval or anchor the rope for climbing
Picking locks or disarming traps is at Subterfuge-2 without proper tools (* not openly available)
Oiled ground cloth plus blankets; a bedroll (or bed) is needed for a healing rest
Oilcloth tarp (with ropes and pegs); Keeps clothes and gear dry when sleeping in rain or snow
Contains herbs, bandages, needles and thread, etc. plus equip. needed to prep. herbs for use
Covered lantern; One pint of oil burns 12 hours; Gives +2 to Perception in darkness; 25' range
One pint of oil of suitable quality to burn in a lantern
Bundle of 5 torches; Each torch burns one hour; Gives +2 to Perception in darkness; 25 range
Ink, pens and nibs in a wooden box, plus a few sheets of parchment in a leather folder
Iron pick for digging
Iron shovel for digging
Steel bar for levering objects apart
Iron one-handed hammer for driving stakes and pegs, or hammering nails and spikes
Iron two-handed hammer for breaking stone or wood, or driving large stakes and wedges
12 hardwood stakes, useful for anchoring ropes to the ground
3 iron spikes, useful for anchoring ropes to cracks in rock
Woodsman's axe for felling trees, chopping wood or cutting branches
Steel wedge; Helps with breaking stone or splitting logs
Mv(+2), DB(+1), End(55); Can carry 300 Encumbrance units with proper tack
Mv(+3), DB(+1), End(50); For Hobbits, Elves and Dwarves; Can carry 250 Encum. units
Mv(+3), DB(+1), End(70); For drawing carts and wagons; Can carry 600 Encum. units
Mv(+5), DB(+2), End(60); For Humans and Elves; Can carry 400 Encum. units
Mv(+5), DB(+3), End(65); For Humans and Elves; Used to combat; Carries 450 Encum. units
Equipment necessary to ride or pack a horse or pony
One day; Stretch to two days if grazed for three hrs/day; A pony needs 3x normal water than PC
One day; Stretch to two days if grazed for three hrs/day; A horse needs 4x normal water than PC
Can carry up to 1500 Encum units, but movement is normal for a horse if not on a road.
Can carry up to 4000 Encum units, but movement is normal for a horse if not on a road.
Sturdy bench with required glassware, braziers, grinding and measuring equipment, etc.
13
Spell Use
- Mages have a Mana Pool of points equal to (5 x Magical Bonus) to power their spells. Once these are gone, the caster can opt
to spend Endurance points (i.e. take physical damage) to power additional spells.
- The number in brackets [ ] is the cost in Mana/Endurance points for the caster to use this spell.
- The caster must touch his target, unless otherwise noted.
- For spells that operate at range, the caster must be able to see the target (as well as be in range), unless noted.
- For non-instantaneous spells, the caster may choose to end the spells effects at any time before the spells duration expires.
- To determine if a spell is successfully cast, roll 2D6 + (Caster's Magical Bonus). A result of 6 or better and the spell succeeds.
A natural roll of 2 always fails (with a U result on caster); a natural 12 always works (and costs no Mana).
This can also be expressed as performing a Cast Spell(Magical) maneuver with a Difficulty Level of 6.
- Spells cast on the caster himself, or on a willing target, just need to succeed. Spells cast on an unwilling target, but which don't
cause direct damage, are resisted by the better of the target's Magical or Intelligence Bonus. Perform the same roll above, but
subtract the Targets applicable bonus. Roll 2D6 + (Caster's Magical Bonus - Target's Magical or Intelligence Bonus). A
result of 6 or better and the spell succeeds. A natural roll of 2 always fails, a natural 12 always succeeds, as above.
- Spells that cause direct damage will also require a Ranged Spell Attack(Missile OB) maneuver. Target's DB applies
normally, unless noted. Each direct damage spell lists a Ranged Spell Attack (RSA) bonus to be added to the roll, as well as a
bonus to AD. Roll 2D6 + (Casters Ranged Spell Attack Bonus + Spells RSA Bonus - Target's DB). A natural 2 or 12 is
handled the same as with any normal missile attack. Damage Taken = (Ranged Spell Attack Result + Spells AD).
Spell Lists
Sorcerer Spells
Analyze Item
[3] Cast on an item, it allows caster to know the special properties (if any) of the item. Caster must touch item. Item
resists with the Magical Bonus of the person who made it (GM will assign a number). One attempt/item/day.
If the caster sees some of the item's powers in action first, then detailed info can be obtained at a +3 to the
caster's Magical bonus. The success roll should be made secretly by the GM. A failure may give misinformation.
Concentration
[3] Gives a +2 bonus to the Perception of the target character for 10 minutes.
Firebolt
[5] Missile Attack [RSA = (+1), AD = (2 x Magical Bonus), Range 100']. Affects physical Undead, but does not
affect Spirits. This spell causes light, flammable materials to ignite (e.g. cloth, thin wood, parchment, dry grass
and leaves, lamp oil, etc.).
Ice Arrow
[6] Missile Attack [RSA = (+2), AD = (2 x Magical Bonus), Range 100']. AD = (Magical Bonus) vs. physical
Undead., but does not affect Spirits. AD = (3 x Magical Bonus) vs. creatures of a fiery nature.
Light
[3] Cast on an object, creates light equal to a moonlit night (-2 to Perception, instead of -4) for 2D6+3 hours.
Radius of 25'.
Lightning
[6] Defensive spell / Missile Attack [RSA = Magical Bonus, AD = Magical Bonus]. All within 5' (Melee range) of
caster are affected. If spell damage is more than of the target's original Endurance points, the target is
Stunned (cannot attack or move) for [Magical Bonus] rounds. Some foes (e.g. Undead) may be resistant to Stun.
Mage Lock
[5] Seals a door or gate and adds [Magical Bonus] to the difficulty level to break it down by force, for one hour.
Mage Shield
[4] On caster only, this spell doubles the caster's Magical Bonus for resisting hostile magic spells. This spell even
adds the caster's normal Magical Bonus to his Defensive Bonus vs. spells that make a Missile Attack. Lasts for
one day, or until one spell is successfully resisted/avoided.
Shield
[4] Defensive Spell. This will increase the Defensive Bonus (DB) of the target character by +2 for six rounds.
14
Healer Spells
Calm
[4] Target is any normal, living animal or humanoid being. If successful, the Calmed being will not attack the caster,
or those within 25' of caster, unless attacked itself. This will last as long as the caster is within sight of the target
and the target is not attacked. Spell range is 100'.
Charm Beast
[5] Cast on any normal animal (hostile or not), it will befriend the caster and can be sent to fight the caster's foes.
The animal will remain with the caster until involved in one fight, then it will leave peacefully. The caster may
only have one Charmed animal at a time. Range 50'.
Grace
[3] Increases the General and Subterfuge bonuses of the target character by +2 for five minutes.
Healing
[4+X] Spell heals 4+X points of Damage immediately, then allows the target to heal 6 points per hour as long as the
target is resting. Spell ends when the target is either fully healed or stops resting.
Rage
[4] This increases the target's Melee OB by +2, but adjusts his Defense Bonus by -1, for six rounds.
Shapeshift
[8] Caster assumes the shape of the totem animal of his clan/god/race/sect. Duration is 1D3+3 hours. When in
animal form, caster only has a +1 Intelligence above the norm for that animal and can only indicate yes/no
answers to simple questions. Friends of the caster are friends of the animal, foes of the caster are foes of the
animal. In animal form, caster may not cast spells or use weapons.
Sleep
[6] If target is unaware of any foes (including caster), then spell will cause target to fall soundly asleep for 2D6+3
minutes (unless awakened by a very loud noise, deliberate shaking and/or taking Damage). Spell range is 50'.
Speed
[6] Defensive Spell. The target character of this spell may perform two Actions per round for three rounds.
Steady Aim
Sustenance
[6] This has the same health effects on the target as having eaten a full day's rations and a full day's water.
Seer Spells
Blessing
[9] Target character gets +1 to his Defensive Bonus (DB) until a K result occurs against him. Then the spell
converts the result to a modified U result (just set Damage Taken = Endurance) and then ends. Caster cannot
Bless himself.
Bind
[16] Binds oaths and curses. Person stating oath/curse and one(s) targeted (if any) must all be within 50' of the caster
when spell is cast. Caster may be a party to the oath/curse. If a party to the oath/curse attempts to act contrary
to oath/curse, he will suffer one Damage point per hour until he is back in line or falls unconscious. Oath/curse
may not be structured as to immediately or directly damage or kill any party to it.
Ghostspear
[6] Missile attack [RSA = (+1), AD = (2 x Magical Bonus), Range 100'] that affects any (and only) Undead and
Spirits. Target gets no Defensive Bonus from armor or shield vs. this spell.
Intuition
[5] When confronted with two to five choices, and limited information, gives caster a feeling for which is the "best"
choice (based on simple criteria stated by caster). Momentary spell (on caster only), it just gives a single flash
of insight. The success roll should be secretly rolled by the GM.
Seek
[2] On caster only, this spell will give the direction to any one (possibly hidden) material, item, or person (within
300'). The caster must have a sample of the material, a similar item, or an object belonging to the person
(respectively). The spell only lasts a moment, then ends. Subtract from the die roll if the (material/item/object)
held by the caster is not an exact match for the target. The success roll should be secretly rolled by the GM.
Shadow Sight
[2] Allows caster (only) to see beyond this world and perceive the spirit world, invisible objects/beings, and the
auras of all beings. Perception for seeing in the physical world is at -2, though. Duration is 1D3+2 minutes. An
aura shows a being's health, emotional state, race and any special state (animal form, cursed, etc.). A separate
Magical skill roll (rolled secretly by the GM) determines how much the caster learns from an aura.
Spiritsafe
[4] Defensive Spell. On caster only, but all within 10' of caster take only normal Endurance drain from Ghosts,
Specters, Barrow-wights, Wraiths, etc. and resist Fear effects at +3. Duration is 1D3+1 hours.
15
Types of Mages
There are three main traditions of Mages: Sorcerers, Healers and Seers. Sorcerers are those that focus on bending elemental forces to
their will. Healers focus on manipulating the properties of living things. Seers focus on the realms of prophesy, insight and the
spiritual. Any character can learn any spell during play, but all begin the game with spells from only a single tradition.
Creating Potions
Characters can learn the various Alchemy Formulae necessary to turn any of the herbs listed in the Equipment section (p. 11) into
either Minor or Major potions. Turning herbs into potions requires a successful Alchemy(Magical) maneuver, one dose of the herb
and one dose of Mir-Melellen (to bind and amplify the effects of the base herb) to make one dose of potion. In general, a potion
multiplies the effect (points of healing/damage, or duration for Stat bonuses) of the base herb (3x for minor, 9x for major), but is
additionally (-1 for minor, -3 for major) more difficult to prepare than the base herb's Prep bonus (see p. 11). It takes an Alchemy Lab
and one full day to prepare a minor potion, or three days to prepare a major potion, though up to eight doses can be made in the same
batch (four potions = one Encum unit). Learning Alchemy Formulae can be done at Character Creation (by spending Skill Bonus
Points or assigning training marks, see p. 21) or through Character Advancement (50 XP per formula), see Advancement, p.25.
An Alchemy Lab is an assembly of glassware (flasks, vials, etc.), measuring equipment (scales, etc.), stoneware (mortar and pestle,
etc.), heat sources (candles, braziers, etc.), storage chests, timing equipment (hour glass, etc.) and more, all on one or more sturdy
benches set up in a place protected from the weather. The weight listed for a Lab (see Misc. Equipment, p. 12) can also be used for a
Lab that has been packed up for moving (you won't normally pack up the bench itself, but all the delicate equipment will need to be
packed in sturdy boxes with plenty of padding, so it works out to be about the same). It takes about 4 hours to get an Alchemy Lab
unpacked and ready to use once you have a suitable work area and furniture.
Detecting Magic
All characters with a Magical Bonus of +1 or higher have two chances of detecting a magical object, one when its first seen (at 10' or
less) and the other when its first touched. Also, magical beings may be detected when they first come within 50' and magic spells
may be detected at (100' x Mana Points spent) when they are cast. These detections are done through the Sense Magical Object/Being
(Magical) and the Sense Magic Spells(Magical) maneuvers (see the Sample Basic Maneuver table on p. 6). The GM should make
these rolls unless the characters are deliberately out looking for these things in a likely location.
16
Agility +2
Intelligence -1
Missile OB -1
General -1
Weight: 120 + (20 x Strength) +/-10%
Movement -2
Defense **
Subterfuge +0
Perception -1
Encumbrance: 30% x Weight
Endurance 40
Magical -3
Dwarf
Strength +1
Melee OB -1
Height: ~4.5'
Agility -1
Intelligence +0
Missile OB -3
General -1
Weight: 120 + (20 x Strength) +/-10%
Movement -1
Defense **
Subterfuge -3
Perception -2
Encumbrance: 35% x Weight
Endurance 50
Magical -3
Elf
Strength -1
Melee OB -2
Height: ~6'
Agility +1
Intelligence +0
Missile OB -1
General -2
Weight: 130 + (20 x Strength) +/-10%
Movement +0
Defense **
Subterfuge -1
Perception -1
Encumbrance: 25% x Weight
Endurance 35
Magical -1
Half-Elf
Strength +0
Melee OB -1
Height: ~6'
Agility +0
Intelligence +0
Missile OB -2
General -2
Weight: 130 + (20 x Strength) +/-10%
Movement +0
Defense **
Subterfuge -1
Perception -1
Encumbrance: 25% x Weight
Endurance 35
Magical -1
Human
Strength +1
Melee OB -1
Height: ~6'
Agility +0
Intelligence -1
Missile OB -2
General -1
Weight: 130 + (20 x Strength) +/-10%
Movement +0
Defense **
Subterfuge -2
Perception -2
Encumbrance: 25% x Weight
Endurance 45
Magical -2
Agility +1
Missile OB +2
Intelligence +1
General +0
Movement +1
Subterfuge +1
Encumbrance: -5%
Defense **
Perception +2
Endurance +0
Magical +0
Ranger
Strength +1
Melee OB +1
Agility +1
Missile OB +1
Intelligence +1
General +1
Movement +0
Defense **
Subterfuge +1
Perception +1
Encumbrance: +0%
Endurance +0
Magical +1
Rogue
Strength +0
Melee OB +1
Agility +1
Missile OB +1
Intelligence +1
General +1
Movement +0
Subterfuge +2
Encumbrance: -5%
Endurance -5
Magical +1
Warrior
Strength +1
Melee OB +2
Agility +1
Missile OB +1
Intelligence +0
General +1
Movement +1
Defense **
Subterfuge -1
Perception +0
Encumbrance: +0%
Endurance +10
Magical -1
Mage/Scholar
Strength +0
Melee OB -1
Agility +1
Missile OB +1
Intelligence +3
General +1
Movement +0
Subterfuge +1
Encumbrance: -5%
Endurance -5
Magical +3
Defense **
Perception +1
Defense **
Perception +2
** Defense is defined as the average of Agility and Movement (round up). Determine a Defense after adding a Profession to a Race.
17
Specialization: _______________________________
____________________________________________
Base Stats:
Stat + Skill +
Special
= Total
____________________________________________
____________________________________________
Strength
____________________________________________
____________________________________________
Agility
____________________________________________
Intelligence
Movement
____________________________________________
____________________________________________
Defense
____________________________________________
____________________________________________
Endurance
Skills:
Special
= Total
____________________________________________
Special Item: ________________________________
____________________________________________
Melee OB
____________________________________________
____________________________________________
Missile OB
____________________________________________
____________________________________________
General
____________________________________________
Subterfuge
Perception
____________________________________________
____________________________________________
Magical
Endur.
Damage Taken
[______|____________________]
Native Language
____________________________________________
Total XP
Spent
+ Earned
[_____________|X|X] [______________|__|__]
[______________|__|__]
[______________|__|__]
[______________|__|__]
18
Equipment:
Armor
DB
Subt
Encum Price
Type
Init
MeOB MiOB
AD
Range Notes
Encum Price
Miscellaneous:
Item
Notes
Encum Price
19
[____] Bows
[____] Climbing
[____] Knives
[____] Crossbow
[____] Riding
[____] Swords
[____] Sling
[____] Swimming
[____] Axe/Mace/Hammer
[____] Knives
[____] Jumping
[____] Spear/Polearm
[____] Axe/Hammer
[____] Cooking
[____] Spear
[____] Stalk/Hide
[____] Naturalism
[____] Tracking
[____] Persuasion
[____] Forgery
[____] Trickery
[____] Art/Music
[____] Navigation/Orienteering
Notes:
Only Read Runes/Script and Alchemy can be used if a Characters Magical Skill Group bonus is less than +1.
* Cast Spells can only be used if a Characters Magical Skill Group bonus is +1 or higher at Character Creation.
Price
2c
2c
6c
1s
3s
25c
8c
3s
5s
20g
6c
3s
4c
1s
5c
1s
____
____
____
____
Notes
Leathery leaves; also speeds healing by 2x for four hours
Feathery plumes
Triangular seeds; also neutralizes any animal venom
Thin petals; also speeds healing by 2x for eight hours
Small cones; * restores Mana Points instead of Endurance
Bitter berries; also speeds healing by 3x for eight hours
Fleshy leaves
Bright red berries; also neutralizes any plant poison
(aka Kingsfoil); also cures any disease (natural or magical)
Gold leaves; one leaf sets Damage = Endurance, even if dead (< one day)
Small bulb; when eaten, one prepared bulb equals a full day's rations
Bitter leaf; tea gives +1 Strength (plus Me OB & General) Bonus for two hours
Small seeds; tea gives +1 General bonus for 1D3 hours
Blue petals; tincture gives +2 Perception Bonus in darkness for four hours
Sap; on a sharp weapon it adds +10 Additional Damage to the attack (once/dose)
Root extract; ingested it causes an "Attack" of 2D6+2 (no DB) each of 2D3 hours
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
20
Spells Learned:
Sorcerer Spells [__]
[__] Analyze Item [3] Cast on item, allows caster to know the special properties (if any) of item. Caster must touch item. Item "resists" with the Magical
Bonus of the person who made it (GM will assign a number). One attempt/item/day. If caster sees some of the item's powers in
action first, then detailed info can be obtained at a +3 to caster's Magical bonus. The success roll should be made secretly by GM.
[__] Concentration [3] Gives a +2 bonus to the Perception of the target character for 10 minutes.
[__] Firebolt
[5] Missile Attack (RSA = [+1], AD = [2 x Magical Bonus], Range 100'). Affects physical Undead, but does not affect Spirits. This spell
causes light, flammable materials to ignite (e.g. cloth, thin wood, parchment, dry grass and leaves, lamp oil, etc.).
[6] Missile Attack (RSA = [+2], AD = [2 x Magical Bonus], Range 100'). AD = (Magical Bonus) vs. physical Undead, but does not affect
Spirits. AD = (3 x Magical Bonus) vs. creatures of a fiery nature.
[__] Light
[__] Lightning
[3] Cast on an object, creates light equal to a moonlit night (-2 to Perception, instead of -4) for 2D6+3 hours. Radius of 25'.
[5] Seals a door or gate and adds [Magical Bonus] to the difficulty level to break it down by force, for one hour.
[__] Shield
Healer Spells [__]
[__] Calm
[4] Defensive spell. This will increase the Defensive Bonus (DB) of the target character by +2 for six rounds.
[5] Cast on any normal animal (hostile or not), it will befriend caster and can be sent to fight caster's foes. The animal will remain with the
caster until involved in one fight, then it will leave peacefully. The caster may only have one Charmed animal at a time. Range 50'.
[__] Grace
[__] Healing
[3] Increases the General and Subterfuge bonuses of the target character by +2 for five minutes.
[__] Rage
[__] Shapeshift
[4] This increases the target's Melee OB by +2, but adjusts his Defense Bonus by -1, for six rounds.
[__] Sleep
[6] If target is unaware of any foes (including caster), then spell will cause target to fall soundly asleep for 2D6+3 minutes (unless
awakened by a very loud noise, deliberate shaking and/or taking Damage). Spell range is 50'.
[__] Speed
[__] Steady Aim
[__] Sustenance
Seer Spells [__]
[__] Blessing
[6] Defensive spell. The target character of this spell may perform two Actions per round for three rounds.
[__] Bind
[16] Binds oaths and curses. Person stating oath/curse and one(s) targeted (if any) must all be within 50' of caster when cast. If a party to
the oath/curse attempts to act contrary to oath/curse, he will suffer one Damage Point per hour until back in line or falls unconscious.
This damage will not heal until he is obeying oath/curse. Oath/curse may not be structured to directly damage/kill any party to it.
[__] Ghostspear
[6] Missile attack (RSA = [+1], AD = [2 x Magical Bonus], Range 100') that affects any (and only) Undead or Spirits. Target gets no
Defensive Bonus from armor or shield vs. this spell.
[__] Intuition
[5] When confronted with two to five choices, and limited information, gives caster a feeling for which is the "best" choice (based on
simple criteria stated by caster). Momentary spell (on caster only), gives a single flash of insight. The success roll is rolled by GM.
[__] Seek
[2] On caster only, this spell gives the direction to any one (possibly hidden) material, item, or person (within 300'). The caster must have
a sample of the material, a similar item, or an object belonging to the person (respectively). The spell only lasts a moment. Subtract
from the die roll if (material/item/object) held by caster is not an exact match for the target. The success roll to be rolled by GM.
[2] Allows caster (only) to see beyond this world and perceive the spirit world, invisible objects/beings, and auras of all beings. Perception
for seeing in the physical world is at -2, though. Duration is 1D3+2 minutes. An aura shows a being's health, emotional state, race
and special state (animal form, cursed, etc.). A separate Magical skill roll (rolled by GM) tells how much caster learns from an aura.
[__] Spiritsafe
[4] Defensive spell. On caster only, but all within 10' of caster take only normal Endurance drain from Ghosts, Specters, Barrow-wights,
Wraiths, etc. and resist Fear effects at +3. Duration is 1D3+1 hours.
[6] Defensive spell / Missile Attack (RSA = Magical Bonus, AD = Magical Bonus). All within 5' (Melee range) of caster are affected. If
spell damage is more than of the target's original Endurance points, the target is Stunned (cannot attack or move) for [Magical Bonus]
rounds. Some foes (e.g. Undead) may be resistant or immune to Stun.
[4] On caster only, this spell doubles the caster's Magical Bonus for resisting hostile magic spells and adds the caster's normal Magical
Bonus to his DB vs. spells that make a Missile Attack. Lasts for one day, or until one spell is successfully resisted/avoided.
[4] Target is any living animal or humanoid being. If successful, the Calmed being will not attack caster, or those within 25' of caster,
unless attacked itself. This will last as long as the caster is within sight of target and target is not attacked. Spell range is 100'.
[4+X] Spell heals 4+X points of Damage immediately, then allows the target to heal 6 points per hour as long as the target is resting.
Spell ends when the target is either fully healed or stops resting.
[8] Caster assumes the shape of the totem animal of his clan/god/race/sect. Duration is 1D3+3 hours. When in animal form, caster only
has a +1 Intelligence above the norm for that animal and can only indicate yes/no answers to simple questions. Friends of the caster
are friends of the animal, foes of the caster are foes of the animal. In animal form, caster may not cast spells or use weapons.
[9] Target character gets +1 to his Defensive Bonus until a "U" or "K" result occurs against him. Then the spell converts the result to just
damage (character goes to a maximum of Damage Taken = Endurance) and then ends. Caster cannot Bless himself.
[__]______________[__] ___________________________________________________________________________________
[__]______________[__] ___________________________________________________________________________________
[__]______________[__] ___________________________________________________________________________________
[__]______________[__] ___________________________________________________________________________________
21
Creating a Character
1. Record Stat Bonus points
Select a character Race and add a Profession from the lists supplied (see Player Character Races/Professions, p. 16), and fill in the
beginning stats in the Stat column of a blank Character Sheet. Make sure you determine a Defense value for your character.
22
Fill in your characters appearance attributes. The formula for determining your characters Weight and Encumbrance Limit are found
on the Player Character Types section (p. 16). Choose your starting languages from the Languages section (p. 24). Your Native
Language is always at Rank 2. For your Trade Languages, put an X in the number of boxes corresponding to the number of Ranks
you have learned in that language (one or two).
The PC race of Elves assumes the characters are Moriquendi (Nandor or Avari, see http://en.wikipedia.org/wiki/Elf_(Middle-earth) ).
Sindar and Noldor Elves would be far more powerful, and therefore unbalanced, compared to other PC races. Also, Half-Elves are
assumed to be the offspring of a Human and a Moriquendi Elf. All unions between Humans and either Noldor or Sindar Elves are well
documented (and very rare), so offspring from these unions would also not make appropriate PCs. Half-Elven PCs can either be played
as Humans with some Elvish characteristics or the reverse, depending on their background and upbringing.
23
Character Traits
Sample Specializations
Bard:
Blacksmith:
Enchanter:
Farmer:
Healer:
Hunter:
Merchant:
Scribe:
Soldier:
Tracker:
Note: Generally, you may choose to specialize in any one specific Maneuver for a +1 bonus, or in two for a conditional +1 in each.
+1 or +2 social, legal, military or professional rank; may grant you hospitality or aid, but also includes duties.
+2 Strength, +2 Me OB, -2 DB, will not Parry and U results become just damage; once/day for one combat.
Cannot stop fighting until all foes you can perceive are dead/unconscious, have surrendered or have fled.
Constitution:
Take normal damage from [heat], [cold], or [poison/venom/disease] (decide at character creation).
Dowsing:
Can feel the direction to a well-described item or person within (Perception x 300') range.
Eidetic Memory: +3 Intelligence when performing a roll to remember critical information, instructions or formulae.
Lost Heir:
Unknown, hidden, taken or escaped heir to some position of power (and responsibility).
Luck:
Once per game session, you may have any one adverse die roll, by or against you, re-rolled. Must take 2nd roll.
Night Vision:
+2 Perception and Me/Mi OB whenever not in daylight; -1 Perception and Me/Mi OB in daylight.
Reputation:
+1/-1 or +2/-2 with allies/enemies; may receive hospitality/hostility if recognized or revealed.
Second Sight:
See spirits (ghosts, etc.) as if they were living beings; spirits will often recognize you have this ability.
Sense Evil:
You can feel if any being that reveres Morgoth or Sauron is within (Perception x 50').
Sense of Direction: Always knows where North is and gets +2 Navigation/Orienteering(Perception) when above ground.
Some of the Negative Character Traits are more prevalent in particular races. This is indicated by the race name in [brackets]
below, but most are seen among all races to one degree or another.
Cowardly:
You shun combat. You are at -2 Me/Mi OB to the first attack you make vs. each opponent in any encounter.
Cursed:
As per the Bind spell, you must (or must not) do something important or you start taking damage.
Distracted:
You do not notice things around you. You have a -3 Perception Bonus to Passive Perception rolls, i.e. rolls the
GM may have you make to see if you notice something you are not actively searching for.
Enemies:
You have a group, or powerful individual, (run by the GM) that is actively looking to do you harm.
Gambler:
You take risks. Besides gambling at the local tavern, you take risks in combat (hoping for larger shares of the
loot). You may have certain individuals or groups (run by the GM) after you to collect on old debts.
Greedy:
[Dwarves] You are always after the largest stake of the treasure. When buying goods, you always try to haggle.
In combat, you always go after the wealthiest looking enemy. You are always the first to loot the room.
Impulsive:
[Beornings] You are brash and headstrong, and prefer action over words. If your party lingers too long (coming
up with a sound plan of action, etc.), you will lose your patience and jump into action. They may perform a
Contest of Skills, Persuasion(Perception) at a (-4) penalty vs. your Intelligence, to persuade you differently.
Jealous:
[Half-Elves] You react poorly to anyone who seems smarter or more popular than you. You will resist any plan
presented by a rival, and will hate it if someone else steals your limelight.
Lame:
Permanent disability to one or both legs; -1 to Movement, and -10 to Endurance for long distance traveling.
Nave:
[Hobbits] You are at -1 to Detect Lies(Perception). If you fail the check, you must act as if being told the truth. If
friends try to persuade you differently, they must perform a Contest of Skills, Persuasion(Perception) vs. that
of the other party (or else at -4 against your Intelligence), to get you to believe them.
Night Blind:
[not Elves] -2 Perception, Melee OB and Missile OB when not in daylight.
Oath-bound:
You have vowed to do (or not do) something and you take it very seriously. Some examples: use no edged
weapons; never sleep indoors; own no more than your horse can carry; never refuse a request for aid; etc.
Proud:
[Elves] You must be Lawful. You always act in a haughty fashion. You always avenge an insult. You always
engage in a fair fight, and never take advantage of an opponent.
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Phobias:
Unnatural fear of some object, creature or situation; -1 Intelligence (and corresponding -1 Perception and -1
Magical Skill Bonuses) and -1 Agility (with -1 Missile OB and -1 Subterfuge) when confronted.
Samples:
- Manaphobia:
[Humans, Hobbits] Fear of Magic. Suffer Phobia penalties while in the presence of a hostile Mage or an
opponent wielding a powerful magic item.
- Spectrophobia: [Dwarves] Fear of Spirits. Suffer Phobia penalties while in the presence of ghosts or other spectral Undead.
- Speleophobia: [Elves] Fear of Caves. Suffer Phobia penalties while underground (natural or worked).
Stubborn:
Truthful:
Unlucky:
Weak Willed:
Weakness:
[Dwarves] You always want your own way. Others may have to perform a Contest of Skills, Persuasion
(Perception) at a (-4) penalty vs. your Intelligence, for you to go along with reasonable plans, if not yours.
You are at -1 to Trickery(Subterfuge). You hate to tell a lie (or are just bad at it). To tell a lie (including lying by
omission), you must make a Trickery(Subterfuge) maneuver vs. your opponent's Detect Lies(Perception).
Once per game session, the GM may surprise you with bad luck (make you miss a vital die roll, the enemy may
show up at the worst possible time, etc.). If anything bad happens to the group, it happens at least to you.
You are easily persuaded, bullied, tempted, frightened, coerced, etc. You have a -2 to your Intelligence when
resisting another's Persuasion(Perception) maneuver, or any Fear effect.
Take 2x normal damage from [heat], [cold], or [poison/venom/disease] (decide at character creation).
Gender Traits
Physical differences in player characters are also based on their gender. In general, females are 8% shorter and 20% lighter than males
of the same race and ethnic group. You can extend this to say, everything else being equal, that females will have a -1 Strength (plus
Melee OB and General), but a +1 Agility (plus Missile OB and Subterfuge) compared to their male counterparts. Encumbrance limit is
affected by both the reduced character weight and by reduced Strength, but Defense may be improved due to increased Agility.
Languages
There are two ranks to each language. The first affords only a basic speaking knowledge of that language. The second is equivalent to
being able to speak the language fluently. Characters who are trained in the Read Runes/Script(Magical) maneuver also become
literate in a language, if a written form exists, as they reach rank 2 in that language. Use an Intelligence roll to understand normal
written works. Only use a roll against Magical when trying to understand arcane texts or magical runes. Carved runes use a form called
Cirth, while script is written in a form called Tengwar.
At Character Creation, each character receives one Native language for free at skill rank 2. A character may buy one or two ranks in
various other Trade languages, but a player character's Native language is always at rank 2. Additional language ranks can be acquired
by spending Skill points (2 ranks per Skill point) at Character Creation (p. 21), spending Maneuver marks (one per rank, p.22) or by
spending 50 experience points per rank as part of Character Advancement (p. 25) during play.
In the time frame of a role-playing game, no character will be able to learn a new language well enough to be considered a native
speaker. A true native speaker will always be allowed a Perception roll to detect if a fluent speaker (Rank 2) tries to pass himself off
as a native speaker by using Trickery(Subterfuge). Only two characters speaking the same language at rank 2 require no Intelligence
rolls (adjusted by complexity of concepts) to see if they understand each other. A character can only learn a language from someone
else who knows it, and then only to the rank that the teacher knows.
As most games of MEAG take place between TA 2790 and TA 3018, we will begin with this as our standard for which languages are
heard and learned most often. The Humans of Eriador (west of the Misty Mountains) and Gondor generally speak Westron as their
native tongue. Dunlendings and the Hillmen of Rhudar speak their own dialects of Dunael, but a few will also speak Westron. The
Humans of Rhovanian (east of the Misty Mountains) speak one of five dialects of Northron, but most learn some Westron for trading.
The Humans of Rohan speak Rohirric and Westron. Human Mages will also learn Quenya (language of the Noldor) and/or Adunaic
(language of Numenor) as their language of Magic (for books and scrolls). Magic can be learned without these languages, but must
then be done through personal tutoring. The Hobbits of the Shire are fairly insular and speak their own dialect of Westron, but those
of Bree will usually pick up some other languages, too. The Dwarves have their own native tongue (Khuzdul) but since they do not
teach this to any other people, they will all learn (at least) Westron for trading purposes. Due to their frequent battles with the Orcs,
Dwarves often learn a bit of Orcish to gain information. The Elves of Eriador and those of Lorien generally speak Sindarin as their
native tongue. The Elves of Rhovanian generally speak Nandorin as their native tongue, but most will learn some Sindarin. Elves that
come in contact with the Noldor and/or who practice magic will also learn Quenya. If an Elf travels much, he will pick up Human
languages as he goes (esp. Westron). Elves often learn some Orcish due to their frequent clashes with the Orcs.
Orc tribes each speak their own dialect of Orcish, but can communicate with each other either by dropping down to a trade (basic)
form of Orcish or using crude Westron. Trolls will usually speak a simplistic form of the local Orcish dialect and/or Westron. Only a
few of the servants of Sauron (usually Nazgul, Black Mages, Uruk-hai leaders or Olog-hai Trolls) will speak true Black Speech,
though some words of it find their way into the various Orcish dialects.
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Advancement
MEAG is a non-leveled gaming system. You do not gain new skills or increase attributes by going up a level. Instead, you spend your
earned Experience Points (XP) to buy new skills and attributes. Here are the available Character Advancements and their cost in XP:
XP Spent
Buys this:
50 points:
75 points:
100 points:
150 points:
300 points:
- A +1 bonus to a Base Stat (Strength, Agility or Intelligence) and any Skill Groups related to it
- A one-point increase in:
- Strength also increases Melee OB and General bonuses by one point.
- Agility also increases Missile OB and Subterfuge bonuses by one point (may affect Defense bonus).
- Intelligence also increases Perception and Magical bonuses by one point.
Notes: - A character must find a suitable scroll, book, or teacher and receive the appropriate training before actually spending the XP
on advancement.
- Skill Groups are easier to improve at Character Creation than with Experience Points. When improving a Skill Group (even
one that received a -2 bonus at Character Creation) with Experience Points, 100 XP buys a straight +1 bonus and no
more; i.e. a -2 becomes a -1, a -1 becomes a +0, a +0 becomes a +1, and so on.
- Since a character's Defensive Bonus is the average of Agility and Movement (round up), refigure DB after making any
changes to either.
(GM guidance: XP should be awarded evenly between the party members for handling encounters or accomplishing missions/quests.
This is to encourage them to act cooperatively as to their strengths, and not competitively. Bonus XP may be awarded to a particular
character for extraordinary performance (great ideas, great role-play, etc.) but this should be relatively rare. Here is a rough guideline
to use in determining how many XP to award to each character: 10-15 XP per simple Random Encounter. 50 XP for hitting a major
milestone. 100 XP or so when the party completes a mission/quest/scenario.)
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27
28
Alternate Setting
SO WHERE AND WHEN DO YOU SET YOUR LOTR ADVENTURE GAME CAMPAIGN?
Okay, boys and girls, this is Steve Hess in full rant mode. I love Middle Earth, I love Tolkiens vision of reality, especially his
Dwarves; hell, Im on the waiting list for a large-sized post office box at Erebor. Gimme that ten thousand year history; gimme the
overly-technical language of The Silmarillion and the English-countryside homespun simplicity of The Hobbit. Ill take it all in
heaping portions. My own role-playing experience with Middle Earth is extensive, starting with home-grown AD&D stuff circa 1981,
switching to MERP and Rolemaster by 1986. My collection of MERP adventures is, I believe, complete, as is my collection of
Tolkien writings. I reread the trilogy once per year, every September, with touches on the other works in between. Ive seen Movie #1
with my wife nine times, and plan to see it again as soon as the Two Towers trailer gets attached to it.
So where do I set my Middle Earth campaigns?
THIRD AGE 2790, THANK YOU VERY MUCH!!! And here's why:
I. T.A. 2790 allows for maximum player identification with the world they know from the books.
Every realm present in LotR, T.A. 3018, is present in 2790 in almost exactly the same configuration, and 2790 is virtually identical to
the world of The Hobbit. Smaug has occupied the Lonely Mountain for 20 years; the Necromancer rules from Dol Guldur; Gondor
and Rohan are recovering from the Long Winter invasions of 2758-59, but are similar in frontier and strength to their War of the Ring
counterparts; The Shire is a thriving community. Equally as important, the empty places of LotR are the empty places of 2790. Only
ghosts parade down the ruined streets of Fornost Erain, called Deadmans Dike by the ignorant; Angmar is a wasteland, home to
wolves and scavengers; Osgiliath is a shattered wreck; the Anduin Vales are home only to scattered Beorning settlements.
The major differences between 2790 and 3018?
1- Mordor is not formally occupied by the Dark Lord Sauron, and Mount Doom is quiescent. Orc-tribes and groups of Trolls most
certainly infest the lower reaches of every ruined keep and citadel, and one or more Nazgul coordinate Saurons efforts across the area.
2- Tharbad, old capital of Cardolan, is not yet deserted. Sacked centuries before by the armies of the Witch-king of Angmar, it has
become a free-town of traders and thieves only a fraction of its former size.
3- Dol Guldur is at the height of its power, with Sauron (barely disguised as the Necromancer) in residence and in full control.
Southern Mirkwood, and all the realms and wastes around it, are enormously dangerous, perhaps just as dangerous as the lower Anduin
was with all the servants of Sauron searching for the Ring-bearer in early 3019
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I know what youre saying. Youre saying, Steve, you forgot something. What about the Dwarves?
YeahI know. What about the Dwarves is the BIG question here, folks. What about the Dwarves is the CENTRAL, HUGE
HONKIN QUESTION. See, I love em, as I said earlier. I love em, their whole tragic history, their attitude problems, and especially
their capacity for slaying Morgoths creatures on an ongoing basis.
Determining the leadership of Durins Folk in Third Age 2790 is a difficult matter. You see, sometime early in the year, King Thror,
who had escaped from the sack of Erebor by Smaug with his son and grandson 20 years before, wandered away from Dunland and
ended up as food for crows outside the East-gate of Moria with the name of his murderer branded on his forehead: AZOG. When Nar,
his only companion, brought the news back to Thrors son, Thrain, he brooded for a week and then declared genocidal war against the
Orcs of the Misty Mountains.
30
- Scholarly studies into the arcane knowledge of this world and the next
Unarmed Combat
Knives
Swords
Axe/Mace/Hammer
Spear/Polearm
Staff (w/ automatic parry)
Parry (w/ trained weapons)
Dual Attack (w/ trained wpns)
Bows
Crossbow
Sling
Knives
Axe/Hammer
Spear
Pitch (stones, grapnels, etc.)
Ranged Spell Attack
Climbing
Riding
Swimming
Jumping
Cooking
First Aid/Herbal Healing
Trades/Crafts
Stalk/Hide
Pick Locks
Pick Pockets
Disarm/Set Traps
Forgery
Trickery
Art/Music
Spot Traps/Hidden
Naturalism
Tracking
Persuasion
Detect Lies
Weather Sense
Navigation/Orienteering
Read Runes/Script
Cast Spells
Sense Magic Objects/Beings
Sense Magic Spells
Alchemy
Enchantment
all aspects of brawling without weapons (punch, kick, tackle, wrestle, grapple, bite, etc.)
use small bladed weapons for stabbing, slashing and cutting
use long bladed weapons for thrusting and slashing
use top-heavy weapons that are usually swung for impact or chopping damage
use long-hafted weapons, usually for thrusting attacks
use a wooden pole to both strike opponents and block their attacks
special training to use a hand weapon to block an opponent's attacks effectively
special training to use two weapons to attack at once effectively
use various types of strung bows, drawn by hand, to shoot arrows with accuracy
use a bow, mounted on a stock and released by a catch, to shoot bolts with accuracy
use a leather or cloth sling, swung over the head, to hurl stones or pellets with accuracy
throw small bladed weapons with accuracy
throw top-heavy weapons with accuracy
throw balanced long-hafted weapons with accuracy
throw rounded palm-sized objects, or lob larger objects, with accuracy
training in how to accurately direct missile attack spells at a target
scaling surfaces and objects either with or without equipment
packing, using, caring for and controlling various mounts
training in how to avoid drowning and travel to an objective when in water
training to maximize height and distance, and also in landing to minimize injury from a fall
training in proper use of cooking equipment and supplies to preserve and prepare food
training in how to stop bleeding, set bones, dress wounds and use herbs to aid healing
training in occupation(s) by which a character can earn a living
moving or taking cover in a way to minimize anyone else noticing the character
training on how to open locks without the key, without destroying the lock
lifting objects from, or placing objects in, someone else's possession without their knowledge
training in how to build, set, avoid, trip and unset various traps for both animals and people
training in creating authentic-looking, but false, versions of official documents to simple notes
using lying, acting, disguise, misdirection, mimicry, etc. to fool someone
using showmanship, as well as actual skill and talent, to create a pleasing artistic expression
noticing and recognizing subtle clues to reveal things deliberately hidden
knowledge gained by observing how plants, animals and their environment interact
following, and gaining information from, traces left by animals and people
using voice, expression, body language, etc. to guide the actions and attitudes of others
observing voice, expression, body language, etc. to gauge the truthfulness of others
using observation and experience to predict the weather over the next several hours
using the sky, water, landmarks, topology, growth of plants and travels of animals to find your way
literacy in both the common and formal written systems (if any) used by the languages you know
talent and training in ways to bend the magical energy within and around you to your will
perceive the magical energies in nearby enchanted items and beings
perceive the nearby use of magical energy to change the environment
knowledge of the innate magical properties of plants and how to concentrate them into potions
knowledge of how to imbue physical objects with structured magical energy