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0
12). This means that rst a D
0
S roll should
be made. As long as the highest possible result of
the roll comes up on the die (for example 9 on a
D
0
10 roll), an additional D
0
S roll should be made.
When a non-highest result comes up, the results of
all the rolls are added together for the nal, total res-
ult of the exploding roll. A notation in the form
of N(D
0
S) means that N exploding rolls should be
made and then added together.
1.2.3 Other Special Rolls
3
(2012-11-28)
There are a small number of special cases where
there is no die that ts the roll that is needed. Some-
times you will be asked to roll a D2 or D3. In these
cases, you must roll another die and interpret the
result.
To roll a D2, roll any die and if the number
shown is odd then you rolled a 1. If the number
1
Copied from https://en.wikipedia.org/wiki/Dice_notation and adapted
3
Copied from Dark Dungeons (http://www.gratisgames.webspace.virginmedia.com/darkdungeons.html) and adapted
1.3. CHARACTERS IN THE GAME 1-5
shown is even then you rolled a 2.
To roll a D3, roll a normal D6 and halve the
result (rounding up). The same halving method can
be used with a D10 in order to roll a D5.
1.3 Characters in the Game
1.3.1 Attributes
All Characters in the game, including the Players
Characters (Player Character will be abbreviated
PC from now on), but also Non-Player Characters
(NPCs), basically consist of 10 Attribute Values (AVs)
that usually range between 3 and 18 and describe
the Characters. The greater the value, in general the
better, except in Size where it can sometimes be use-
ful for a Character to have a small value. The Attrib-
utes (abbreviated As) are:
Agility (abbreviated AGI)
Charisma (CHA)
Hardiness (HRD)
Hearing (HRG)
Psyche (PSY)
Sense of Smell (SML)
Sight (SGT)
Size (SIZ)
Strength (STR)
Wit (WIT)
The Attributes HRG, SGT and SML are called Senses.
These differ from the others in that they do not dir-
ectly affect any of the Characters Skills, and that
you never make any Rolls when they are used.
Sometimes the Attribute Values or rather the
effect of them may increase or decrease tempor-
arily, due to the effects of Spells or if your PC gets
tired, for example. Each of the Attributes are ex-
plained below.
1.3.1.1 Agility (AGI)
AGI stands for Agility and is an important Attrib-
ute for several Professions. AGI determines many
things, among others speed, accuracy, mobility,
body control, agility and the ability of precision
work. Your PCs AGI is often used when he/she
is trying to dodge a falling boulder or an attack-
ing wolf, and in cases where you must determine
who will get to move rst rst in combat. Shortly
it can be said that a Character with a small AGI AV
is quite bulky, immobile and uncoordinated, while a
Character with a great AGI AV is fast, smooth, light-
footed and dexterous. If at any time a Characters
AGI Value becomes 0 or less, he/she becomes lame.
c Ted Nasmith
Dreary as had been his imprisonment and un-
pleasant as was his position (to say nothing of
the poor dwarves underneath him) still, [Bilbo]
had been more lucky than he had guessed.
The Hobbit, A Warm Welcome
1.3.1.2 Charisma (CHA)
CHA implies such things as your PCs personal
charm, charisma and to some extent appearance. If
your PCs CHA AV is great, the chance that he/
she can persuade people to do what he/she want is
great and it is likely that he/she will be graciously
met by strangers. However, if your PCs CHA AV is
small he/she will seemboring to other people and it
can be difcult for he/she to negotiate with or con-
vince others.
Usually characters have normal hair, and this
presents no CSM to CHA. If a Character has
rumpled hair, which he/she got after combat or
other physical activity, he/she receives a CSM of 2
to CHA; if a Character has ne, combed hair he/she
receives a +2 CSM instead. CS can improved tem-
porarily by using a comb/hairbrush and/or mirror,
see section 6.2 Tables of Goods and Items, p. 6-2.
1-6 1.3. CHARACTERS IN THE GAME
c Ted Nasmith
. . . Aragorn had been singing a part of the Lay of L uthien which tells of the meeting of L uthien and Beren
in the forest of Neldoreth. And behold! there L uthien walked before his eyes in Rivendell, clad in a mantle
of silver and blue, fair as the twilight in Elven-home; her dark hair strayed in a sudden wind, and her brows
were bound with gems like stars.
For a moment Aragorn gazed in silence, but fearing that she would pass away and never be seen again, he
called to her crying, Tin uviel, Tin uviel! even as Beren had done in the Elder Days long ago.
The Lord of the Rings, Appendix A Annals of the Kings and Rulers, The N umen orean Kings
1.3.1.3 Hardiness (HRD)
HRD is the measure of your PCs health, stamina,
resistance to poison, diseases and weathering, and
the ability to heal from wounds. Like STR, HRD is
an important Attribute for PCs who are Soldiers. If
at any time a Characters HRD Value becomes 0 or
less, he/she dies.
When HRD is used directly by a Character (see
section 2.5 Attribute Rolls, p. 2-6), the concept Effect
Value is used, see section 2.6 Effect Value, p. 2-7.
1.3. CHARACTERS IN THE GAME 1-7
c Ted Nasmith
. . . Fingon could not release the hell-wrought bond upon [Maedhross] wrist, nor sever it, nor draw it from
the stone. Again therefore in his pain Maedhros begged that he would slay him; but Fingon cut off his hand
above the wrist, and Thorondor bore them back to Mithrim.
There Maedhros in time was healed; for the re of life was hot within him, and his strength was of the
ancient world, such as those possessed who were nurtured in Valinor. His body recovered from his torment
and became hale . . .
The Silmarillion, Of the Return of the Noldor
1-8 1.3. CHARACTERS IN THE GAME
1.3.1.4 Hearing (HRG)
HRG and is a measure of how good a Characters
sense of hearing is. HRG is one of the Attributes
called Senses, and therefore no Attribute Roll is
made when it is to be determined whether a Char-
acter can physically hear a sound or not; the PV is
determined simply by calculating CS 11, and in
order to successfully hear a sound, the Characters
PV must be 0 or greater (if PV is exactly 0 the Char-
acter will barely be able to hear the sound), and thus
CS must be 11 or greater.
Below are examples of different sounds and con-
ditions and the CSMs associated with them. Mul-
tiple CSMs can be applied for a given situation.
Obstacles CSM
Log wall 7
Stone wall/oor 10
Wooden door 3
Distance to Sound Source, yds CSM
02 +8
36 +4
711 0
1219 3
2049 10
5079 20
80149 30
150274 45
275449 60
450649 80
650999 100
10002199 150
22003249 200
Sound Source CS Modier
Body hitting the ground +8
Bow twanging +8
Door opening +8
Explosion +40
Footsteps (sound source is wearing shoes) +8
Footsteps running (sound source is wearing shoes) +10
Glass shattering +12
Horse galloping +12
Host marching +12
Minor battle +16
Punch +10
Rain +2 (drizzle) +8 (downpour)
Sneeze +10
Snoring +8
Sound source wearing metal armour +2
Speech +2 (whispering) +8 (talk) +16 (screaming)
Other Factors CSM
The Character causing the sound is using the Skill Sneaking [the sneakers PV] 17
Echo +2
Headwind from the direction of the sound source 2
Tailwind in the direction of the sound source +2
1.3. CHARACTERS IN THE GAME 1-9
If the sound may imply any specic information for
the Character, he/she must also make a successful
Perception Roll in order to understand the meaning
of the sound (see section 8.15 Perception, p. 8-26).
If at any time a Characters HRG Value becomes
0 or less, he/she becomes deaf. It is not possible to
get Experience Points for HRG.
c Ted Nasmith
Well, thief! I smell you and I feel your air. I hear your breath. Come along! Help yourself again, there is
plenty and to spare!
Smaug, The Hobbit, Inside Information
1.3.1.5 Psyche (PSY)
PSY stands for Psyche and covers quite many
things; willpower, magic power, self-discipline, per-
sistence, intuition and resistance to magic. PSY is an
important Attribute for all kinds of Characters. If
at any time a Characters PSY Value becomes 0 or
less, he/she loses all his/her mental strength, and
becomes unsuitable for further role-playing.
When PSY is used directly by a Character (see
section 2.5 Attribute Rolls, p. 2-6), the concept Effect
Value is used, see section 2.6 Effect Value, p. 2-7.
1-10 1.3. CHARACTERS IN THE GAME
c Ted Nasmith
There were Nine Riders at the waters edge below, and Frodos spirit quailed before the threat of their
uplifted faces. He knew of nothing that would prevent them from crossing as easily as he had done; and he
felt that it was useless to try to escape over the long uncertain path from the Ford to the edge of Rivendell, if
once the Riders crossed. In any case he felt that he was commanded urgently to halt. Hatred again stirred in
him, but he had no longer the strength to refuse. . . .
With a great effort Frodo sat upright and brandished his sword.
Go back! he cried. Go back to the Land of Mordor, and follow me no more! His voice sounded thin and
shrill in his own ears. The Riders halted, but Frodo had not the power of Bombadil. His enemies laughed at
him with a harsh and chilling laughter. Come back! Come back! they called. To Mordor we will take you!
Go back! he whispered. . . .
By Elbereth and L uthien the Fair, said Frodo with a last effort, lifting up his sword, you shall have neither
the Ring nor me!
Then the leader, who was now half across the Ford, stood up menacing in his stirrups, and raised up his
hand. Frodo was stricken dumb. He felt his tongue cleave to his mouth, and his heart labouring. His sword
broke and fell out of his shaking hand.
The Lord of the Rings, Flight to the Ford
1.3.1.6 Sense of Smell (SML)
SML is the measure of how sensitive a Charac-
ters sense of smell is. SML is one of the Attrib-
utes called Senses, and therefore no Attribute Roll
is made when determining whether a Character can
physically sense a smell or not; the PV is determ-
ined simply by calculating CS 11, and in order
to successfully sense the smell, the Characters PV
must be 0 or greater (if PV is exactly 0 the Charac-
ter will barely be able to sense the smell), and thus
CS must be 11 or greater. Below are CSMs (see sec-
tion 2.1 Chance of Success, p. 2-1) for SML:
The Age of the Smell
1
CSM
Up to half an hour 0
For each additional hour up to 12 hrs 1
The Character must make a successful Perception
Roll (see section 8.15 Perception, p. 8-26) in order to
perceive and understand smells he/she is sensing.
If at any time a Characters SML Value becomes 0 or
less, he/she loses his/her sense of smell completely.
It is not possible to receive Experience Points for
SML.
1
If the source of the smell has been removed.
1.3. CHARACTERS IN THE GAME 1-11
1.3.1.7 Sight (SGT) (2013-06-09)
SGT is a measure of how sharp the eyesight of a
Character is, and the ability to identify an object,
and details on it, far away.
SGT is one of the Attributes called Senses, and
therefore no Attribute Roll is made when the GM
wants to check whether a Character can see a par-
ticular object, or how much of it. SGT is affected by
Darkness Modiers, see subsubsection 2.1.1.1 Dark-
ness Modiers, p. 2-2.
The table below gives three alternatives for what
value the GM may be interested to nd out, and
the resp. formulas for calculating them, where Area
is the (smallest) area (of a unit of measurement of
the GMs own choice) from the Characters view-
point of the individual object(s) that can or are to be
seen, Information Level is the degree of detail and
information about the object(s) that can or are to be
discerned (this is described further below), and Dis-
tance, also of a unit of measurement of the GMs
own choice, is the greatest or current distance at
which the object(s) can or are to be seen.
To determine Formula
The minimum Area of visible
objects
Area = (
Distance
(705
CS/10
+18CS)Information Level
)
2
The Information Level of a visible
object
Information Level =
Distance
(705
CS/10
+18CS)
Area
Greatest Distance at which a cer-
tain object is visible
Distance = (70 5
CS/10
+18 CS)
0
20 D
0
20)%
after taking into account the Environment and
Availability.
If is specied as Weight in the tables, the
Weight is negligible at least as long as it only con-
cerns one (1) copy of the items in question. If the
number is, say, 100, the GM must use his/her com-
mon sense.
A litre of water weighs 2.2 lbs.
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6.2.2 Armour
6.2.2.1 Armour for the Arms
6.2.2.2 Armour for the Arms and Trunk (2012-10-25)
6.2.2.3 Armour for the Head
6.2.2.4 Armour for the Legs
6.2.2.5 Armour for the Trunk
6.2.3 Clothing (2012-12-25)
Price/ Weight Availability Production Worn around/
Garment Value (lbs) Description 1 2 Time Properties in/on/over
Buckle, brass 25 cd all 13 days Fits all SIZ Values
Buckle, copper 3 cd all 13 days Fits all SIZ Values
Buckle, gold 6 gpcs all 37 days Fits all SIZ Values
Buckle, iron 2 cf all 13 days Fits all SIZ Values
Buckle, silver 2 spcs all 37 days Fits all SIZ Values
Cloak, hooded &
fur-lined
1 sd 50 cd 8.0 all 3 days
Cloak, hooded &
woolen
60 cd 4.0 all 1 day
Cloak, hooded
leather
25 cd 0.9 kg all 1 day
Cloak, fur-lined 1 sd 25 cd 7.0 all 3 days
Cloak, leather 20 cd 0.7 kg all 1 day
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Price/ Weight Availability Production Worn around/
Garment Value (lbs) Description 1 2 Time Properties in/on/over
Cloak, woolen 50 cd 3.0 all 1 day
Coat, heavy linen 1 sd 3.3 all 2 days Can gain up to
20% moisture
without feeling
damp, resists dirt
and stains
Arms + Trunk
Coif, linen 30 cd 0.5 all 1 day Can gain up to
20% moisture
without feeling
damp, resists dirt
and stains
Head
Coif, woolen 15 cd 0.5 all 1 day Head
Girdle, leather 50 cd 2.0 all 2 days Waist
Glove, doeskin 50 cd 0.1 towns 2 days Hand
Glove, fur-lined 10 cd 0.2 all 1 day Hand
Glove, leather 5 cd 0.2 all 1 day Hand
Hood, woolen 15 cd 1.0 all 1 day
Patten 15 cd 1.0 Wooden over-
shoe
all 1 day Foot
Pouch, large belt 1 cd all 1 day Fits all SIZV,
holds up to
1,000 coins
Belt
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Price/ Weight Availability Production Worn around/
Garment Value (lbs) Description 1 2 Time Properties in/on/over
Pouch, small belt 2 cf all 1 day Fits all SIZV,
holds up to
500 coins
Belt
Shoe, ne leather 50 cd 0.5 all 1 day Foot
Shoe, normal 15 cd 0.5 all 12 hrs Foot
6.2.3.1 Clothing for Men (2012-12-25)
Price/ Weight Availability Production Worn around/
Garment Value (kg) Description 1 2 Time Properties in/on/over
Apron, cloth 4 cd 0.5 all 2 days
Apron, leather 40 cd 1.1 all 3 days
Baldric 8 cd 0.7 Belt worn over the
shoulder
all 3 days Fits all SIZ Values,
provides better
support for a
scabbard
Shoulder
Belt, fur 30 cd 0.5 all 12 hrs Fits all SIZ Values Waist
Belt, leather 5 cd 0.2 all 1 day Fits all SIZ Values Waist
Belt, leather
sword-
7 cd 0.5 all 2 days Fits all SIZ Values Waist
Boot, doeskin-
lined
1 sd 0.5 towns 37 days Foot
Boot, leather &
steel
2 sd 1.1 towns 12 weeks Wearing a pair
gives CSM +1 to
Travelling
Foot
Boot, leather
riding
60 cd 0.7 towns 37 days See Riding Foot
Boot, soft leather 1 sd 0.5 towns 37 days Foot
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Price/ Weight Availability Production Worn around/
Garment Value (kg) Description 1 2 Time Properties in/on/over
Boot, workmans
leather
25 cd 0.9 all 23 days Foot
Braies, linen 20 cd 0.2 Underpants for
use with hose
all 1 days Can gain up to
20% moisture
without feeling
damp, resist dirt
and stains
Breeches, linen 25 cd 0.4 Knee-length pants all Northern Middle-
earth
1 day Can gain up to
20% moisture
without feeling
damp, resist dirt
and stains
Breeches, velvet ? 0.4 Knee-length pants ? Northern Middle-
earth
?
Breeches, woolen 30 cd 0.5 Knee-length pants all Northern Middle-
earth
1 day
Hat, leather 30 cd 0.1 all 1 day Head
Hose, linen 25 cd 0.2 all 1 day Can gain up to
20% moisture
without feeling
damp, resists dirt
and stains
Leg
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Price/ Weight Availability Production Worn around/
Garment Value (kg) Description 1 2 Time Properties in/on/over
Hose, woolen 5 cd 0.3 all 1 day Leg
Shirt, linen 30 cd 0.5 all 2 days Can gain up to
20% moisture
without feeling
damp, resists dirt
and stains
Shirt, woolen 15 cd 0.6 all 2 days
Slipper, leather 8 cd 0.2 towns 1 day Foot
Surcoat 50 cd 1.8 all 1 day
Tabard 35 cd 0.9 all 1 day
Trousers, linen ? 0.5 all 2 days Can gain up to
20% moisture
without feeling
damp, resist dirt
and stains
Trousers, woolen ? 0.6 all 2 days
Tunic, linen 35 cd 0.7 all 1 day Can gain up to
20% moisture
without feeling
damp, resists dirt
and stains
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Price/ Weight Availability Production Worn around/
Garment Value (kg) Description 1 2 Time Properties in/on/over
Tunic, woolen 20 cd 0.9 all 1 day
Vest, linen 20 cd 0.4 all 1 day Can gain up to
20% moisture
without feeling
damp, resists dirt
and stains
6.2.3.2 Clothing for Women (2012-12-25)
Price/ Weight Availability Production Worn around/
Garment Value (lbs) Description 1 2 Time Properties in/on/over
Caul 40 cd 0.5 Netted cap all 1 day
Dress, coarse 50 cd 2.0 all 2 days
Dress, exotic 3 sd 50 cd+ 2.0 cities 6 days+
Dress, ne 1 sd 75 cd 2.0 all 4 days
Dress, kirtle 75 cd 1.5 all 2 days
Dress, normal 1 sd 2.0 all 2 days
Garters, leather 5 cd 0.5 all 1 day
Headwraps, linen 60 cd 2.0 all 1 day Can gain up to
20% moisture
without feeling
damp, resist dirt
and stains
Shift, linen 70 cd 1.0 towns 2 days Can gain up to
20% moisture
without feeling
damp, resists dirt
and stains
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Price/ Weight Availability Production Worn around/
Garment Value (lbs) Description 1 2 Time Properties in/on/over
Shift, woolen 50 cd 1.5 towns 2 days
Stockings, linen 25 cd 0.5 all 1 day Can gain up to
20% moisture
without feeling
damp, resist dirt
and stains
Stockings, woolen 5 cd 0.5 all 1 day
Wimple 20 cd 1.0 towns 12 days
6.2.4 Containers
Price/ Weight Volume/ Availability Production
Container Value (kg) Dimensions 1 2 Time
Amphora 10 cd 15 50 l towns 1 day
Barrel, large 1 spc 60 400 l towns 3 days
Barrel, medium 2 sd 25 200 l all 3 days
Barrel, small 1 sd 15 100 l all 2 days
Barrel, tiny 60 cd 4.5 50 l all 1.5 days
Bucket, large canvas 1 sd 50 cd 0.5 20 l all 1 day
Bucket, large leather 25 cd 1 20 l all 1 day
Bucket, large wooden 1 cd 2 cf 1.8 20 l all 1 day
Bucket, small canvas 50 cd 0.2 4 l all 1 day
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Price/ Weight Volume/ Availability Production
Container Value (kg) Dimensions 1 2 Time
Bucket, small leather 2 cd 2 cf 0.5 4 l all 1 day
Bucket, small wooden 1 cd 1.4 4 l all 1 day
Chest, large wood & iron 3 sd 20 0.6 m 0.6 m 0.9 m towns 2 weeks
Chest, large wood & leather 1 sd 50 cd 15 0.6 m 0.6 m 0.9 m towns 10 days
Chest, medium wood & iron 2 sd 15 0.5 m 0.5 m 0.6 m towns 10 days
Chest, medium wood & leather 1 sd 9 0.5 m 0.5 m 0.6 m towns 1 week
Chest, small wood & iron 1 sd 50 cd 11 0.3 m 0.3 m 0.6 m towns 1 week
Chest, small wood & leather 50 cd 7 0.3 m 0.3 m 0.6 m towns 35 days
Crock, pottery 2 cd 1.8 20 l all 12 hrs
Jar, large glass 2 sd 0.9 4 l towns 6 hrs
Jar, large pottery 1 cd 0.9 4 l all 12 hrs
Jar, medium glass 40 cd 0.2 1 l towns 6 hrs
Jar, medium pottery 1 cf 0.2 1 l all 12 hrs
Jar, small glass 20 cd 0.5 l towns 6 hrs
Jar, small pottery 1 cf 0.5 l all 12 hrs
6.2.5 Cooking and eating
Price/ Weight Availability Production
Item Value (kg) Volume 1 2 Time
Bowl, large wooden 2 cf 0.5 1 l all 1 day
Bowl, small wooden 1 cf 0.2 0.5 l all 1 day
Horn, drinking 2 cd 0.5 l all 2 days
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6.2.6 Food
6.2.6.1 Field rations
Price/ Weight Availability Production
Field ration Value (kg) Volume Description 1 2 Time Properties
Beef, jerked 2 cd 1 rural 1 day
Beef, salted 20 cd 1 towns 2 days
Beef, smoked 8 cd 1 rural 5 days
Bread, black 1 cf 1 Simple rye
bread with
long keeping
time
all 2 hrs
Bread, d un-
adan
10 cd rural D unadan
dwellings,
III 2050
? Can be eaten
while Riding
and Travel-
ling. Provides
nourishment
for 12 hrs of
hard work,
and causes
the Weariness
Modier to
increase by 10.
Bread, lem-
bas/coimas-
Cannot be purchased rural Elven dwell-
ings
? Can be eaten
while Riding
and Travel-
ling. Provides
nourishment
for 24 hrs of
hard work,
and causes
the Weariness
Modier to
increase by 20.
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Price/ Weight Availability Production
Field ration Value (kg) Volume Description 1 2 Time Properties
Butter, salted 15 cd 1 rural 1 hr
Cake of Beorn ? ? Twice-baked,
contains
honey, is good
to eat
rural Beorns place ? Can be eaten
while Riding
and Travel-
ling. Keeps
good a long
time, one can
march far on
a little of it.
Makes one
thirsty. ?
Cordial, d un-
adan
1 sd ? 1 phial rural D unadan
dwellings,
III 2050
? 1 sip (2 sips
0.1 kg) causes
the Weariness
Modier to
increase by 10.
Fish, various
dried
1 cd 1 towns Near water? 35 days
Fish, various
salted
2 cd 1 towns Near water? 2 days
Hardtack
[Cram?]
? 1 all 2 hrs
Miruvor Cannot be purchased ? 1 ask rural Rivendell ? 1 sip (2 sips
0.1 kg) causes
the Weariness
Modier to
increase by 20.
Pork, salted 15 cd 1 towns 2 days
Pork, smoked 8 cd 1 rural 5 days
Salmon,
smoked
3 cd 2 cf 1 towns Near water? 3 days
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6.2.6.2 Fish
Price/ Weight Availability Production
Fish Value (kg) 1 2 Time
Carp 2 cf 1 towns 1 hr
Clams/crabs 1 cd 1 towns 1 hr
Eel 2 cf 1 towns 1 hr
Fresh river 2 cf 1 rural 1 hr
Herring, pickled 2 cf 1 towns 1 hr
Herring, salted 1 cd 1 towns 1 hr
Pike 2 cf 1 towns 1 hr
Shrimp 1 cd 1 towns 1 hr
6.2.6.3 Flour
Availability
Flour Price/Value Weight (kg) 1 2 Production Time
Flour, barley 5 cd 15 all 1 day
Flour, oat 5 cd 15 all 1 day
Flour, rye 4 cd 15 all 1 day
Flour, wheat 7 cd 2 cf 15 all 1 day
6
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1
4
6
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2
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F
G
O
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D
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A
N
D
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M
S
6.2.6.4 Herbs, spices and avourings
Herb/Spice/Flavouring Price/Value Weight (lb) Availability 1 Availability 2 Production Time
Cloves 2 sd 0.5 rural 2 hrs
Garlic 50 cd 0.5 rural 2 hrs
Honey 5 gpcs 1 rural 1 day
Mint 30 cd 0.5 rural 2 hrs
Mustard seed 50 cd 0.5 rural 2 hrs
Nutmeg 2 sd 0.5 rural 2 hrs
Parsley 10 cd 0.5 rural 2 hrs
Pepper 10 gpcs 0.5 towns 2 days
Rosemary 3 sd 0.5 rural 2 days
Saffron 3 gpcs 0.5 rural 2 days
Sage 10 gpcs 0.5 rural 2 days
Salt 25 cd 1 towns 1 hr
Sugar 2 sd 50 cd 1 cities 1 day
Thyme 7 cd 0.5 rural 2 hrs
6.2.6.5 Vegetables
Price/ Weight Availability Production
Vegetable Value (kg) Volume 1 2 Time
Beans, dried 1 cd ? 35 l rural 3 days
Beans, fresh 1 cd 2 cf ? 35 l rural 1 hr
Beets 2 cd ? 35 l rural 1 hr
6
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2
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T
A
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O
F
G
O
O
D
S
A
N
D
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T
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M
S
6
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1
5
Price/ Weight Availability Production
Vegetable Value (kg) Volume 1 2 Time
Cabbage 1 cd 2 cf ? 35 l rural 1 hr
Carrots 1 cd 2 cf ? 35 l rural 1 hr
Leeks 1 cd 2 cf ? 35 l rural 1 hr
Lentils 1 cd ? 35 l rural 1 hr
Lettuce 2 cd ? 35 l rural 1 hr
Onions 1 cd ? 35 l rural 1 hr
Parsnips 1 cd 2 cf ? 35 l rural 1 hr
Peas, fresh 1 cd ? 35 l rural 1 hr
Radishes 1 cd 2 cf ? 35 l rural 1 hr
Root, angelica 2 cd 2 cf ? 35 l rural 1 hr
Turnips 2 cd ? 35 l rural 1 hr
6.2.7 Locks and Lockpicks
6.2.8 Outdoor Survival
Price Weight Volume/ Availability Production
Item Value (kg) Dimensions 1 2 Time Properties
Backpack, large canvas 50 cd 0.9 115 l all 1 day
Backpack, large leather 35 cd 1.4 100 l all 1 day
Backpack, medium
canvas
35 cd 0.5 55 l all 1 day
6
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1
6
6
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2
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L
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S
O
F
G
O
O
D
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A
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D
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T
E
M
S
Price Weight Volume/ Availability Production
Item Value (kg) Dimensions 1 2 Time Properties
Backpack, medium
leather
20 cd 0.7 55 l all 1 day
Backpack, small canvas 25 cd 0.3 30 l all 1 day
Backpack, small leather 10 cd 0.5 30 l all 1 day
Blanket, heavy 15 cd 2.7 all 1 day
Blanket, light 5 cd 1.1 all 1 day
Bow, re-starting 25 cd 0.5 all 1 day
Box, tinder- 1 cd 2 cf 0.9 towns 2 hrs Can only be used to-
gether with Flint & steel,
+5 CSM to Firelighting
Camp bed, cloth &
wood
2 spcs 7 0.9 m 1.8 m all 1 day
Camp bed, leather &
wood
1 gpc 11 0.9 m 1.8 m all 1 day
Candle, tallow 1 cf all 1 day Gives Darkness Mod.
+2, burns for 2 hrs
Candle, wax 50 cd towns 1 day Gives Darkness Mod.
+3, burns for 4 hrs
Canteen, small 1 cd 2 cf 0.6 0.5 l rural 1 day
Canteen, medium 2 cd 2 cf 1.1 1 l rural 1 day
Canteen, large 5 cd 2.3 2 l rural 1 day
Fishhook & line 1 cf ? 15 m rural 1 day
Flint & steel 50 cd 0.1 + 0.1 towns 1 day +5 CSM to Firelighting
Furs, heavy sleeping 40 cd+ 7 all 10 days
Furs, light sleeping 25 cd+ 4.5 3.7 m 3.7 m all 1 week
6
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2
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F
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O
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D
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6
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1
7
Price Weight Volume/ Availability Production
Item Value (kg) Dimensions 1 2 Time Properties
Hammock, canvas 1 gpc 0.9 1.2 m 2.4 m all 1 day
Hammock, leather 30 cd 2.7 1.2 m 2.4 m all 23 days
Lamp 25 cd 0.5 0.5 l towns 1 day Requires oil, gives Dark-
ness Mod. +10
Lantern 60 cd 1 1 l towns 1 day Requires oil, gives Dark-
ness Mod. +20
Net, large shing 1 spc 5 3.7 m 3.7 m all 5 days
Net, small shing 2 sd 50 cd 2 1.8 m 1.8 m all 3 days
Oil, lamp 5 cd 0.2 0.5 l towns 2 days
Pavillion 3 gpcs 70 4.9 m 6.1 m 2.7 m towns 30 days
Sack, large 25 cd 0.1 140 l all 1 day
Sack, small 15 cd 0.1 85 l all 1 day
Skin, large water- 35 cd 0.8 20 l rural 2 days
Skin, small water- 15 cd 0.4 4 l rural 2 days
Tent, large canvas 1 gpc 2 spcs 40 4.3 m 5.2 m 1.8 m all 3 weeks For 8 persons
Tent, large leather 3 spcs 90 4.3 m 5.2 m 1.8 m all 3 weeks For 8 persons
Tent, medium canvas 3 spcs 25 2.4 m 3 m 1.5 m all 2 weeks For 4 persons
Tent, medium leather 2 spcs 50 2.4 m 3 m 1.5 m all 2 weeks For 4 persons
Tent, small canvas 1 spc 2 sd 20 1.5 m 1.8 m 1.2 m all 10 days For 2 persons
Tent, small leather 3 sd 50 cd 25 1.5 m 1.8 m 1.2 m all 10 days For 2 persons
6
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1
8
6
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2
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O
F
G
O
O
D
S
A
N
D
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T
E
M
S
Price Weight Volume/ Availability Production
Item Value (kg) Dimensions 1 2 Time Properties
Torch 1 cd 0.5 all 5 mins Gives Darkness Mod.
+10, illumination radius
5 m, burns for 2 hrs
Trap, sh 15 cd 0.5 all 2 hrs
6.2.9 Tools & Machines
Tool/ Price/ Weight Availability Production
Machine Value (kg) Volume 1 2 Time Properties
Forge 1 gpc 450 towns 15 days
Forge, portable 3 spcs 150 towns 7 days Disadvantage compared to
Forge
Rope, hawser 15 cd / 15 m 15 / 15 m towns 7 days
Rope, heavy 5 cd / 15 m 7 / 15 m towns 4 days
Rope, light 2 cd / 15 m 2.5 / 15 m towns 3 days
Rope, standard 3 cd / 15 m 3.5 / 15 m towns 3 days
6
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2
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F
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6
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1
9
6.2.10 Weapons
6.2.10.1 Close Quarters Combat Weapons
Availability STR CS Requirement DCQCM OCQCM DM STD
CQC
Weapon
Price/
Value
Weight
(kg)
Descrip-
tion
1 2
Produc-
tion Time
Carried
in/over
Bringing
Forth,
CSM
Weapon
Skill
Single-
handed
Two-
handed
Throwing,
CSM
Axe,
battle
1 spc 1.5 all Not Dr u-
adan
dwell-
ings and
Forochel
1 day Sword-
belt
+2 Axes 12 7 +6 +11 +31 38 6
Axe,
hand
1 sd 1.0 all Not Dr u-
adan
dwell-
ings and
Forochel
1 day Sword-
belt
+6 Axes 8 5 +5 +9 +23 37 4
Axe,
great
battle
1 spc
2 sd
2.5 all Not Dr u-
adan
dwell-
ings and
Forochel
2 days Shoulder +6 Axes 23 11 +8 +22 +33 38 10
Club,
great
wooden
? 1.9 all ?, can
be made
with
Wood-
carving
CS 4
Shoulder +10 Clubs 17 8 +6 +15 +15 39 8
Club,
great
wooden
with
spikes
? 2.0 all Not Dr u-
adan
dwell-
ings and
Forochel
?, can
be made
with
Wood-
carving
and Car-
pentry
CS 4
Shoulder +10 Clubs 17 8 +6 +16 +17 39 8
Club,
wooden
? 0.8 all ?, can
be made
with
Wood-
carving
CS 4
Sword-
belt
+6 Clubs 6 4 +5 +8 +10 38 3
6
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2
0
6
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2
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T
A
B
L
E
S
O
F
G
O
O
D
S
A
N
D
I
T
E
M
S
Availability STR CS Requirement DCQCM OCQCM DM STD
CQC
Weapon
Price/
Value
Weight
(kg)
Descrip-
tion
1 2
Produc-
tion Time
Carried
in/over
Bringing
Forth,
CSM
Weapon
Skill
Single-
handed
Two-
handed
Throwing,
CSM
Club,
wooden
with
spikes
? 0.9 all Not Dr u-
adan
dwell-
ings and
Forochel
?, can
be made
with
Wood-
carving
and Car-
pentry
CS 4
Sword-
belt
+6 Clubs 6 4 +5 +9 +12 38 3
Dagger 1 sd
50 cd
0.4 all Not Dr u-
adan
dwell-
ings and
Forochel
1 day Dagger
sheath
0 Knives 3 2 +6 +6 +13 40 2
Dagger,
stone
blade
? ? all Dr uadan
dwell-
ings,
Forochel
1 day Dagger
sheath
0 Knives 3 2 +6 +6 +? ? 2
Eket 3 sd
50 cd
0.7 N ume-
n orean
short-
sword
towns N ume-
n orean
dwellings
2 days Eket
scabbard
2 Swords 6 4 +7 +8 +20 42 4
Falchion 3 sd 1.3 towns Not Dr u-
adan
dwell-
ings and
Forochel
3 days Falchion
scabbard
8 Swords 11 7 +8 +8 +22 43 6
Hammer,
war-
2 spcs 1.5 towns Mordor 2 days Sword-
belt
+2 Clubs 12 7 +6 +12 +32 39 6
Knife 1 sd 0.3 all Not Dr u-
adan
dwell-
ings and
Forochel
1 day Knife
sheath
+2 Knives 2 1 +4 +4 +10 37 2
Knife,
stone
blade
? ? all Dr uadan
dwell-
ings,
Forochel
1 day Knife
sheath
+2 Knives 2 1 +4 +4 +? ? 2
Mace 2 sd 1.7 towns Mordor 2 days Sword-
belt
0 Clubs 13 7 +5 +12 +32 40 6
Mace
with
morning
star
3 sd 1.8 towns Mordor 2 days Sword-
belt
0 Clubs 13 7 +5 +12 +33 40 6
6
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2
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B
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O
F
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O
O
D
S
A
N
D
I
T
E
M
S
6
-
2
1
Availability STR CS Requirement DCQCM OCQCM DM STD
CQC
Weapon
Price/
Value
Weight
(kg)
Descrip-
tion
1 2
Produc-
tion Time
Carried
in/over
Bringing
Forth,
CSM
Weapon
Skill
Single-
handed
Two-
handed
Throwing,
CSM
Mace
with
stone
head
? ? towns Dr uadan
dwell-
ings,
Forochel
2 days Sword-
belt
0 Clubs 13 7 +5 +12 +? ? 6
Mattock,
war
2 spcs 3.0 towns Dwarven
dwellings
2 days Shoulder +2 Clubs 28 14 +8 +20 +33 38 12
Pike 2 spcs 3.0 towns Isengard
at the end
of III
23 days Shoulder +2 Spears 30 14 +24 +10 +26 37 6
Scimitar ? 0.7 towns Harad,
orc dwell-
ings
3 days Scimitar
scabbard
4 Swords 6 4 +8 +7 +18 42 6
Spear,
boar
1 sd
25 cd
1.8 all Not Dr u-
adan
dwell-
ings and
Forochel
1 day Shoulder +12 Spears 18 9 +21 +10 +26 40 3
Spear,
boar with
stone
head
? ? all Dr uadan
dwell-
ings,
Forochel
1 day Shoulder +12 Spears 18 9 +21 +10 +? ? 3
Spear,
boar with
wooden
head
? ? all Dr uadan
dwellings
1 day Shoulder +12 Spears 18 9 +21 +10 +? ? 3
Spear,
long
1 sd
20 cd
2.0 all Not Dr u-
adan
dwell-
ings and
Forochel
1 day Shoulder +10 Spears 20 10 +22 +10 +25 36 3
Spear,
short
1 sd 1.5 all Not Dr u-
adan
dwell-
ings and
Forochel
1 day Shoulder +14 Spears 15 7 +19 +9 +24 36 2
Staff,
quarter-
2 cd
2 cf
0.8 all 13 days Hand Quarter-
staff
12 6 +9 +9 +14 37 4
6
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2
2
6
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2
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L
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O
F
G
O
O
D
S
A
N
D
I
T
E
M
S
Availability STR CS Requirement DCQCM OCQCM DM STD
CQC
Weapon
Price/
Value
Weight
(kg)
Descrip-
tion
1 2
Produc-
tion Time
Carried
in/over
Bringing
Forth,
CSM
Weapon
Skill
Single-
handed
Two-
handed
Throwing,
CSM
Sword 1 spc 1.2 towns Not Dr u-
adan
dwell-
ings and
Forochel
34 days Sword
scabbard
8 Swords 10 6 +9 +9 +23 43 5
Sword,
short-
3 sd
50 cd
0.7 towns Not Dr u-
adan
dwell-
ings and
Forochel
2 days Short-
sword
scabbard
4 Swords 6 4 +8 +8 +19 42 3
6.2.10.2 Projectile Weapons
6.2.10.3 Shields
Availability STR CS Requirement DCQCM OCQCM DM STD
Shield
Price/
Value
Weight
(kg)
1 2
Pro-
duction
Time
Proper-
ties
Carried
in/on
Bringing
Forth,
CSM
Weapon
Skill
Single-
handed
Two-
handed
Throwing,
CSM
Buckler 1 sd
50 cd
0.5 towns 1 day Does not
protect
against
Ranged
Weapons,
can parry
them
Baldric/
Swordbelt
+10 Shields 3 2 +7 +2 +8 35 4
Buckler,
bronze
1 sd
30 cd
0.5 towns 1 day Does not
protect
against
Ranged
Weapons,
can parry
them
Baldric/
Swordbelt
+10 Shields 3 2 +7 +2 ? ? 4
Shield,
great
round
3 sd 2.5 towns 8 days Protects
against
Ranged
Weapons,
can parry
them
Back with
guige
over
shoulder
16 Shields 13 7 +16 +1 +9 34 15
6
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2
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A
B
L
E
S
O
F
G
O
O
D
S
A
N
D
I
T
E
M
S
6
-
2
3
Availability STR CS Requirement DCQCM OCQCM DM STD
Shield
Price/
Value
Weight
(kg)
1 2
Pro-
duction
Time
Proper-
ties
Carried
in/on
Bringing
Forth,
CSM
Weapon
Skill
Single-
handed
Two-
handed
Throwing,
CSM
Shield,
kite
3 sd 1.5 towns 5 days Protects
against
Ranged
Weapons,
can parry
them
Back with
guige
over
shoulder
20 Shields 7 5 +13 +1 +9 35 10
Shield,
round
2 sd 1 towns 3 days Protects
against
Ranged
Weapons,
can parry
them
Back with
guige
over
shoulder
4 Shields 5 3 +10 +1 +9 32 6
6.2.10.4 Throwing Weapons
Availability STR CS Requirement DCQCM OCQCM DM STD
Throwing
Weapon
Price/
Value
Weight
(kg)
Descrip-
tion
1 2
Pro-
duction
Time
Carried
over
Bringing
Forth,
CSM
Weapon
Skill
Single-
handed
Two-
handed
Throwing,
CSM
Javelin 1 sd
50 cd
1 all Not Dr uadan
dwellings and
Forochel
1 day Shoulder +16 Spears
1
10 5 +15 +8 +21 34 0
Javelin with
stone head
? ? all Dr uadan
dwellings,
Forochel
1 day Shoulder +16 Spears
1
10 5 +15 +8 ? ? 0
Javelin with
wooden head
? ? all Dr uadan
dwellings
1 day Shoulder +16 Spears
1
10 5 +15 +8 ? ? 0
1
Only in CQC. When Thrown, the Skill Throwing is used.
6-24 6.2. TABLES OF GOODS AND ITEMS
7-1
Chapter 7
Calendars/Random Date Generator
By rolling D366 and looking up in the table below,
the GM and the Players can determine a random
Date when they need one. The date can for example
be the Start Date of an Adventure or a PCs Birthday.
The table can also be used as an all-in-one-calendar
for the various calendars used in ancient days. The
dates are different for different People.
Kings Reckoning
D366 Asta
1
1 yestar e
2 31 Narwain Narviny e [Die roll result] 1
32 61 Nnui N enim e [Die roll result] 31
62 91 Gwaeron S ulim e [Die roll result] 61
92 121 Gwirith Vress e [Die roll result] 91
122 151 Lothron L otess e [Die roll result] 121
152 182 N orui N ari e [Die roll result] 151
183 lo end e (in leap years: ender)
2
184 ender (only in leap years)
2
185 215 Cerveth Cermi e [Die roll result] 184
216 245 Urui Urim e [Die roll result] 215
246 275 Ivanneth Yavanni e [Die roll result] 245
276 305 Narbeleth Narqueli e [Die roll result] 275
306 335 Hithui Hsim e [Die roll result] 305
336 365 Girithron Ringar e [Die roll result] 335
366 yestar e
1
Month
2
The year that would have been the last in a century is always a normal year, not a leap year. In such years there are no
enderi instead of lo end e.
7-2
8-1
Chapter 8
Skills
All Skills in the game are listed in the table below,
along with the resp. Attribute they are based on.
The table also shows which Professions may raise
the Value of which Skill in the PC Creation a bullet
() means that the Profession in question may raise
the Value of the Skill in question (for Skill Groups:
the Values of any number of Skills in the Group,
except for the Skill Groups Craft Skills, Musical In-
strument Skills, Language Skills and Weapon Skills,
where the Values of only a given number of Skills
may be raised).
Skill A
t
t
r
i
b
u
t
e
M
i
n
s
t
r
e
l
M
e
s
s
e
n
g
e
r
M
i
n
e
r
C
r
a
f
t
s
m
a
n
/
C
r
a
f
t
s
w
o
m
a
n
T
r
a
d
e
r
L
o
r
e
m
a
s
t
e
r
/
W
i
s
e
-
w
o
m
a
n
M
a
r
i
n
e
r
R
u
f
a
n
S
o
l
d
i
e
r
G
a
r
d
e
n
e
r
R
a
n
g
e
r
Acrobatics AGI
Acting CHA
Administration and Law WIT
Alchemy WIT
Animal Healing Skills WIT
Animal Training Skills WIT
Astrology WIT
Authorship WIT
Beekeeping WIT
Botany WIT
Bribery CHA
Burglary AGI
Camouage WIT
Cave Orienteering WIT
Chess and Board Games WIT
Climbing AGI
8-2
Skill A
t
t
r
i
b
u
t
e
M
i
n
s
t
r
e
l
M
e
s
s
e
n
g
e
r
M
i
n
e
r
C
r
a
f
t
s
m
a
n
/
C
r
a
f
t
s
w
o
m
a
n
T
r
a
d
e
r
L
o
r
e
m
a
s
t
e
r
/
W
i
s
e
-
w
o
m
a
n
M
a
r
i
n
e
r
R
u
f
a
n
S
o
l
d
i
e
r
G
a
r
d
e
n
e
r
R
a
n
g
e
r
Cooking WIT
Craft Skills varies 2
1
4 1
2
1
3
1
4
Cultural Knowledge Skills special/WIT
Dancing AGI
5
6
Disguise WIT
Dodging AGI
Drawing and Painting AGI
Drug Lore WIT
Farming WIT
Firelighting AGI
First Aid WIT
Fishing WIT
Forestry WIT
Forgery WIT
Gambling Games WIT
Gardening WIT
Geography Skills WIT
Geology WIT
Healing WIT
Heraldry WIT
Herb-lore WIT
Hiding AGI
7
7
7
History WIT
Hypnosis PSY
Interrogation PSY
Jesting CHA
1
Only Earth-working and Stone-working
2
Only Ship & Boat Building
3
Only Armoursmithying, Leatherworking and Weaponsmithying
4
Only Carpentry, Farriery (only D unedain), Leatherworking, Textile Craft and Woodcarving
5
Only Nobility and Upper Class
6
Only Nobility
7
Only Hobbits
8-3
Skill A
t
t
r
i
b
u
t
e
M
i
n
s
t
r
e
l
M
e
s
s
e
n
g
e
r
M
i
n
e
r
C
r
a
f
t
s
m
a
n
/
C
r
a
f
t
s
w
o
m
a
n
T
r
a
d
e
r
L
o
r
e
m
a
s
t
e
r
/
W
i
s
e
-
w
o
m
a
n
M
a
r
i
n
e
r
R
u
f
a
n
S
o
l
d
i
e
r
G
a
r
d
e
n
e
r
R
a
n
g
e
r
Knotting AGI
Language Skills WIT 2 3 1 3 5 2 1 1
Leaping AGI
Lip-reading WIT
Local Knowledge Skills special/WIT
Lying CHA
Massage AGI
Maths WIT
Military Tactics WIT
1
1
1
1
Mining STR
Musical Instrument Skills AGI 4 1
Navigation WIT
Orienteering WIT
Perception WIT
Persuasion PSY
Pickpocketing AGI
Poison Lore WIT
Riddling WIT
Riding AGI
2
Scenting WIT
3
3
Sea-craft WIT
Shadowing WIT
Short-distance Running AGI
Singing CHA
Sneaking AGI
Swimming AGI
Tactics WIT
Throwing AGI
4
4
1
Only Nobility
2
Only D unedain
3
Only Dr uedain
4
Only if Values of Weapon Skills may be raised. Throwing is counted as a Weapon Skill.
8-4
Skill A
t
t
r
i
b
u
t
e
M
i
n
s
t
r
e
l
M
e
s
s
e
n
g
e
r
M
i
n
e
r
C
r
a
f
t
s
m
a
n
/
C
r
a
f
t
s
w
o
m
a
n
T
r
a
d
e
r
L
o
r
e
m
a
s
t
e
r
/
W
i
s
e
-
w
o
m
a
n
M
a
r
i
n
e
r
R
u
f
a
n
S
o
l
d
i
e
r
G
a
r
d
e
n
e
r
R
a
n
g
e
r
Tracking WIT
Trade CHA
Trapping AGI
Travelling HRD
Unarmed Combat STR
Underworld Lore Skills WIT
Voice-throwing PSY
Weapon Skills AGI 2
1
1
2
1
2
1
3
2
4
2
4
4 3
4
Weather Lore WIT
Wilderness Survival WIT
Writing System Skills WIT 2 2 1 2 2 1 1 1
Zoology Skills WIT
5
(2012-12-27)
Below follows descriptions of all Skills in the game
and how they work, Each of the descriptions are
laid down using the same pattern and contains
everything specic that you need to know about
each Skill. Every category is not always mentioned
for every Skill, because not every category applies
always to every Skill.
Attribute: The Attribute that the Skill in question is
based on.
Equipment Needed: The equipment or tools that
are absolutely necessary in order to use the
Skill.
Equipment Preferable: The equipment or tools
that are preferable to use when using the Skill;
they usually imply a positive CSM. CSMs that
should be applied if the equipment is missing
are given within parentheses.
Professions: The Professions that are allowed to
raise the Value of the Skill in the Character
Creation. For some Skills, such as Language
Skills, a number given within parentheses de-
notes the number of Skills in the group of
which Values the PC is allowed to raise.
Skill Roll: If the Rolls for the Skill should only be
made by the GM and kept Hidden from the
Players, and not made openly by the Players,
it is is mentioned here.
An explanation of how the Skill works and how
you should use it in various situations then follows,
along with CSMs to be used in certain situations.
1
Of which 1 Knives
2
Only Dwarves
3
Dwarves: any; other Peoples: only Knives
4
Of which 1 Knives
5
Only Insects
8.1. BURGLARY 8-5
8.1 Burglary
Attribute: AGI
Equipment Needed: Any item that can be used to
break through physical barriers /pick locks
Equipment Preferable: Lockpick (to pick locks)
Professions: Rufan
Skill Roll: Hidden
The ability to break through physical barriers and
to analyze and pick locks by using equipment. The
Skill may also be used to appraise the complexity
of a lock, and, together with the Skill Trapping, to
check whether it is trapped.
When a Character uses the Skill to appraise the
complexity of the lock, if PVis less than 0 but greater
than 15, the Character does not gain any informa-
tion about the complexity. If PV is 15 or less, the
Character appraises the complexity wrong; if the
complexity is great, he/she thinks it is small, and
vice versa.
Whenever a Character is going to use the Skill to
try to pick a lock, both the lock and the item used to
pick it causes certain CSMs for the Character. Sev-
eral different sorts of locks and lockpicks, each of
which is associated with its own CSM that it causes
for the Character, are listed in subsection 6.2.7 Locks
and Lockpicks, p. 6-15. If the Character is going to
use any item other than a lockpick, the GM decices
whether it is possible at all to use the item for the
purpose, and if so, chooses a suitable CSM of 10
or less that it causes for the Character.
Normally it takes about 3 minutes to pick a
lock, if picked successfully, but the Character may
use more or less time than normal, see subsec-
tion 2.1.2 Time Chance of Success Modier, p. 2-5.
If the Character fails in picking the lock in a cer-
tain period of time (using a certain Time CSM), he/
she may try again a longer period of time, using a
greater Time CSM (except if PV is 15 or less, then
the lock has been damaged and cannot be picked or
open with a key anymore until it has been repaired)
then no new Skill Roll is made; the result of the
same die roll is used. The Character may try again
until he/she has tried picking the lock the period of
the time that grants the greatest Time CSM (around
18 minutes and +15, respectively). If he/she hasnt
succeded in picking the lock by then, he/she will
absolutely not be able to do it until the following
day at the earliest (then a new Skill Roll is made).
The GM may tell the Player if the Character is espe-
cially close to succeeding in picking the lock after an
attempt.
8.2 Climbing
Attribute: AGI
Professions: Miner, Ranger, Rufan
Characters use this Skill to climb up or down walls,
trees, cliffs, or any other surface.
A Skill Roll is made for every 5 yards a Charac-
ter is going to try to climb, both up or down. The
GM may choose a positive CSM if a section being
climbed is less than 5 yards, and he/she should also
choose a suitable CSM based on the surface being
climbed, or conditions. For example, the presence
of ample hand and footholds imply a positive and
fairly great CSM, as so does also climbing ladders or
trees with many branches. Climbing without using
the Characters feet is difcult, while climbing an ice
cliff is probably very hard, and would therefore jus-
tify a negative, very small CSM. Climbing gear, such
as rope and hook, provide a positive CSM.
If PV is 15 or less, the Character falls.
If PV is negative but greater than 15, the Char-
acter does not manage to climb (any further)
he/she may be unable to nd sufcient hand or
footholds, for example.
A Skill Roll (or Rolls) has to be made also for the
climb back, but with a +5 CSM. This means that the
Character might get stuck during the climb, and
has to get some kind of help, or better gear, or he/
she has to come up with something else to do, or the
conditions have to change, in order for him/her to
get forward or backward.
If the Character is going to do some other action
while climbing, the GM decides if it is possible, and
if so, if the Character has to take a break in the climb-
ing to perform the action. A 5 CSM or less may
need to be applied to any Skill Roll.
8-6 8.3. CRAFT SKILLS
c Ted Nasmith
Somebody must climb a tree and see if he can get his head above the roof and have a look round. The only
way is to choose the tallest tree that overhangs the path.
Of course somebody meant Bilbo. They chose him because to be of any use the climber must get his head
above the topmost leaves, and so he must be light enough for the highest and slenderest branches to bear
him.
The Hobbit, Flies and Spiders
8.3 Craft Skills (2012-11-28)
Attribute: Varies, see Craft Skills descriptions be-
low
Equipment Needed: Varies, see Craft Skills de-
scriptions below
Professions: Craftsman/Craftswoman (4), Mariner
(only Ship & Boat Building), Miner (only
Earth-working and Stone-working), Ranger
(1, only Carpentry, Farriery (only D unedain),
Leatherworking, Textile Craft and Wood-
carving), Soldier (only Armoursmithying,
Leatherworking and Weaponsmithying)
There were of course lots of different crafts in the
past. There is a separate Skill for each craft. Each
Craft Skill allows Characters to make certain items
out of certain raw materials.
The Craft Skills (and the Attributes they are
based on) are given in the following table. A few
of them are such that not all People are allowed to
raise the Values of them in the Character Creation.
8.3. CRAFT SKILLS 8-7
Craft Skill Attribute
Armoursmithying AGI
Blacksmithying AGI
Carpentry AGI
Casting WIT
Earth-working STR
Farriery
1
AGI
Goldsmithying AGI
Leatherworking AGI
Mithrilsmithying
2
AGI
Ship & Boat Building
1
AGI
Silversmithying AGI
Stonecarving AGI
Stone-working STR
Textile Craft AGI
Weaponsmithying AGI
Woodcarving AGI
(2012-11-28)
Whenever a Character is going to use a Craft Skill
to make an item, the Player or GM chooses a cer-
tain Quality CSM for the Skill Roll. The Quality CSM
must be divisible by 4, i.e. 8, 4, 0, +4 etc. If PVis
0 or greater, the Character manages to make an item
with a Quality equal to [Quality CSM]. If PV is
less than 0, the Quality of the item will be [Quality
CSM] + PV 2.
The Quality of the item determines much of its
characteristics, see the table below.
Quality CSM
3
% of normal
Price
4
% of normal
Weight
4
24 6 10 130
20 5 15 125
16 4 20 120
12 3 30 115
8 2 50 110
4 1 75 105
0 0 100 100
4 +1 150 95
8 +2 225 90
12 +3 400 85
16 +4 600 80
20 +5 900 75
24 +6 1500 70
etc.
The brief glow fell upon a huge sit-
ting gure, still and solemn as the great
stone kings of Argonath. The years
had gnawed it, and violent hands had
maimed it. Its head was gone, and in
its place was set in mockery a round
rough-hewn stone, rudely painted by
savage hands in the likeness of a grin-
ning face with one large red eye in the
midst of its forehead. Upon its knees and
mighty chair, and all about the pedestal,
were idle scrawls mixed with the foul
symbols that the maggot-folk of Mordor
used.
The Lord of the Rings, Jour-
ney to the Cross-roads
c Ted Nasmith
1
Not Dwarves
2
Only Dwarves and D unedain of N umenor
3
If the item is used to perform a Skill, apply to Roll
4
Given in section 6.2 Tables of Goods and Items, p. 6-2
8-8 8.4. CULTURAL KNOWLEDGE SKILLS
8.4 Cultural Knowledge Skills (2013-01-15)
Attribute: WIT (special BSV)
Equipment Preferable: Item with Cultural Know-
ledge Skill
Professions: Loremaster/Wise-woman, Mariner,
Messenger, Minstrel, Ranger, Soldier, Trader
Skill Roll: Hidden
A Cultural Knowledge Skill implies awareness of
such things such as practices, customs, gestures,
taboos, lifestyle, eating habits, rites, ceremonies,
celebrations, deities, dress, language use, housing,
properties and activities of a particular culture.
Whenever a Character has to knowsomething along
these lines about a culture, the GM decides whether
any CSMs of his/her own choice should be used,
and makes a Hidden Roll for the appropriate Cul-
tural Knowledge Skill to determine whether the
Character knows the matter or not. If the PV is 15
or less, the Character actually thinks that he/she
knows the matter in question but does not, really
(see section 2.3 Performance Value, p. 2-6). The
Player may note down on his/her Character Sheet
under Special/Notes the specic things his/her
PC has been decided to know about a culture, so
that if the same things come around again later,
no Skill Roll should be made; the Character knows
them automatically. The Player may also note down
the things his/her PChas been decided not to know.
No Skill Rolls should be made about these either,
until the PCs Value in the Cultural Knowledge Skill
in question has increased. The Player may then re-
move all notes about the cultural matters for that
Skill which the PC does not know from his/her
Character Sheet.
Using a Cultural Knowledge Skill, a Character
may also know whether an individual he/she sees
is part of the culture in question.
How great a Characters SV must be in order to
blend into a culture without attracting attention is
not set in stone, but an SV of 12 is enough in most
cases.
An available book or other item about cultures
has its own Cultural Knowledge Skill (see sec-
tion 6.2, Tables of Goods and Items, 6-2) and can
therefore be of help.
There are separate Skills for each culture or race,
such as Elves from Rivendell, Dwarves, Hobbits of
the Shire, Orcs or Trolls.
A Characters BSV for the Cultural Knowledge
Skill for his/her own culture is equivalent to her
WITV (not WITV/2 as would be a normal BSV).
Note! If a Character is a Man of Bree, Hobbits of
Bree is counted as an additional own culture and
vice versa. Depending on the culture a Character be-
longs to, he/she receives also normal BSV for Cul-
tural Knowledge Skills about some other cultures
(the time period during which the PCs rst Adven-
ture must take place in order for him/her to have
the Cultural Knowledge Skill for the People in ques-
tion is given within parentheses):
Characters People Normal BSV in Cultural Knowledge of. . .
Beornings Dwarves
Eagles
Elves of Mirkwood
Orcs
Wargs
Woodmen
Dr uedain of Dr uadan Forest D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Easterlings
Eorlings
Men of Lossarnach
Men of the White Mountains
Orcs
Dr uedain of Dr uwaith Iaur D unedain of N umenor (II 8003319)
Men of the Anfalas
Men of Pinnath Gelin
Men of the White Mountains
8.4. CULTURAL KNOWLEDGE SKILLS 8-9
Characters People Normal BSV in Cultural Knowledge of. . .
D unedain of the North D unedain of the South (II 3319)
Dwarves
Elves of Lindon
Elves of Rivendell
Hobbits of Bree
Hobbits of the Shire
Men of Bree
Orcs
Sauron and the Nazg ul
Trolls
D unedain of the South Black N umen oreans
Dr uedain of Dr uadan Forest
D unedain of the North
Easterlings
Eorlings/
Eoth eod
Men of the Anfalas
Men of Blackroot Vale (III 250)
Men of Dol Amroth (III 1981)
Men of Ethir Anduin
Men of Harad
Men of Lamedon
Men of Lossarnach
Men of Pinnath Gelin
Men of Ringl o Vale
Men of the White Mountains
Orcs
Sauron and the Nazg ul
Dwarves Beornings
Dragons
D unedain of the North (II 3319)
D unedain of N umenor (II 7003319)
Eagles
Elves of Lindon
Elves of Mirkwood
Hobbits of the Shire
Men of Bree
Orcs
Sauron and the Nazg ul
Trolls
Woodmen
Elves of Belfalas Dr uedain of Dr uadan Forest
D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Easterlings
Elves of Edhellond
Elves of L orien
Men of the Anfalas
Men of Blackroot Vale (III 250)
Men of Ethir Anduin
Men of Harad
Men of Lamedon
Men of Lossarnach
Men of Pinnath Gelin
Men of Ringl o Vale
Men of the White Mountains
Orcs
Sauron and the Nazg ul
8-10 8.4. CULTURAL KNOWLEDGE SKILLS
Characters People Normal BSV in Cultural Knowledge of. . .
Elves of Edhellond Dr uedain of Dr uadan Forest
D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Easterlings
Elves of Belfalas (II 2000)
Elves of L orien (II 1425)
Men of the Anfalas
Men of Blackroot Vale (III 250)
Men of Ethir Anduin
Men of Harad
Men of Lamedon
Men of Lossarnach
Men of Pinnath Gelin
Men of Ringl o Vale
Men of the White Mountains
Orcs
Sauron and the Nazg ul
Elves of Lindon D unedain of the North (II 3319)
D unedain of N umenor (II 6003319)
Elves of Rivendell
Hobbits of the Shire
Orcs
Sauron and the Nazg ul
Elves of L orien Elves of Mirkwood
Elves of Rivendell
Ents
Orcs
Sauron and the Nazg ul
Elves of Mirkwood Beornings
Dwarves
Eagles
Elves of L orien
Men of Dale
Men of the Lake
Orcs
Sauron and the Nazg ul
Wargs
Woodmen
Elves of Rivendell Beornings
D unedain of the North (II 3319)
D unedain of N umenor (II 3319)
Eagles
Elves of Lindon
Elves of L orien
Hobbits of Bree
Hobbits of the Shire
Men of Bree
Orcs
Sauron and the Nazg ul
Trolls
Woodmen
8.4. CULTURAL KNOWLEDGE SKILLS 8-11
Characters People Normal BSV in Cultural Knowledge of. . .
Ents D unedain of N umenor (II 10003319)
Elves of L orien
Eorlings
Isengard (III 2759)
Orcs
Sauron and the Nazg ul
Trolls
Eorlings Dr uedain of Dr uadan Forest
D unedain of the South (II 3319)
Dunlendings
Orcs
Sauron and the Nazg ul
Hobbits of Bree Dwarves
Hobbits of the Shire
Hobbits of the Shire Hobbits of Bree
Men of Bree
Hobbits (Stoors) Beornings (III 1155)
Northmen (III 1155)
Woodmen (III 1155)
Men of the Anfalas D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Elves of Belfalas (II 2000III 1981)
Elves of Edhellond (I 474III 1981)
Men of Blackroot Vale (III 250)
Men of Dol Amroth (III 1981)
Men of Ethir Anduin
Men of Lamedon
Men of Pinnath Gelin
Men of Ringl o Vale
Men of the White Mountains
Orcs
Sauron and the Nazg ul
Men of Blackroot Vale D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Elves of Belfalas (II 2000III 1981)
Elves of Edhellond (I 474III 1981)
Men of the Anfalas
Men of Dol Amroth (III 1981)
Men of Ethir Anduin
Men of Lamedon
Men of Lossarnach
Men of Pinnath Gelin
Men of Ringl o Vale
Men of the White Mountains
Orcs
Sauron and the Nazg ul
Men of Bree Dwarves
Elves of Rivendell
Hobbits of the Shire
Men of Dale Dwarves
Elves of Mirkwood
Men of the Lake
Orcs
8-12 8.4. CULTURAL KNOWLEDGE SKILLS
Characters People Normal BSV in Cultural Knowledge of. . .
Men of Dol Amroth D unedain of the South
Men of the Anfalas
Men of Blackroot Vale
Men of Ethir Anduin
Men of Harad
Men of Lamedon
Men of Lossarnach
Men of Pinnath Gelin
Men of Ringl o Vale
Men of the White Mountains
Orcs
Sauron and the Nazg ul
Men of Ethir Anduin D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Elves of Belfalas (II 2000III 1981)
Elves of Edhellond (I 474III 1981)
Men of the Anfalas
Men of Blackroot Vale (III 250)
Men of Dol Amroth (III 1981)
Men of Harad
Men of Lamedon
Men of Lossarnach
Men of Pinnath Gelin
Men of Ringl o Vale
Men of the White Mountains
Orcs
Sauron and the Nazg ul
Men of the Lake Dwarves
Elves of Mirkwood
Men of Dale
Orcs
Men of Lamedon D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Elves of Belfalas (II 2000III 1981)
Elves of Edhellond (I 474III 1981)
Men of Blackroot Vale (III 250)
Men of Dol Amroth (III 1981)
Men of the Anfalas
Men of Ethir Anduin
Men of Lossarnach
Men of Pinnath Gelin
Men of Ringl o Vale
Men of the White Mountains
Orcs
Sauron and the Nazg ul
8.4. CULTURAL KNOWLEDGE SKILLS 8-13
Characters People Normal BSV in Cultural Knowledge of. . .
Men of Lossarnach Dr uedain of Dr uadan Forest
D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Easterlings
Elves of Belfalas (II 2000III 1981)
Elves of Edhellond (I 474III 1981)
Eorlings (III 2510)
Men of Blackroot Vale (III 250)
Men of Dol Amroth (III 1981)
Men of Ethir Anduin
Men of Lamedon
Men of Ringl o Vale
Men of the White Mountains
Orcs
Sauron and the Nazg ul
Men of Pinnath Gelin D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Elves of Belfalas (II 2000III 1981)
Elves of Edhellond (I 474III 1981)
Men of the Anfalas
Men of Blackroot Vale (III 250)
Men of Dol Amroth (III 1981)
Men of Ethir Anduin
Men of Lamedon
Men of Ringl o Vale
Men of the White Mountains
Orcs
Sauron and the Nazg ul
Men of Ringl o Vale D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Elves of Belfalas (II 2000III 1981)
Elves of Edhellond (I 474III 1981)
Men of the Anfalas
Men of Blackroot Vale (III 250)
Men of Dol Amroth (III 1981)
Men of Ethir Anduin
Men of Lamedon
Men of Lossarnach
Men of Pinnath Gelin
Men of the White Mountains
Orcs
Sauron and the Nazg ul
Men of the White Mountains Dr uedain of Dr uadan Forest
D unedain of N umenor (II 8003319)
D unedain of the South (II 3319)
Elves of Belfalas (II 2000)
Elves of Edhellond (I 474)
Men of the Anfalas
Men of Ethir Anduin
Men of Lamedon
Men of Lebennin
Men of Lossarnach
Men of Pinnath Gelin
Orcs
Sauron and the Nazg ul
8-14 8.5. DISGUISE
Characters People Normal BSV in Cultural Knowledge of. . .
Woodmen Beornings
Dwarves
Eagles
Elves of Mirkwood
Orcs
Wargs
(2013-01-04)
Characters do not receive BSV for Cultural Know-
ledge Skills for other cultures, and PCs are not al-
lowed to raise the Values of these Skills in the Char-
acter Creation. Cultural Knowledge Skills do not in-
clude the Skill Heraldry or the possibilites it offers.
8.5 Disguise
Attribute: WIT
Equipment Needed: costume
Professions: Messenger
Skill Roll: Hidden
Using this Skill, a Character can construct a costume
for him/herself or another Character which allows
the costumed Character to look like someone else
than he/she actually is. The Skill also allows Char-
acters to make Dolls that look like a Character. The
GM chooses a suitable CSM based on the mater-
ial available in comparison to what the Character
is trying to look like or what the Doll is supposed
to look like. For example, if a little girl tries to Dis-
guise herself as a Balrog, her chances of remaining
undiscovered should be extremely slim.
Whenever a Character who does not knowabout
the disguise see the Disguised Character or Doll for
the rst time disguised, a Perception Roll is made
for him/her, and if his/her PDV is greater than that
of the Disguising Character, the Disguised Charac-
ter or Doll will be revealed to him/her. If his/her
PDV is lesser, the Disguised Character, when us-
ing his/her current costume, or Doll, will not be re-
vealed to the unknowing Character. If their PDVs
are the same, a new Perception Roll is made for the
unknowing Character the next time he/she sees the
Disguised Character or Doll (but not earlier than
1
2
h after he/she saw him/her/it the last time), and a
new PDV comparison is made.
Note! This Skill and the competing Perception
Roll only cover the look of the disguise. In order
to completely act a certain role, the Disguised Char-
acter must also use the Skill Acting.
Ive rufed up the clothes and put in a bol-
ster down the middle of each bed. And I made a
nice imitation of your head with a brown wool-
len mat, Mr. Bag - Underhill, sir, [Nob] added
with a grin.
Pippin laughed. Very life-like! he said. But
what will happen when they have penetrated
the disguise?
We shall see, said Strider.
The Lord of the Rings, Strider
8.6 First Aid
Attribute: WIT
Equipment Needed: Itemthat can be used as band-
age
Professions: Loremaster/Wise-woman, Mariner,
Ranger, Soldier
Characters shall use this Skill to put a bandage on a
Bleeding Wound and thereby stop the Bleeding.
By a Skill Roll with a PV of 0 or greater a Char-
acter manages to increase the number of seconds
between each BLM (see subsection 5.8.4, Effects of
Damage, 5-12) drop to 60 [the wounded Char-
acters HRD AV] / ([Wound Modier] + PV).
If the number of seconds become innite or neg-
ative, the Character has managed to stop the Bleed-
ing completely.
If the Character does not manage to stop the
Bleeding completely, another Character may try in-
stead, but he/she must start over and gets no ad-
vantages from previous tries.
Note! This Skill does not help the Healing of the
Wound (see subsection 5.8.5, Healing, 5-12); it can
only be used to stop the Bleeding, which must be
done before a Wound can begin to Heal.
8.7. GEOGRAPHY SKILLS 8-15
c Ted Nasmith
. . . Curun, being lled with shame and
malice, took the bow of Celegorm and shot
back as they went; and the arrow was aimed at
L uthien. Huan leaping caught it in his mouth;
but Curun shot again, and Beren sprang before
L uthien, and the dart smote him in the breast.
It is told that Huan pursued the sons of
F eanor, and they ed in fear; and returning he
brought to L uthien a herb out of the forest. With
that leaf she staunched Berens wound . . .
The Silmarillion, Of Beren and L uthien
8.7 Geography Skills (2013-01-15)
Attribute: WIT (special BSV)
Equipment Preferable: Item with Geography Skill
Professions: Loremaster/Wise-woman, Mariner,
Messenger, Minstrel, Ranger, Soldier, Trader
Skill Roll: Hidden
A Geography Skill gives a Character general know-
ledge about a specic Region of Arda, the terrain and
road network there, approximate distance between
sites in the area (used for the Skills Riding and Trav-
elling), which peoples live there, which languages
are used, the waterways, how high the mountains
are, how large the villages, towns and cities are, and
so on. A Character may also be familiar with the
political and economic conditions (such as trade) in
the area.
Whenever a Character has to know something
along these lines about the geography of a Region.
the GM chooses a suitable CSM, and makes a Hid-
den Skill Roll to determine whether the Character
knows the matter or not. If the PV is 15 or less,
the Character actually thinks that he/she knows
the matter in question but does not, really (see sec-
tion 2.3 Performance Value, p. 2-6). The Player may
note down on his/her Character Sheet under Spe-
cial/Notes the specic things his/her PC has been
decided to know about the geography of a Region,
so that if the same things come around again later,
no Skill Roll should be made; the Character knows
them automatically. The Player may also note down
the things his/her PChas been decided not to know.
No Skill Rolls should be made about these either,
until the PCs Value in the Geography Skill in ques-
tion has increased. The Player may then remove all
notes about the geographic matters for that Skill
which the PC does not know from the Chraracter
Sheet.
An available map or book on geography have
their own Geography Skill (see section 6.2 Tables
of Goods and Items, p. 6-2) and can therefore be of
help.
There are separate Skills for each Region.
A Characters BSV for the Geography Skill for
his/her own Region is equivalent to the Characters
WITV (not WITV/2 as would be a normal BSV).
Depending on the Characters own Region, he/she
receives also normal BSV for Geography Skills for
some other Regions, see the table below.
8-16 8.7. GEOGRAPHY SKILLS
The Characters own Region Comments Normal BSV for. . .
Andustar Forostar
Hyarnustar
Hyarrostar
Mittalmar
Orrostar
An orien The Dead Marshes, Emyn Muil
and Wetwang
Rohan
The Barrow-downs and the Old
Forest
? ?
Belfalas and Dor-en-Ernil includes Edhellond Eastern Gondor
Western Gondor
Bree-land, the South Downs and
the Weather Hills
The Barrow-downs and the Old
Forest
The Brown Lands and Dagorlad ? ?
The region of Dale, Erebor and
Esgaroth
Ered Mithrin and the Withered
Heath
Mirkwood
The Dead Marshes, Emyn Muil and
Wetwang
? ?
Dunland and Enedwaith ? ?
Eastern Gondor includes Lossarnach and other
unnamed vales but not Belfalas,
Blackroot Vale, Dor-en-Ernil and
Edhellond
Belfalas and Dor-en-Ernil
Harondor
Western Gondor
Ered Luin ? ?
Ered Mithrin and the Withered
Heath
The region of Dale, Erebor and
Esgaroth
Mirkwood
Fangorn L orien
Rohan
Forodwaith ? ?
Forostar Andustar
Hyarnustar
Hyarrostar
Mittalmar
Orrostar
Harondor ? ?
Hollin ? ?
Hyarnustar Andustar
Forostar
Hyarrostar
Mittalmar
Orrostar
Hyarrostar Andustar
Forostar
Hyarnustar
Mittalmar
Orrostar
8.7. GEOGRAPHY SKILLS 8-17
The Characters own Region Comments Normal BSV for. . .
Iron Hills The region of Dale, Erebor and
Esgaroth
Ered Mithrin and the Withered
Heath
Khand ? ?
Lindon Bree-land, the South Downs and
the Weather Hills
Ered Luin
Rhudaur and Rivendell
The Shire
L orien Fangorn
Minhiriath ? ?
Mirkwood The region of Dale, Erebor and
Esgaroth
The Vale of Anduin
Mittalmar includes Arandor and Emeri e Andustar
Forostar
Hyarnustar
Hyarrostar
Orrostar
Mordor ? ?
Near Harad ? ?
Northern Eriador ? ?
The northern Misty Mountains ? ?
Orrostar Andustar
Forostar
Hyarnustar
Hyarrostar
Mittalmar
Rhudaur and Rivendell Bree-land, the South Downs and
the Weather Hills
Hollin
Northern Eriador
The northern Misty Mountains
The Shire
Rh un ? ?
Rohan An orien
The Dead Marshes, Emyn Muil
and Wetwang
The Shire The Barrow-downs and the Old
Forest
The southern Misty Mountains ? ?
The Vale of Anduin Mirkwood
The northern Misty Mountains
Western Gondor includes Blackroot Vale and other
unnamed vales but not Belfalas,
Dor-en-Ernil and Edhellond
Belfalas and Dor-en-Ernil
Eastern Gondor
PCs are allowed to raise the Value of the Geography
Skill for his/her own Region in the Character Cre-
ation, but not for other Regions.
8-18 8.8. HEALING
c Ted Nasmith
[The Hobbits] hastened up the last slope, and stood breathless beside [Goldberry]. They bowed, but with
a wave of her arm she bade them look round; and they looked out from the hill-top over lands under the
morning. It was now as clear and far-seen as it had been veiled and misty when they stood upon the knoll in
the Forest, which could now be seen rising pale and green out of the dark trees in the West. In that direction
the land rose in wooded ridges, green, yellow, russet under the sun, beyond which lay hidden the valley of the
Brandywine. To the South, over the line of the Withywindle, there was a distant glint like pale glass where the
Brandywine River made a great loop in the lowlands and owed away out of the knowledge of the hobbits.
Northward beyond the dwindling downs the land ran away in ats and swellings of grey and green and pale
earth-colours, until it faded into a featureless and shadowy distance. Eastward the Barrow-downs rose, ridge
behind ridge into the morning, and vanished out of eyesight into a guess: it was no more than a guess of blue
and a remote white glimmer blending with the hem of the sky, but it spoke to them, out of memory and old
tales, of the high and distant mountains.
The Lord of the Rings, Fog on the Barrow-downs
8.8 Healing
Attribute: WIT
Professions: Loremaster/Wise-woman
Equipment Needed: Medical equipment
A Character can by using this Skill by conven-
tional methods create conditions for and/or accel-
erate the recovery of a Character by for example
splinting limbs, bandage wounds and care for the
patient in the best possible way. A Character who
is skilled in Healing knows how to treat various in-
juries, is aware of any medications that help, and
knows the length of treatment needed. Healing is
used in this game for two different purposes:
In order to shorten the time it takes for an in-
jury to heal naturally, ie. for a Wound Modier to
increase by one (1) level all the way up to 10 levels at
most, a Skill Roll is made for the healer, and if PV is
0 or greater the time is modied by a factor which is
determined by calculating 0.97 0.03 PV. If treat-
ment is interrupted for some reason, the Wound
Modier continues to increase at natural rate, ie. the
factor disappears.
If a Wound Modier is less than 10 in the be-
ginning, [Wound Modier] 10 levels can only
be healed by using this Skill, ie. only up to 10 steps
can heal naturally. ASkill Roll is made for the healer,
and if PVis 0 or greater he/she has managed to start
8.9. HIDING 8-19
the healing process. The number of hours it takes for
the Wound Modier to increase by one (1) level is
determined by calculating 336 10 PV.
The Spell Healing can be used to accelerate the
healing process further by facilitating Healing (the
Skill).
c Anke Eimann
My lord, said the Warden, here is the Lady
Eowyn of Rohan. She rode with the king and was sorely hurt,
and dwells now in my keeping. But she is not content, and she wishes to speak to the Steward of the City.
Do not misunderstand him, lord, said
Eowyn. It is not lack of care that grieves me. No houses could be
fairer, for those who desire to be healed.
The Lord of the Rings, The Steward and the King
8.9 Hiding (2012-12-27)
Attribute: AGI
Professions: Craftsman/Craftswoman
1
, Gardener
1
,
Loremaster/Wise-woman
1
, Mariner
1
, Mes-
senger
1
, Miner
1
, Minstrel
1
, Ranger, Rufan,
Soldier
1
, Trader
1
Skill Roll: Hidden
This Skill is used whenever a Character does not
want to be seen, or want to hide another Charac-
ter. The GM should apply a CSM depending on the
surrounding terrain or environment, etc.
The factor that particularly affects CS is the de-
gree of presence of nearby objects that can facilitate
the action.
The GM may in respect of that select an appro-
priate Difculty CSM, see the Difculty Table on
p. 2-1.
The attire of the Character to be hidden does not
affect Hiding; if he/she wants to use his/her clothes
to blend into the background, the Skill Camouage
should be used instead.
If PV is less than 0, the Hidden Character will
very likely be noticed by anyone nearby. If PV is
0 or greater, any other Characters unaware of the
Hidden Character must manage at least a PV of 0
on a Perception Roll with a CSM of [the PV of
the Character who used Hiding] in order to notice
or discover the Hidden Character. If a Character is
searching for the Hidden Character, he/she receives
a separate +5 Perception CSM.
This Skill does not cover the concealment of ob-
jects; for that activity, the Skill Concealing is used.
1
Only Hobbits
8-20 8.10. INTERROGATION
c Anke Eimann
As quickly as they could [Strider and the Hob-
bits] scrambled off the beaten way and up into
the deep heather and bilberry brushwood on
the slopes above, until they came to a small
patch of thick-growing hazels. . . .
Suddenly into view below came a white
horse, gleaming in the shadows, running
swiftly. In the dusk its headstall ickered and
ashed, as if it were studded with gems like
living stars. The riders cloak streamed behind
him, and his hood was thrown back; his golden
hair owed shimmering in the wind of his
speed. ...
Strider sprang from hiding and dashed down
towards the Road, leaping with a cry through
the heather; but even before he had moved or
called, the rider had reined in his horse and hal-
ted, looking up towards the thicket where they
stood.
The Lord of the Rings, Flight to the Ford
8.10 Interrogation
Attribute: PSY
Professions: Ranger, Rufan, Soldier
Skill Roll: Hidden
This Skill allows a Character to interrogate another
in an attempt to get certain information out of him/
her.
First the Player/GM chooses quite specically
what the Character should try to nd out, and based
on this, the GM chooses an appropriate CSM for the
Interrogation Roll. In addition to the Interrogation
Roll, a PSY Roll is made for the Character being in-
terrogated. The PDV of the interrogating Character
determines the outcome of the interrogation, see the
following table.
PDV Information
gained
Approximate
Time, hrs
1 None PDV/2
02 Partial 3 PDV
3 All 45/PDV
c Ted Nasmith
He has long spied on us, said Andr og. This
is the shadow that has dogged us. Now perhaps
we shall learn his true purpose. Then he bade
them tie Beleg to a tree beside the cave; and
when he was hard bound hand and foot they
questioned him. But to all their questions Beleg
would give one answer only: A friend I have
been to this Neithan since I rst met him in the
woods, and he was then but a child. I seek him
only in love, and to bring him good tidings.
The Children of H urin,
T urin Among the Outlaws
8.11. LANGUAGE SKILLS 8-21
8.11 Language Skills
Attribute: WIT
Equipment Preferable: Item with Language Skill
Professions: Craftsman/Craftswoman (1), Lore-
master/Wise-woman (5), Mariner (2), Messen-
ger (3), Minstrel (2), Ranger (1), Soldier (1),
Trader (3)
Skill Roll: Hidden
Whenever a Character has to understand something
that another Character says in a certain language, or
try to say something himself/herself in a certain lan-
guage, the GMchooses a suitable CSM(if the phrase
contruction, wording etc. is simple the CSM should
be positive, but if it is advanced the CSM should be
negative) and makes a Hidden Roll for the appropri-
ate Language Skill to determine whether the Char-
acter is able to understand or say the matter or not.
If PV is 0 or greater, the Character can under-
stand and say anything in the language in question,
and will do so if the same CSM or greater would be
used, in conversation with any Character, until the
end of the ongoing week.
If PV is less than 0 but greater than 3, the Char-
acter cannot quite understand or say everything (the
GM decides what exactly) in the language in ques-
tion, and this will continue whenever the same CSM
or smaller would be used, in conversation with any
Character, until the end of the ongoing week.
If PV is less than 2 but greater than 15, the
Character cannot understand or say anything in
the language in question, and this will continue
whenever the same CSM or smaller would be used,
in conversation with any Character, until the end of
the ongoing week.
If the PV is 15 or less, the Character does
the same as above, except that he/she also actually
thinks she does it right (see section 2.3 Performance
Value, p. 2-6).
If a Character has been successful when a certain
CSM was used, he/she has the possibility of trying
to say or understand something at a lesser CSM. If
a Character has been unsuccessful when a certain
CSM was used, he/she has the possibility of trying
to say or understand something at a greater CSM.
The Language Skills are also used together with
Writing System Skills every time a Character wants
to read and write text written in resp. language
and writing system (eg. Sindarin and Tengwar). A
Character must rst be successful in understanding
or writing the writing system in question (see sec-
tion 8.18 Writing System Skills, p. 8-29), and then
he/she has the chance of understanding the writ-
ing, or know what he/she should write, by using
the appropriate Language Skill. The GM chooses a
suitable CSM and makes a Hidden Roll to determ-
ine whether the Character is able to read or write the
text or not.
Every language is counted as a separate Skill.
PCs receive BSV and Modiers (see the table on
p. 9-6) for speaking and understanding certain lan-
guagesand, if his/her Professions Available to the
Character permits it, may raise the Values of them,
depending on the People he/she belongs to, see be-
low (within parentheses are requirements for Social
Class and Professions and the time period for the
PCs rst Adventure which must be met in order for
the PC to receive BSV and Modiers for the Lan-
guage Skill and to be allowed to raise the Value of
the Skill in question in the Character Creation).
People Language
Beornings Wargs ?
Westron ?
Dr uedain Dr uadanic
Signs of the Dr uadan
Westron (II 2750, only Nobility)
D unedain of the North Beasts (not including Birds)
Birds
Quenya (only Nobility)
Sindarin
Westron
8-22 8.11. LANGUAGE SKILLS
People Language
D unedain of N umenor Ad unaic (II 3319, only if one has lived in N umenor)
Beasts (not including Birds)
Birds
Dialect of Dunlendish (II 900, only if one has lived in Middle-
earth)
Quenya (only Loremaster/Wise-woman)
Sindarin
Westron (II 2750, only if one has lived in Middle-earth)
D unedain of the South Dialect of Dunlendish
Sindarin (III 2900 only Nobility and Upper Class)
Westron
Dwarves of Dale (only Nobility and Upper Class?)
Iglishm ek
Khuzdul
Westron (II 2850)
Elves of Belfalas Elven Sign Language
Nandorin
Sindarin
Westron (II 2750)
Elves of Dorwinion of Dale (only Nobility and Upper Class)
Elven Sign Language
Nandorin
Sindarin (only Nobility)
Westron (II 2850, only Nobility and Upper Class)
Elves of Edhellond Dialect of Dunlendish
Elven Sign Language
Sindarin
Westron (II 2750)
Elves of Lindon Elven Sign Language
Quenya
Sindarin
Westron (II 2800)
Elves of L orien Elven Sign Language
Nandorin
Quenya (only Nobility)
Sindarin
Westron (II 2850, only Nobility and Upper Class)
Elves of Mirkwood Birds (III 2000)
of Dale (only Nobility and Upper Class)
Elven Sign Language
Nandorin
Rohirric (only Nobility and Upper Class)
Sindarin (only Nobility)
Westron (II 2850, only Nobility and Upper Class)
8.11. LANGUAGE SKILLS 8-23
People Language
Elves of Rivendell of Dale
Elven Sign Language
Nandorin
Quenya
Rohirric
Sindarin
Westron (II 2850)
Ents Westron
?
Eorlings/
Eoth eod
Hobbits
Men of Bree
Men of Dale
Men of Eriador
Men of Forochel
Men of the Lake
Men of the Outlands of Gondor
Woodmen
8-30 8.18. WRITING SYSTEM SKILLS
9-1
Chapter 9
Character Creation (2013-01-14)
c Ted Nasmith
. . . so greatly did Aul e desire the coming of the Children, to have learners to whom he could teach his lore
and his crafts, that he was unwilling to await the fullment of the designs of Il uvatar. And Aul e made the
Dwarves even as they still are, because the forms of the Children who were to come were unclear to his mind,
and because the power of Melkor was yet over the Earth; and he wished therefore that they should be strong
and unyielding. But fearing that the other Valar might blame his work, he wrought in secret: and he made
rst the Seven Fathers of the Dwarves in a hall under the mountains in Middle-earth.
The Silmarillion, Of Aul e and Yavanna
9-2 9.1. THE PLAYER CHARACTERS ATTRIBUTE AND PERSONALITY ATTRIBUTE VALUES
This chapter describes how to create Characters for
the game both PCs and NPCs. PC Creation fol-
lows the rules presented below in order, but many
parts of them are also used to determine various
characteristics for NPCs. NPCs are created using
the NPC Creation Table as a starting point, see sec-
tion 9.19 Non-Player Character Creation, p. 9-60.
Grab a Character Sheet, pencil, eraser and dice.
Sheets of paper and a suitable word processor or
spreadsheet software can also useful. The Sheet can
be lled out electronically too.
At each of the steps of the Character Creation de-
scribed below, the GM may set restrictions on your
choice and possible outcomes when you are creat-
ing a PC. He/she chooses a certain framework that
the PCs must abide by in his/her Adventure(s); this
framework might be exible but it might also be
quite strict the GM may have in mind quite spe-
cic roles for each of the PCs, and the Players should
then agree on who will play which PC randomness
might sometimes be needed to decide which Player
is to play a certain PC, or rather a PC within specic
bounds.
9.1 The Player Characters Attribute
and Personality Attribute Values
(2013-01-15)
The rst thing you should do when you want to cre-
ate a PC is to think through a little what kind of PC
you really want for example an agile one, a strong
one, or an intelligent one? You should also ponder
a bit what kind of personality you want your PC to
have.
Then, you should determine three Sets of AVs
combined with Personality Attribute Values (PAVs).
For now, you only need to determine the Values
of each of the PAs that are mentioned rst of each
PA pair on your Character Sheet (i.e. Carefulness, Di-
ligence, Evil, Generosity, Humility and Lust for Power).
For how the PAs should be used in gameplay,
see chapter 4 Personality, p. 4-1.
You determine each of the Sets by determining
one set of AVs and one set of PAVs and combining
them to one Set. Combining these AV and PAV sets
in any way you want is not permitted; AVSet 1 (i.e.
the set of AVs that is rst determined) is combined
with PAV Set 1 (i.e. the set of PAVs that is rst de-
termined), AV Set 2 is combined with PAV Set 2
and Av Set 3 is combined with PAV Set 3.
To determine each Value in all the three Sets, roll
M20 for each of the Values, except the STR Values.
STR is much dependant on SIZ, because it would
be fairly unrealistic if, for example, a very large
creature were very weak. Therefore, roll M20 and
use the following table to determine the STRV in
each AV set as affected by the SIZV in the same set.
M20 STR Value
110 SIZ Value + [Die roll result] 10
1120 SIZ Value + [Die roll result] 11
An easy way to quickly make the rolls needed for
one (1) Set is to use the website RANDOM.ORG; go
to the following web address:
http://www.random.org/integers/?num=48&min=
1&max=20&col=3&base=10&format=html&rnd=new
Each line represents the rolls needed for one M20
roll. You should choose which line corresponds to
which AV and PAV in advance.
Note down each Value while keeping the Values
of each Set separate. Each Set should contain 10 AVs
and 6 PAVs.
Of these three Sets of AVs + PAVs, choose the one
that you like best; it will represent your PCs AVs
and PAVs. However, the Values may still change in
later stages of the Character Creation.
Save the other Sets as well, since you may have
to return and choose another Set later.
9.2 The Player Characters Gender
(2012-11-04)
When choosing the Gender for your PC, you may
choose either Man or Woman. Alternatively, you
may determine your PCs Gender randomly. Roll D2
and look up in the following table:
D2 Gender
1 Man
2 Woman
If your PCs Gender was decided to be Woman,
some of her AVs and PAVs are modied according
to the following table (the SIZ and STR Values do
not affect each other anymore):
A/PA Modier
AGI 2
HRD 3
SIZ 3
STR 4
WIT 1
CRF +1
DLG +1
HML +1
LFP 1
9.3. PEOPLE 9-3
9.3 People (2012-11-04)
In the past not only Men lived in Arda (usually
called the Earth by Men of today), but also a mul-
titude of other creatures that can be used for PCs.
The various Peoples are good at different Attributes,
have different personalities and have specic char-
acteristics of their own, such as Skill Value Mod-
iers. On the basis of the different characteristics
that the Peoples have, which are presented in the
following subsections, you shall now choose which
People your PC belongs to. You may also decide
this randomly. The People-specic characteristics
are presented below. Note down temporarily all the
characteristics of the People you choose your PC to
belong to do not yet apply them.
9.3.1 Attribute and Personality Attribute
Value Modiers
Depending on which People you choose your Char-
acter to belong to, certain Modiers will be applied
to his/her Attribute Values respectively, except his/
her SIZV (again, the SIZ and STR Values do not af-
fect each other):
Attribute Value Modiers
People AGI CHA HRD HRG PSY SGT SML STR WIT
D unedain of the North +4 +4 +4 +5 +4 +22 +8 +5 +4
D unedain of N umenor +6 +6 +6 +7 +6 +26 +10 +7 +6
D unedain of the South +2 +2 +2 +3 +2 +18 +6 +3 +2
Dwarves (Longbeards) 0 1 +4 0 +5 2 0 +3 +1
Dwarves (others) 0 1 +4 0 +5 2 0 +3 1
Elves of Belfalas +8 +8 +8 +9 +8 +56 +15 +7 +8
Elves of Dorwinion +7 +7 +7 +9 +7 +56 +15 +6 +7
Elves of Edhellond +8 +8 +8 +9 +8 +56 +15 +7 +8
Elves of Lindon +8 +8 +8 +9 +8 +56 +15 +7 +8
Elves of L orien +8 +8 +8 +9 +8 +56 +15 +7 +8
Elves of Mirkwood +7 +7 +7 +9 +7 +56 +15 +6 +7
Elves of Rivendell +9 +9 +9 +9 +9 +56 +15 +8 +9
Easterlings 2 3 +1 2 2 2 2 2 2
Eorlings/
Eoth eod/Northmen 0 0 0 0 0 +4 0 +2 +2
Hobbits (Fallohides) +5 1 +1 +4 +4 +7 0 7 3
Hobbits (Harfoots) +6 2 +1 +4 +4 +7 0 7 3
Hobbits (Stoors) +4 2 +1 +4 +4 +7 0 6 3
Men of Bree 1 2 1 1 1 1 1 1 1
Men of Dale 0 0 0 0 0 0 0 +1 0
Men of Harad 2 3 2 2 2 2 2 2 2
Men of the Lake 0 0 0 0 0 0 0 +1 0
Men of the Outlands of Gondor
1
1 2 1 1 1 1 1 1 1
Woodmen 0 0 0 0 0 0 0 +1 0
(2013-01-03)
1
Men of the Anfalas, Men of Blackroot Vale, Men of Ethir Anduin, Men of Lamedon, Men of Lossarnach, Men of Pinnath
Gelin, Men of Ringl o Vale and Men of the White Mountains not Men of Lebennin
9-4 9.3. PEOPLE
A Modier will not be applied to your PCs SIZV;
instead, it will be converted according to the table
below (do not yet make the conversion, since your
PCs SIZV might still be modied later, before the
conversion shall take place only note down all pos-
sible outcomes):
Converted SIZ Value
SIZV Dr uedain,
Dwarves
D unedain
of the North
D unedain
of N umenor
D unedain
of the South
Hobbits Men of Bree,
Men of the
Outlands
of Gondor
1 5 14 18 13 3 8
2 5 14 18 13 3 8
3 5 15 19 14 3 9
4 5 15 19 14 3 9
5 5 15 19 14 3 9
6 5 15 19 14 3 9
7 5 15 19 14 3 10
8 5 15 19 14 3 10
9 5 15 19 14 3 10
10 5 16 20 15 3 10
11 6 16 20 15 3 11
12 6 16 20 15 4 11
13 6 16 20 15 4 11
14 6 16 20 15 4 11
15 6 16 20 15 4 11
16 6 16 20 15 4 12
17 6 16 20 15 4 12
18 6 16 20 15 4 12
19 6 16 20 15 4 12
20 6 16 20 15 4 12
21 6 16 20 15 4 13
22 6 16 20 15 4 13
23 6 16 20 15 4 13
24 6 16 20 15 4 13
25 7 16 20 15 5 14
26 7 16 20 15 5 14
9.3. PEOPLE 9-5
In the same way as for the Attribute Values, certain
Modiers will also be applied to your Characters
PAVs respectively:
Personality Attribute Modiers
People CRF DLG EVL GNR HML LFP
Beornings 3 0 2 +1 1 1
Dr uedain 2 0 4 0 +1 2
D unedain of the North 0 0 4 0 1 +2
D unedain of N umenor (Faithful) 0 0 4 0 1 +2
D unedain of N umenor (Kings Men) 0 0 0 3 1 +4
D unedain of the South 0 0 4 0 1 +2
Dwarves (Longbeards) 3 +2 2 5 3 0
Dwarves (others) 3 +2 1 5 1 0
Elves of Belfalas +4 3 4 +1 0 0
Elves of Dorwinion +2 2 3 +1 0 0
Elves of Edhellond +4 3 4 +1 0 0
Elves of Lindon +4 3 4 +1 0 0
Elves of L orien +4 3 4 +1 0 0
Elves of Mirkwood +2 2 3 +1 0 0
Elves of Rivendell +3 4 5 0 1 +1
Ents +3 5 2 +1 0 1
Eorlings /
Eoth eod / Northmen 3 0 2 +3 3 0
Easterlings 4 0 +2 2 2 +3
Hobbits (Fallohides) +3 2 6 +3 +3 4
Hobbits (Harfoots) +5 2 6 +3 +3 5
Hobbits (Stoors) +5 2 5 +3 +3 5
Men of Bree +4 0 2 2 +2 3
Men of Dale 0 0 3 0 0 0
Men of the Lake 0 0 3 0 0 0
Men of Lebennin +1 0 3 0 0 2
Men of the Outlands of Gondor
1
+2 0 3 0 +1 3
Men of the White Mountains 1 0 0 0 0 0
Woodmen 0 0 3 0 0 0
(2013-01-20)
This means that in some extreme cases this may res-
ult in PAVs of 0 or even less.
9.3.2 Skill Value Modiers, Spells and Spe-
cial Rules
The following table lists SV Modiers for each
People. Note! These Modiers are applied after you
have raised your PCs Skill Values by spending Ex-
perience Points (see subsection 9.17.2 Spending the
1
Men of the Anfalas, Men of Blackroot Vale, Men of Ethir Anduin, Men of Lamedon, Men of Lossarnach, Men of Pinnath
Gelin and Men of Ringl o Vale not Men of Lebennin
9-6 9.3. PEOPLE
Experience Points, p. 9-43).
The table also lists the Spells that PCs of respect-
ive People may raise, and special rules for certain
Peoples. The time period during which the PCs
rst Adventure must take place is set within brack-
ets. That which is specied at All applies to all
Peoples, and that which is specied at the main
Peoples of D unedain and Elves applies to all their
respective subgroups, so for these both the specic-
ations of the main People and those of respective
subgroups apply. If Value Modiers for a particu-
lar Skill are listed at both the main People and the
subgroup, or at All, you should apply all of them.
People Skill/Spell SVM Special
Alchemy 5
Craft (Mithrilsmithying) 6
Drug Lore 4
Heraldry
1
+4
Language Skills
2
3/1/+3/+1
3
Short-distance Running +6
Writing System Skills
4
6/3/+3
5
All
Beekeeping +5
Mastery of Shapes
Beornings
1
Only Nobility
2
Those the PC gets a BSV in
3
Lower Class / Middle Class / Nobility / Upper Class
4
Those the PC gets a BSV in
5
Lower Class / Middle Class / Nobility
9.3. PEOPLE 9-7
People Skill/Spell SVM Special
Dr uedain Botany +7
Craft (Stonecarving) +5
Craft (Woodcarving) +4
First Aid +1
Healing +1
Language (Dr uadanic) +6
Language (Westron)
1
6
Musical Instrument (Drums) +4
Poison Lore +3
Scenting +6
Short-distance Running 1
Signs of the Dr uedain 5
Tracking +2
Travelling +2
Are only engaged in
barter, and have there-
fore no currency. This
is simulated by the fact
that they must spend
as much of their Wealth
and Earnings as possible
immediately (see sub-
section 9.15.4 Property
of the Player Charac-
ter, p. 9-42 and subsec-
tion 9.5.2 The Player
Characters Wealth, p. 9-
24).
Rangers receive a
3 CHA Value Modi-
er.
Use poisoned arrows.
Are the only People who
are allowed to raise the
Scenting SV and may do
so regardless of Profes-
sion(s).
Animal Training Skills +3
Craft (Blacksmithying) +4
Craft (Mithrilsmithying) +1
Rangers receive a
3 CHA Value Modi-
er.
Craft (Stone-working) +4
Craft (Weaponsmithying) +3
Language (Westron)
2
+1
Road-making +3
Travelling +3
Bane
Blade Preservation
D unedain
Binding
Finding and Returning
Fire
Fog
Healing-spell
Imitation
Light
Opening
Shatter
Shutting
1
II 2750, only Nobility
2
II 2750, for each year the Character has lived in Middle-earth (at most +6)
9-8 9.3. PEOPLE
People Skill/Spell SVM Special
Craft (Ship & Boat Building) 1
Language (Beasts)
1
1
Language (Birds) 1
Language (Quenya)
2
5
Language (Sindarin) 1
Navigation 1
Riding
3
+2
Sea-craft 1
D unedain of the
North (II 3319)
Language (Ad unaic)
4
+1
Animal Husbandry +2
Astronomy +2
Craft (Mithrilsmithying) +1
Craft (Ship & Boat Building) +4
D unedain of N umenor
belonging to the Faithful,
before the Downfall of
N umenor in II 3319, can-
not get any Sicknesses or
Infections.
Diving +2
Fishing +2
Forestry +1
Language (Beasts)
5
1
Language (Birds) 1
D unedain of
N umenor (II 32
3319)
Language (Dialect of Dunlendish)
6
6
Language (Quenya) 4
Language (Sindarin)
7
+1
Military Tactics +3
Mining +2
Navigation +5
Riding +3
Rowing +2
Sailing +2
Sea-craft +5
Swimming +2
Weapon (Bows) +2
Weapon (Swords) 1
Winemaking +2
Zoology (Birds) +3
1
Does not include Language (Birds)
2
Only Nobility
3
Only Ranger
4
For each year the Character has lived in N umenor (at most +6)
5
Does not include Language (Birds)
6
II 900
7
For each year the Character has lived in Middle-earth (at most +6), only Nobility, II 2265 only Faithful
9.3. PEOPLE 9-9
People Skill/Spell SVM Special
Animal Training Skills 2
Craft (Ship & Boat Building) +1
Craft (Woodcarving) +1
Language (Dialect of Dunlendish) 6
Language (Quenya)
1
6
Language (Sindarin)
2
2
Lying 3
Navigation +1
D unedain of the
South (II 3319)
Sea-craft +1
Animal Healing Skills 3
Animal Husbandry 5
Animal Training Skills 3
Cave Orienteering +4
Craft (Armoursmithying) +5
Craft (Earth-working) +4
Craft (Mithrilsmithying) +6
Craft (Stone-working) +5
Craft (Weaponsmithying) +5
Dwarves
(Longbeards)
Farming 5
Firelighting +6
Gardening 5
Geology +4
Language (Iglishm ek) +4
Language (Khuzdul) +5
Language (of Dale)
3
+1
Craftsmen/Craftswomen
are an exception in that
they may raise the SVs of
two (2) Weapon Skills of
your choice.
Traders may raise the SV
of one (1) Weapon Skill
of your choice, not only
Weapon Skills (Knives).
Special rules apply for
armour prices (see
Craft Skills and sec-
tion 9.14 Levels of Burden
for the Player Character,
p. 9-38).
The only Sickness
Dwarves can get is Cor-
pulence.
Language (Westron)
4
+6
Leaping 1
Mining +5
Navigation 4
Riding 3
Sea-craft 4
Short-distance Running 1
Swimming 3
Trade +2
Travelling +4
Weapon (Axes) +2
Writing System (Tengwar) 2
Bane
Blade Preservation
Opening
Shutting
1
Only Nobility
2
III 2900 only Nobility and Upper Class
3
Only Nobility and Upper Class
4
II 2850
9-10 9.3. PEOPLE
People Skill/Spell SVM Special
Acting +2
Authorship +2
Botany +6
Craft (Ship & Boat Building) +2
Elves
Dancing +2
Drawing and Painting +2
First Aid +3
Healing +3
Language (Elven Sign Language) +2
Lying
1
4
Massage +3
Musical Instrument Skills +2
Singing +2
Sneaking +5
Travelling +4
Writing System (Cirth) 3
Are able to walk and run
on thick snow without
sinking in.
Do not leave any foot-
prints.
Can die only through
violence and unnatural
means.
Cannot get any Sick-
nesses or Infections.
Get a 5 Perception CSM
and can walk, run and
talk when sleeping.
Is able to determine from
another Elfs eyes and/or
voice whether he/she is
married or not.
Binding
Finding and Returning
Fire
Fog
Healing-spell
Imitation
Light
Mastery of Shapes
Misdirection
Opening
Shutting
Slumber
Botany 1
Craft (Ship & Boat Building) +4
Fishing +1
Elves of Belfalas
(II 2000III 1981)
Elves of Edhellond
(I 473III 1981)
Language (Dialect of Dunlendish) 6
Language (Sindarin) +6
Language (Westron)
2
+1
Navigation +5
Sea-craft +5
Singing +3
Bane
Blade Preservation
Detection
Shatter
1
Only Women
2
II 2750
9.3. PEOPLE 9-11
People Skill/Spell SVM Special
Language (of Dale)
1
6
Elves of
Dorwinion
Language (Nandorin) +6
Language (Sindarin)
2
+6
Language (Westron)
3
+1
Singing +2
Winemaking +5
Botany 1
Craft (Ship & Boat Building) +4
Fishing +1
Language (Quenya) 6
Language (Sindarin) +6
Elves of Lindon
Language (Westron)
4
+1
Navigation +5
Singing +2
Sea-craft +5
Bane
Blade Preservation
Detection
Shatter
1
Only Upper Class and Nobility
2
Only Nobility
3
II 2850, only Upper Class and Nobility
4
II 2800
9-12 9.3. PEOPLE
People Skill/Spell SVM Special
Camouage +3
Craft (Armoursmithying) 3
Craft (Ship & Boat Building) +1
Craft (Weaponsmithying) 3
Craft Skills (other Smithying Skills
1
) 5
Farming +3
Gardening +3
Get a +5 HRG CSM when
listening to a wood (ie.
to the wood itself, not
to something inside the
wood).
Achieves the effects of
sleep by walking in a
particularly ne forest.
Language (Nandorin) 5
Elves of L orien
Language (Quenya)
2
6
Language (Sindarin) +6
Language (Westron)
3
+1
Mining 5
Musical Instrument (Harp) +2
Singing +3
Sneaking +1
Trade 3
Weapon (Bows) +2
Bane
Blade Preservation
Detection
Shatter
1
Except Mithrilsmithying
2
Only Nobility
3
II 2850, only Nobility and Upper Class
9.3. PEOPLE 9-13
People Skill/Spell SVM Special
Animal Training (Dogs) +2
Camouage +3
Craft Skills (other Smithying Skills
1
) 5
Craft (Earth-working) +3
Craft (Stone-working) +2
Farming 3
Gardening 2
Get a +5 HRG CSM when
listening to a wood (ie.
to the wood itself, not
to something inside the
wood).
Achieves the effects of
sleep by walking in a
particularly ne forest.
Language (Birds) 1
Elves of Mirkwood
Language (of Dale)
2
5
Language (Nandorin) +6
Language (Rohirric)
2
6
Language (Sindarin)
3
+6
Language (Westron)
4
+1
Mining 5
Musical Instrument (Harp) +2
Riding +1
Singing +2
Sneaking +1
Trade 3
Weapon (Bows) +2
Authorship +2
Botany 2
Craft (Armoursmithying) +4
Craft (Goldsmithying) +3
Craft (Mithrilsmithying) +2
Craft (Weaponsmithying) +4
Language (of Dale) 6
Elves of Rivendell
Language (Nandorin) 6
Get a +1 SV Modier for
the Spells whose Values
are raised.
Special rules apply for
armour prices (see
Craft Skills and sec-
tion 9.14 Levels of Burden
for the Player Character,
p. 9-38).
Language (Quenya) 1
Language (Rohirric) 6
Language (Sindarin) +6
Language (Westron)
5
+1
Weapon (Swords) +2
Bane
Blade Preservation
Detection
Shatter
1
Except Mithrilsmithying
2
Only Nobility and Upper Class
3
Only Nobility
4
II 2850, only Nobility and Upper Class
5
II 2850
9-14 9.3. PEOPLE
People Skill/Spell SVM Special
Ents
Cannot be poisoned.
Get a +6 Camouage
CSM in woods.
Are only engaged in
barter, and have there-
fore no currency. This
is simulated by the fact
that they must spend
as much of their Wealth
and Earnings as possible
immediately (see sub-
section 9.15.4 Property
of the Player Charac-
ter, p. 9-42 and subsec-
tion 9.5.2 The Player
Characters Wealth, p. 9-
24).
9.3. PEOPLE 9-15
People Skill/Spell SVM Special
Administration and Law 2
Alchemy 2
Animal Healing (Horses) +2
Other Animal Healing Skills 2
Animal Training (Dogs) +1
Animal Training (Horses) +4
Other Animal Training Skills 2
Astrology 2
Authorship 4
Botany 2
Chess and Board Games 2
Eorlings/
Eoth eod/
Northmen
Forgery 2
Geography Skills
1
2
Geology 2
Healing 2
Heraldry 2
History 2
Knowledge and Lore Skills
2
2
Language (Dunlendish) 5
Language (of Dale) 1
Language (Rohirric) +4
Language (Westron)
3
+3
Lying 2
Maths 2
Navigation 2
Riddling 1
Riding +5
Sea-craft 2
Singing +4
Writing System (Cirth) 2
Zoology Skills 1
1
Only those the PC gets a BSV in
2
All Skills the PC gets a BSV in with the word Knowledge or Lore in their names.
3
II 2850
9-16 9.3. PEOPLE
People Skill/Spell SVM Special
Animal Husbandry (Cows)
1
+1
Animal Training (Cats)
1
+1
Cave Orienteering +2
Craft (Armoursmithying) 4
Craft (Blacksmithying) 3
Craft (Earth-working) +3
Craft (Goldsmithying) 3
Craft (Ship & Boat Building) 5
Craft (Shoe-making) 5
Craft (Silversmithying) 3
Craft (Stone-working) 3
Hobbits
Craft (Weaponsmithying) 4
Other Craft Skills +3
Farming +1
Fishing 5
May raise the Hiding
SV regardless of Profes-
sion(s).
Are not allowed to raise
the SVs of Weapon Skills
except Bows, Clubs and
Slings.
Get a +6 Sneaking CSM
in woods.
Enjoy an extra +2 CSM
for the weather condi-
tions Cold, Heat and
Desert heat (see subsub-
section 2.1.1.3 Weather
Modiers, p. 2-5).
Gardening +2
Geology 5
Heraldry +3
Herb-lore +2
Hiding +6
History 3
Jesting +2
Language (Dialect of Rohirric) +6
2
/+1
3
Language (Westron)
4
+1
Language (Westron)
5
+6
Leaping 3
Mining 5
Navigation 5
Riddling +4
Riding 3
Rowing 5
Sea-craft 5
Short-distance Running 2
Sneaking +4
Swimming 5
Throwing +6
Travelling 1
Weapon (Bows) 3
Weapon (Slings) 3
Other Weapon Skills 6
1
Only Hobbits with Place of Abode in the Bree-land
2
III 1200 if Place of Abode is not Along the Anduin close to the Gladden Fields
3
III 12011400 if Place of Abode is not Along the Anduin close to the Gladden Fields
4
Only Hobbits with Place of Abode near the Gladden Fields, only Nobility
5
Not Hobbits with Place of Abode near the Gladden Fields
9.3. PEOPLE 9-17
People Skill/Spell SVM Special
Fallohides Craft Skills 3
Farming 4
Hunting +4
Language (Sindarin) 5
Language (Quenya)
1
5
Singing +3
Harfoots Cave Orienteering +2
Craft (Earth-working) +3
Craft (Stone-working) +7
Geology +8
Mining +8
Stoors Animal Training (Dogs) +1
Craft (Ship & Boat Building) +9
Farming +1
Fishing +8
Navigation +6
Rowing +9
Sea-craft +7
Swimming +9
Lossoth Writing System (Tengwar) 5
Animal Husbandry (Cows) +1
Animal Training (Cats, Dogs) +1
Language (Dunlendish) 6
Language (Westron)
2
+6
Men of Bree
Language (of Dale) +6
Language (Nandorin) 6
Language (Westron)
2
+1
Men of Dale
(III 2942
Bardings)
1
Only Hobbits with Place of Abode in the Bree-land or the Shire
2
II 2850
9-18 9.3. PEOPLE
People Skill/Spell SVM Special
Craft (Ship & Boat Building) +2
Fishing +1
Language (Quenya) 6
Language (Sindarin)
1
1
Language (Westron) +6
Musical Instrument (Harp) +4
Navigation +2
Sea-craft +2
Swimming +1
Men of Dol
Amroth
Men of Eriador Animal Husbandry +2
Craft (Ship & Boat Building) +2
Craft (Carpentry) +4
Fishing +2
Language (of Dale) +6
Language (Nandorin) 6
Language (Westron)
2
+1
Sea-craft +2
Men of the Lake
Swimming +1
Language (Dialect of Dunlendish) +6/+1
3
Language (Westron)
4
+6
Men of the Out-
lands of Gondor
(D unedain and
Men of Dol
Amroth not in-
cluded)
Men of the Anfalas Animal Husbandry +2
Hunting +2
Men of Blackroot
Vale (III 250)
Weapon (Bows) +2
Fishing +2
Men of Ethir
Anduin
Navigation +2
Sea-craft +2
Swimming +1
Men of Lamedon
Men of Lebennin Singing +3
Musical Instrument Skills (Flute,
Horn, Viol)
+3
Men of Lossarnach Craft (Woodcarving) +1
Gardening +5
Weapon (Axes) +2
1
III 2900 only Nobility and Upper Class
2
II 2850
3
II 2749 / II 2750
4
II 2750
9.4. PLACE OF ABODE 9-19
People Skill/Spell SVM Special
Men of Pinnath
Gelin
Men of Ringl o Vale Riding 2
Men of the White
Mountains
(II 3425)
Craft (Stone-working) +3
Woodmen Forestry +2
Travelling +1
(2013-03-10)
9.4 Place of Abode
Depending on which People you have chosen your
Character to belong to, determine his/her Place of
Abode using the table below. The time periods dur-
ing which it was possible to live at resp. Place of
Abode are mentioned within parentheses.
The time during which a PCs rst Adventure
takes place can have a signicant impact on which
Places of Abode are possible for him/her. The GM
should tell you the Year of the Adventure. The
Places of Abode that are available may also be lim-
ited by the GM with respect to the location of a PCs
rst Adventure.
If according to the table an area (not a village,
town or other specic dwelling) is determined to be
your Characters Place of Abode, it must be determ-
ined more specically by the GM, for example as a
nameless village, because in such cases the inform-
ation in Tolkiens works about the area in question
is unfortunately insufcient. You may use a suitable
term for it, for example Village A, in order to dis-
tinguish it from other imaginary villages in the area.
An approximate location for nal Place of Abode
should also be randomly determined.
People D100 Place of Abode
Elves of Belfalas 1100 Celeborn and Galadriels dwelling (later Dol Amroth)
Elves of Edhellond 1100 Edhellond
Elves of Lindon
120 Forlindon
2135 Forlond
3665 Grey Havens
6680 Harlindon
81100 Harlond
Elves of L orien 1100 Caras Galadhon
Elves of Mirkwood
160 The area around Thranduils halls
6175 The village of the raft-Elves
76100 Ithilien (III 3021)
Elves of Rivendell 1100 Rivendell
Dr uedain
170 Dr uadan Forest
71100 Dr uwaith Iaur and Andrast
9-20 9.4. PLACE OF ABODE
People D100 Place of Abode
D unedain of the
North
14 The Angle (III 19763021)
528 Ann uminas (II 3320III 861, III 3021)
2946 Along the Baranduin
4752 Cardolan
5370 Fornost
7188 Along the Lh un
8994 Rhudaur
95100 Tharbad
D unedain of
N umenor
12 Almaida (II 3105, only Faithful)
37 And uni e (II 3105, only Faithful)
812 Andustar, not including Almaida and And uni e (II 3105, only
Faithful)
1332 Armenelos (II 3105 only Kings Men)
3342 Arandor, not including Armenelos and R omenna (II 3105 only
Kings Men)
4349 Eldalond e (II 3105, only Faithful)
5054 Emeri e (II 3105 only Kings Men)
5558 Forostar, not including Ondosto (II 3105 only Kings Men)
6062 Hyarnustar (II 3105 only Kings Men)
6366 Hyarrostar, not including Nindamos (II 3105 only Kings Men)
6768 Vinyalond e/Lond Daer (II 1200)
6973 Mittalmar, not including Arandor and Emeri e (II 3105 only
Kings Men)
7477 Nindamos (II 3105 only Kings Men)
7881 Ondosto (II 3105 only Kings Men)
8285 Orrostar (II 3105 only Kings Men)
8687 Pelargir (II 2350, only Faithful)
8897 R omenna
98 Tharbad (II 1200)
99100 Umbar (II 22803265, only Kings Men)
9.4. PLACE OF ABODE 9-21
People D100 Place of Abode
D unedain of the
South
15 An orien
68 Calenardhon
910 Harondor (III 1448)
1112 Lossarnach
1
1327 Minas Anor (Tirith)
2849 Minas Ithil
5057 Pelargir
5888 Osgiliath
8991 North Ithilien
9294 South Ithilien
9596 Tarnost
97100 Umbar (III 9331448, IV 1)
Dwarves
14 Northern Blue Mountains (III 28023000)
517 Southern Blue Mountains
1825 Dunland (III 27752789, 27992800)
2633 Glittering Caves (III 3021)
3457 Grey Mountains (III 22102590)
5876 Iron Hills (III 25903000)
77100 Lonely Mountain (III 19992210, 25902770, 2941)
Eorlings/
Eoth eod/
Northmen
15 Aldburg
625 Edoras
2635 Eastemnet
3645 Eastfold
4655 The Folde
5660 Underharrow
6165 Upbourn
6675 Westemnet
7690 Westfold
9195 Westmarch
96100 The Wold
Hobbits of the
Gladden Fields
1100 Along the Anduin close to the Gladden Fields
9-22 9.4. PLACE OF ABODE
People D100 Place of Abode
Hobbits of
the Shire
1 Brandy Hall (in Bucklebury)
23 Brockenbores
45 Bucklebury
67 Budgeford
811 Bywater
1213 Chivery
14 Crickhollow
1516 Deephallow
1718 Dwaling
1921 Frogmorton
2223 Goatacre
2425 Greenholm
26 Great Smials (in Tuckborough)
2728 Grubbs Spinney
2930 Ham Burrows
3132 Hams Barton
3334 Hardbottle
3536 Hays-end
3738 Hobbiton
3940 Little Delving
4142 Longbottom
4344 Long Cleeve
4546 The Marish
4752 Michel Delving
5354 Needlehole
5556 Newbury
5758 Nobottle
5960 Oatbarton
6162 Overhill
6364 Pincup
6566 Ravenbeams
6768 Rushey
6970 Sackville
7172 Sandy Cleeve
7374 Scary
7576 Standelf
7780 Stock
8182 The Yale
8384 Tigheld
8586 Tookbank
8790 Tuckborough
9192 Waymeet
9394 Whitfurrows
9596 Whitwell
9798 Willowbottom
99100 Woodhall
9.4. PLACE OF ABODE 9-23
People D100 Place of Abode
Hobbits of Bree
137 Bree
3850 Combe
51100 Staddle
Hobbits (Stoors) 1100 Village in Dunland (III 11501630)
Hobbits (wild) 1100 Former Arthedain
Men of Anfalas 1100 Anfalas
Men of
Blackroot Vale
1100 Blackroot Vale
Men of Bree
125 Archet
2681 Bree
82100 Combe
Men of Dale 1100 Dale
Men of
Dol Amroth
134 Dol Amroth
3567 Elsewhere in Belfalas
68100 Dor-en-Ernil
Men of Ethir Anduin 1100 Ethir Anduin
Men of the Lake 1100 Lake-town
Men of Lamedon
175 Calembel
76100 Elsewhere in Lamedon
Men of Lebennin
117 Linhir
1834 Pelargir (II 2375)
3551 Some vale in Lebennin
52100 Green elds of Lebennin
Men of Lossarnach
133 Imloth Melui
3467 The vale of Erui
68100 The vale of Sirith
Men of
Pinnath Gelin
1100 Pinnath Gelin
Men of Ringl o Vale
175 Ethring
76100 Elsewhere in Ringl o Vale
Men of the
White Mountains
133 Dunharrow
3466 Blackroot Vale
67100 Another vale in the White Mountains
(2012-12-15)
9-24 9.5. SOCIAL CLASS, WEALTH AND EARNINGS
c Ted Nasmith
Ithilien
9.5 Social Class, Wealth and Earn-
ings
9.5.1 Social Class
Roll D1000 for your Characters Social Class (SC),
according to the table below.
The Players should keep in mind that it may be
that the GM sets restrictions on which Classes each
PC can belong to. Moreover, some Peoples can only
belong to certain Classes. Even if a Player badly
wants his/her PC to have a certain Profession, there
may be some Social Classes he/she cannot belong
to. Roll again until you get a Class your PC can be-
long to.
The Social Class may well have important cul-
tural and practical impact on your PC in his Adven-
tures, but it is much up to the GM and the Players
to decide what implications a PCs Social Class has.
9.5.2 The Player Characters Wealth
A PCs SC also determines the extent of how much
Wealth, i.e. money he/she has in his/her possession
when the game starts. After you have determined
your PCs SC, roll for his/her Wealth according to
the table below. Note! Dr uedain and Ents are only
engaged in barter, and have therefore no currency.
This is simulated by the fact that they must spend
their entire Wealth immediately, before participat-
ing in Adventures.
You may exchange your PCs money for as large
monetary units as possible before the game starts
(the larger the number of coins, the greater the
weight).
9.5.3 Social Class-dependent Attribute
Value Modiers
To simulate that people in the past most often were
more capable of great deeds the higher the social
class they belonged to, your Characters AVs are
modied depending on which SC he/she belongs
to. Apply these Modiers now.
9.5.4 The Player Characters Earnings
Also depending on which SC your PC ends up be-
longing to, he/she will have certain Earnings. How
Earnings work in the game is explained in sec-
tion 3.6 Earnings, p. 3-3.
D1000 Social Class AV Modier Wealth Earnings
1889 Lower Class 0 ( D300 + 400 ) cd 1 cd CS
890989 Middle Class +2 ( D40 + 70 ) sd 10 cd CS
990999 Upper Class +4 ( D500 + 1500 ) sd 2 sd CS
1000 Nobility
1
+6 ( D3000 + 5000 ) gpcs 2 gpcs CS
1
Men and Hobbits of Bree cannot be Nobility.
9.6. AGE 9-25
9.6 Age (2012-10-23)
Determine the Age of your Character by making a
certain Roll a certain number of times and out of
those, picking the lowest result (round down), ac-
cording to the table below.
People Roll Number of Times Rolled
Bardings / Men of Dale, Beornings,
Eorlings/
0
10000) 14985
4
1
Hobbits D91 +20 3
Men of Bree, Men of the Outlands of Gondor D55 +15 5
(2012-12-02)
9.7 Experience Points and Wealth
Coefcient for the Player Charac-
ter (2012-11-04)
Now that you have determined your PCs Age, you
can calculate how many XPs you get to spend on
improving your PCs SVs in the table below (round
down). You should also calculate a Coefcient by
which you will get your PCs nal Wealth (round
down to whole Copper Farthings).
1
. . . where X has a value that depends on what the Current Year is:
II 2039: 345
II 20403319 (before the Downfall of N umenor): 456 [Current Year] 0.054
II 3319 (after the Downfall of N umenor)3441: 382 [Current Year] 0.032
III 1: 272 [Current Year] 0.032
2
. . . where X has a value that depends on what the Current Year is:
II 2039: 398
II 20406: [Current Year] 1641
II 2047221: 406
II 22223319 (before the Downfall of N umenor): 850 [Current Year] / 5
II 3319 (after the Downfall of N umenor)3441: 1181 [Current Year] 0.3
III 1 : 149 [Current Year] 0.3
3
. . . where X has a value that depends on what the Current Year is:
II 3335441: [Current Year] 3319
III 1158: [Current Year] + 122
III 158238: 280
III 2391936: 289 [Current Year] 0.0365
III 19372395: 505 [Current Year] 0.148
III 2396872: 301 [Current Year] 0.063
III 28733021: 695 [Current Year] 0.2
IV 1: 90 [Current Year] 0.2
4
Reroll if the result is less than 16.
9-26 9.7. EXPERIENCE POINTS AND WEALTH COEFFICIENT FOR THE PLAYER CHARACTER
Age Experience Points Wealth Coefcient
1640 687 + 687 (Age 16) / 24 1 + (Age 16) / 24
4180 1375 + 687 (Age 40) / 40 2 + (Age 40) / 40
81154 2062 + 687 (Age 80) / 74 3 + (Age 80) / 74
155306 2750 + 687 (Age 154) / 152 4 + (Age 154) / 152
306655 3437 + 687 (Age 305) / 350 5 + (Age 305) / 350
6561540 4125 + 687 (Age 655) / 885 6 + (Age 655) / 885
15414039 4812 + 687 (Age 1540) / 2499 7 + (Age 1540) / 2499
404010015 5500 + 687 (Age 4039) / 7835 8 + (Age 4039) / 7835
9.7.1 Age-dependent Attribute Value and
Personality Attribute Value Modiers
for the Player Character
Traverse the table below from the top and apply
the AV and PAV Modiers for the People you have
chosen for your PCcumulatively until you reach the
Age of your PC(including the Modiers listed at the
exact Age of your PC, if any).
While traversing the table, you should also
choose which Profession your PC has had during
each period in his/her life so far. Read more at sec-
tion 9.8 Professions Available to the Character be-
low.
Attributes/Personality Attributes & Modiers
Age Men of Bree & Men of the Outlands of Gondor
17 HRD, SIZ and STR +1
19 CHA, PSY and WIT +1, SML 1
20 CRF and HML 1, LFP +1
21 CHA, PSY and WIT +1, SML 1
30 HRD 1
34 AGI and HRD 1
37 AGI, CHA, HRD, HRG, SGT, SML and STR 1
41 AGI and HRD 1
44 AGI, CHA, HRD, HRG, SGT, SML and STR 1
46 AGI and HRD 1
48 AGI, HRD, HRG, SGT and STR 1
50 AGI, CHA, HRD, HRG, SGT, SML and STR 1
52 AGI, CHA, HRD, HRG, SGT and STR 1
54 AGI, CHA, HRD, HRG, SGT, SML and STR 1
56 AGI and HRD 1
58 AGI, HRD, HRG, SGT and STR 1
60 AGI, CHA, HRD, HRG, SGT, SML and STR 1
62 AGI, CHA, HRD, HRG, SGT and STR 1
64 AGI, CHA, HRD, HRG, SGT, SML and STR 1
66 AGI and HRD 1
68 AGI, HRD, HRG, SGT and STR 1
70 AGI, CHA, HRD, HRG, SGT, SML and STR 1
72 AGI, CHA, HRD, HRG, SGT and STR 1
74 AGI, CHA, HRD, HRG, SGT, SML and STR 1
76 AGI and HRD 1
9.8. PROFESSIONS AVAILABLE TO THE CHARACTER 9-27
Attributes/Personality Attributes & Modiers
Age Men of Bree & Men of the Outlands of Gondor
78 AGI, HRD, HRG, SGT and STR 1
80 AGI, CHA, HRD, HRG, SGT, SML and STR 1
82 AGI, CHA, HRD, HRG, SGT and STR 1
84 AGI, CHA, HRD, HRG, SGT, SML and STR 1
9.7.2 The Fading of the Elves Attribute Value
Modiers for Player Characters
This rule applies only to PCs who are Elves of
Rivendell. For each period of 2000 years (round
normally) between III 3018 and the Start Year of the
PC (the Year during which the PCs rst Adventure
takes place the GM should be able to tell you what
Year it is), all the way back until the beginning of
the First Age (when the Noldor left Aman) he/she
receives a +1 Modier for his/her AGI, HRD, PSY
and STR Values.
9.8 Professions Available to the
Character
Your PCs Profession(s) is/are a combination of sev-
eral of his/her properties; upbringing, training, ex-
perience, and goals and outlook for the future.
There are 11 different Professions to choose
from. The main difference between them is which
SVs a PC of a certain Profession may raise in the
Character Creation at the lowest XP Costs (this is ex-
plained later in subsection 9.17.2 Spending the Ex-
perience Points, p. 9-43). It is very important that
you carefully read about the Skills whose Values
you may raise.
Most Professions are equipped with certain SV
Modiers, just as the various Peoples are. Note!
These Modiers are applied after you have spent Ex-
perience Points to raise your PCs SVs (see subsec-
tion 9.17.2 Spending the Experience Points, p. 9-43).
Some Skills belong to certain Skill Groups, such
as Language Skills, Craft Skills and Musical Instru-
ment Skills. These are sometimes treated as if they
were a single Skill, but each Language Skill, Craft
Skill or Musical Instrument Skill etc. counts as a sep-
arate Skill.
The names of the Professions, the Skills whose
Values each Profession may raise at the lowest XP
Costs, and the Professions SVMs for those Skills
are given in the following table. Note! The SVMs
for Skill Groups do not necessarily have to be ap-
plied only to those Skills in the Group whose Values
are raised. For example, if Craftsman/Craftswoman
is picked as the Profession, the Values of any four
Craft Skills may be raised, but a +5 SVM may be ap-
plied to a fth Skill; it does not have to be one of the
four. Also, the +2 SVM is applied to all Craft Skills,
not only to the four whose Values are raised.
Profession Skill SVM
Craftsman/Craftswoman Craft Skills (at most 4) +5
1
/+2
2
Dancing (only Nobility) 0
Hiding (Only Hobbits) 0
Knotting 0
Language Skills (at most 1) 0
Local Knowledge Skills 0
Military Tactics (only Nobility) 0
Scenting (only Dr uedain) 0
Weapon Skills (at most 1, only Dwarves) 0
Writing System Skills (at most 1) 0
1
A Craft Skill of your choice
2
All other Craft Skills
9-28 9.8. PROFESSIONS AVAILABLE TO THE CHARACTER
Profession Skill SVM
Gardener Beekeeping +3
Botany 0
Cooking 0
Farming +2
Forestry 0
Gardening +5
Herb-lore +1
Hiding (Only Hobbits) 0
Weather Lore 0
Zoology (Insects) 0
Loremaster/Wise-woman
1
Administration and Law 0
Alchemy 0
Animal Healing Skills 0
Astrology 0
Authorship 0
Botany 0
Chess and Board Games 0
Cultural Knowledge Skills 0
Dancing (only Nobility) 0
Drug Lore 0
First Aid 0
Forgery 0
Geography Skills 0
Geology 0
Healing 0
Heraldry 0
Herb-lore 0
History 0
Hiding (Only Hobbits) 0
Hypnosis 0
Language Skills (at most 5) 0
Local Knowledge Skills 0
Massage 0
Maths 0
Military Tactics 0
Orienteering 0
Poison Lore 0
Riddling 0
Scenting (only Dr uedain) 0
Travelling 0
Weather Lore 0
Writing System Skills (at most 2) 0
Zoology Skills 0
1
For men the Profession is called Loremaster, for Women Wise-woman.
9.8. PROFESSIONS AVAILABLE TO THE CHARACTER 9-29
Profession Skill SVM
Mariner Craft Skills (only Ship & Boat Building) 0
Cultural Knowledge Skills 0
Dancing (only Nobility) 0
First Aid 0
Fishing +1
Gambling Games 0
Geography Skills 0
Hiding (Only Hobbits) 0
Knotting 0
Language Skills (at most 2) 0
Leaping 0
Military Tactics (only Nobility) 0
Musical Instrument Skills (at most 1) 0
Navigation +5
Perception 0
Riddling 0
Sea-craft +5
Singing 0
Swimming +1
Weapon Skills (at most 2, of which 1 Knives) 0
Weather Lore 0
Writing System Skills (at most 1) 0
Messenger Acting 0
Bribery 0
Cultural Knowledge Skills +2
1
Dancing (only Nobility and Upper Class) 0
Disguise 0
Firelighting 0
Forgery 0
Geography Skills +2
1
Heraldry 0
Hiding (Only Hobbits) 0
Jesting 0
Language Skills (at most 3) 0
Local Knowledge Skills +2
1
Lying 0
Military Tactics (only Nobility) 0
Orienteering +3
Persuasion 0
Riding +4
Travelling +4
Weapon Skills (at most 2, of which 1 Knives) 0
Writing System Skills (at most 2) 0
1
Only those the PC gets a BSV greater than 0 for
9-30 9.8. PROFESSIONS AVAILABLE TO THE CHARACTER
Profession Skill SVM
Miner Cave Orienteering 0
Climbing 0
Craft Skills (only Earth-working and Stone-working) 0
Firelighting 0
Geology +3
Hiding (Only Hobbits) 0
Knotting 0
Mining +5
Weapon Skills (at most 1, only Dwarves) 0
Minstrel Acting 0
Administration and Law 0
Authorship +3
Cultural Knowledge Skills 0
Dancing 0
Drawing and Painting 0
Geography Skills 0
Heraldry 0
Hiding (Only Hobbits) 0
History 0
Jesting 0
Language Skills (at most 2) 0
Local Knowledge Skills 0
Military Tactics (only Nobility) 0
Musical Instrument Skills (at most 4) +5
1
/+2
2
Persuasion 0
Riddling 0
Singing +5
Travelling 0
Voice-throwing 0
Writing System Skills (at most 2) 0
1
Only one Musical Instrument Skill of your choice
2
All other Musical Instrument Skills
9.8. PROFESSIONS AVAILABLE TO THE CHARACTER 9-31
Profession Skill SVM
Ranger
1
Animal Healing Skills 0
Animal Training Skills 0
Botany 0
Camouage 0
Climbing 0
Cooking 0
Craft Skills (At most 1, only Carpentry, Farriery
2
, Leatherworking,
Textile Craft and Woodcarving)
0
Cultural Knowledge Skills 0
Drug Lore 0
Firelighting +4
First Aid 0
Fishing 0
Forestry 0
Geography Skills 0
Herb-lore 0
Hiding 0
Interrogation 0
Knotting 0
Language Skills (at most 1) 0
Leaping 0
Military Tactics (only Nobility) 0
Orienteering +3
Perception +2
Riddling 0
Riding (only D unedain) 0
Scenting (only Dr uedain) +3
Singing 0
Sneaking 0
Swimming 0
Tracking +5
Trapping 0
Travelling +4
Unarmed Combat 0
Weapon Skills (at most 3, of which 1 Knives) +2
3
/+1
4
Weather Lore 0
Wilderness Survival +4
Writing System Skills (at most 1) 0
Zoology Skills 0
1
Special: Receive a 3 CHA Value Modier due to a hard life in the wild (not Elves).
2
Only D unedain
3
Only one Weapon Skill of your choice
4
All other Weapon Skills
9-32 9.8. PROFESSIONS AVAILABLE TO THE CHARACTER
Profession Skill SVM
Rufan Bribery 0
Burglary 0
Climbing 0
Gambling Games 0
Interrogation 0
Hiding 0
Knotting 0
Leaping 0
Local Knowledge Skills 0
Lying +2
Perception 0
Persuasion 0
Pickpocketing 0
Shadowing 0
Sneaking 0
Unarmed Combat +3
Underworld Lore Skills 0
Weapon Skills (at most 2, of which 1 Knives) 0
Soldier Craft Skills (at most 1, only Armoursmithying, Leatherworking or
Weaponsmithying)
0
Cultural Knowledge Skills 0
Dancing (only Nobility) 0
Dodging 0
Firelighting 0
First Aid 0
Geography Skills 0
Heraldry 0
Hiding (Only Hobbits) 0
Interrogation 0
Language Skills (at most 1) 0
Local Knowledge Skills 0
Military Tactics (only Nobility) 0
Orienteering 0
Perception 0
Riding 0
Singing 0
Tactics 0
Travelling +3
Unarmed Combat +2
Weapon Skills (at most 4) +4
1
/+2
2
Writing System Skills (at most 1) 0
1
Only one Weapon Skill of your choice
2
All other Weapon Skills
9.8. PROFESSIONS AVAILABLE TO THE CHARACTER 9-33
Profession Skill SVM
Trader Administration and Law 0
Bribery 0
Cultural Knowledge Skills 0
Forgery 0
Geography Skills 0
Hiding (Only Hobbits) 0
Jesting 0
Language Skills (at most 3) 0
Local Knowledge Skills 0
Lying 0
Maths +2
Persuasion 0
Riding 0
Trade +5
Travelling 0
Weapon Skills (at most 1)
1
0
Writing System Skills (at most 2) 0
(2012-12-27)
9.8.1 The Share of Experience Points That
May Be Spent on Spells Depending on
the Player Characters Profession(s)
Each Profession may spend a different number of
XPs on Spells. Below is a table showing the percent-
age of XPs that every Profession at most may spend
(round normally):
Profession Share, %
Craftsman/Craftswoman 25
Gardener 10
Loremaster/Wise-woman 35
Mariner 5
Messenger 10
Miner 5
Minstrel 15
Ranger 20
Rufan 0
Soldier 5
Trader 10
9.8.2 Choosing your Characters Profes-
sion(s) (2013-01-15)
Now that you have acquainted yourself with the
Professions, you are ready to choose your Charac-
ters Profession(s) throughout his/her life.
As was mentioned in subsection 9.7.1 Age-
dependent Attribute Value and Personality Attrib-
ute Value Modiers for the Player Character, p. 9-26,
while traversing said table, you should also choose
which Profession your PC has had during each
period in his/her life so far.
Below is a table that shows which Professions
are available to each People, The Player Characters
Gender and SC. indicates that the Profession
in question is available for the People/The Player
Characters Gender/SC in question. In order for
you Character to qualify for a particular Profession,
the Profession must be available for the Characters
People, The Player Characters Gender and SC.
1
Dwarves: any; other Peoples: only Knives
9-34 9.8. PROFESSIONS AVAILABLE TO THE CHARACTER
Professions Available to the Character
People/Gender/SC M
i
n
s
t
r
e
l
M
e
s
s
e
n
g
e
r
M
i
n
e
r
C
r
a
f
t
s
m
a
n
/
C
r
a
f
t
s
w
o
m
a
n
S
o
l
d
i
e
r
T
r
a
d
e
r
L
o
r
e
m
a
s
t
e
r
/
W
i
s
e
-
w
o
m
a
n
M
a
r
i
n
e
r
R
u
f
a
n
G
a
r
d
e
n
e
r
R
a
n
g
e
r
People
Dr uedain
D unedain of the North
1
1
1
1
1
2
D unedain of N umenor
D unedain of the South
3
Dwarves
Elves of Belfalas
Elves of Edhellond
Elves of Lindon
Elves of L orien
Elves of Mirkwood
Elves of Rivendell
Eorlings/
Eoth eod/Northmen
Hobbits (Fallohides)
4
Hobbits (Harfoots)
4
Hobbits (Stoors)
4
Men of Anfalas
5
Men of Blackroot Vale
Men of Bree
Men of Dale
Men of Dol Amroth
Men of Ethir Anduin
Men of the Lake
Men of Lamedon
Men of Lebennin
Men of Lossarnach
1
Only until III 1975 (the end of Angmar)
2
Only III 1975 (from the end of Angmar and onward)
3
Only III 2901
4
Member of the Messenger Service
5
Only Nobility and Upper Class
9.8. PROFESSIONS AVAILABLE TO THE CHARACTER 9-35
Professions Available to the Character
People/Gender/SC M
i
n
s
t
r
e
l
M
e
s
s
e
n
g
e
r
M
i
n
e
r
C
r
a
f
t
s
m
a
n
/
C
r
a
f
t
s
w
o
m
a
n
S
o
l
d
i
e
r
T
r
a
d
e
r
L
o
r
e
m
a
s
t
e
r
/
W
i
s
e
-
w
o
m
a
n
M
a
r
i
n
e
r
R
u
f
a
n
G
a
r
d
e
n
e
r
R
a
n
g
e
r
Men of Pinnath Gelin
Men of Ringl o Vale
Men of the White Mountains
1
Gender
Man
Woman
Social Class
Lower Class
2
Middle Class
2
Nobility
Upper Class
(2012-12-02)
Your PCs AVs and PAVs such as they were dur-
ing a certain period of time in his/her life must also
meet any AV and PAV Requirements for the chosen
Profession. Your PC can only have one Profession
at most at any time (Note! If your PC is an Elf,
you must also consider the Attribute Value Modi-
ers that are caused by the Fading of the Elves. Read
more above in subsection 9.7.2 The Fading of the
Elves Attribute Value Modiers for Player Charac-
ters, p. 9-27.). So you need not choose just one (1)
Profession that your PC has had in his/her life so
far. You might actually have to choose more than one
if your PC does not meet the AV and PAV Require-
ments for a certain Profession during all his/her life
so far. If Characters have more than one Profession
during their lifetime, it means that they have had
several different careers and have received training
and education for all of them. In the past there were
several famous people who must have had more
than one Profession, for example Aragorn II Elessar.
Note down all the Professions your PC has had in
his/her life on your Character Sheet.
Note down the Skills whose Values your PCs
Profession(s) are allowed to raise at the lowest XP
Costs these are called your PCs Profession Skills.
If you have chosen more than one Profession for
your PC, see subsection 9.8.3 Drawbacks and Ad-
vantages of Having Multiple Professions, p. 9-36.
The Profession that your PC has in the last
period of time before the point of his/her determ-
ined Age is the Profession he/she will also have
when you start playing with him/her. This is called
the Characters Current Profession. Underline this
Profession on your Character Sheet.
AV and PAV Requirements for each Profession
are given in the table below. Your Characters AVs
and PAVs must meet the Requirements of a certain
Profession in order to qualify for the Profession in
question.
1
Only II 18003265
2
Not Men of Anfalas
9-36 9.8. PROFESSIONS AVAILABLE TO THE CHARACTER
Profession AV Requirements PAV Requirements
Craftsman/Craftswoman AGI 15 DLG 5
Gardener AGI 9 DLG 5
Loremaster/Wise-woman WIT 16 CRF 15, DLG 5
Mariner AGI 12, HRD 12 CRF 15, DLG 3
Messenger CHA 12, HRD 13 CRF 15, DLG 3
Miner STR 13 CRF 15, DLG 3
Minstrel AGI 12, CHA 13 DLG 5
Ranger AGI 12, HRD 12 CRF 15, DLG 3, EVL 3
Rufan AGI 10, STR 12 CRF 12, DLG 5, EVL 13, GNR 10
Soldier HRD 12, SIZ 12/6
1
CRF 10, DLG 3, EVL 3
Trader CHA 11, WIT 12 DLG 5, GNR 10
Note! If your PC does not meet the AV and PAV Re-
quirements of any Profession at some point in his/
her life up until his/her determined Age, you must
abandon this PC, go back to section 9.1 The Player
Characters Attribute and Personality Attribute Val-
ues, p. 9-2, choose another AV and PAV set and con-
tinue from there.
c Ted Nasmith
Then Aul e took up a great hammer to smite
the Dwarves; and he wept. . . . and the Dwarves
shrank from the hammer and were afraid, and
they bowed down their heads and begged for
mercy.
The Silmarillion, Of Aul e and Yavanna
9.8.3 Drawbacks and Advantages of Having
Multiple Professions
There is one drawback if you let your PC have more
than one Profession during his life so far: the num-
ber of XPs you receive for raising your PCs SVs
is reduced by 20 percentage points for each Profes-
sion you choose in addition to one (round down the
number of XPs).
However, there are advantages as well. Your
PCs Profession Skills will consist of the combined
set of Profession Skills made available by all the Pro-
fessions that you have chosen. You may also com-
bine the SV Modiers of your Characters Profes-
sions, but if the Professions receive Modiers for
the same Skills, only the Modier with the greatest
value should be counted (e.g. although a Soldier
normally receives a +3 Travelling SVM, a Messen-
ger-Soldier receives a +4 Modier since a Messenger
normally receives a +4 Modier). For Skill Groups
you may choose the greatest of the number of Skills
that each of your PCs Professions makes available
as Profession Skills (for instance, if your PC is a
Loremaster-Soldier you may therefore raise the Val-
ues of 5 Language Skills, since Loremaster/Wise-
woman may raise 5 Language Skills but Soldier
only 1). Similarly, it is the greatest of the shares of
XPs that each of your Professions are allowed to
spend on Spells that counts. E.g. if your PCis a Lore-
master-Soldier, you may use 35 % of your PCs XPs
for Spells.
1
Hobbits
9.9. APPLY PEOPLE-SPECIFIC ATTRIBUTE AND PERSONALITY ATTRIBUTE VALUE MODIFIERS, GENERAL
WANING AND WANING OF THE D
UNEDAIN 9-37
9.9 Apply People-specic Attribute
and Personality Attribute Value
Modiers, General Waning and
Waning of the D unedain
9.9.1 People-specic Attribute and Personal-
ity Attribute Value Modiers
If you have chosen your Character to be either a
Dwarf or Elf and also a Woman, apply these Attrib-
ute and Personality Attribute Value Modiers:
A/PA Modier for Dwarf & Elf Women
AGI +1
HRD +2
SIZ +2
STR +2
WIT +1
CRF 1
DLG 1
HML 1
LFP +1
Next, apply the People-specic Attribute and Per-
sonality Attribute Value Modiers for your PC that
you noted down in subsection 9.3.1 Attribute and
Personality Attribute Value Modiers, p. 9-3. Also,
make the mentioned SIZ Value conversion.
So far you have for your Character only determ-
ined the Values of the PAs that are mentioned rst
of each PA pair on your Character Sheet. Now you
should also obtain the Values of the opposite PAs
(for example, for Generosity, Greed is the oppos-
ite PA) by calculating 20 [the Value of the rst-
mentioned PA].
9.9.2 General Waning for the Player Charac-
ter (2012-12-02)
The GM should tell you the Year in which your PCs
rst Adventure happens or starts, and now that you
know his/her Age, you can easily calculate his/her
Year of Birth.
For each 1000 year period (round normally)
between your PCs Year of Birth and III 3018 he/she
receives a +1 Modier for all Attributes except SIZ.
If your PCs WITV is 0 or less now (if your PC is
a D unadan, apply also the Waning of the D unedain,
see below), you must abandon this PC, go back
to section 9.1 The Player Characters Attribute and
Personality Attribute Values, p. 9-2, choose another
AV and PAV set and continue from there.
9.9.3 The Waning of the D unedain (2012-12-02)
If your Characters People is either the D unedain
of the North or D unedain of the South, apply
+1 modiers to his/her AVs for each time period,
of a certain number of years depending on the At-
tribute, between his/her Year of Birth and III 3018
according to the table below. Round normally.
People SGT SIZ Other A
D unedain of the North 750 750 1500
D unedain of the South 350 600 750
(2013-01-16)
If your PCs WITV is 0 or less now, you must aban-
don this PC, go back to section 9.1 The Player Char-
acters Attribute and Personality Attribute Values,
p. 9-2, choose another AV and PAV set and continue
from there.
9.10 Height and Weight
When you have determined your Characters nal
SIZ Value, you can determine his/her exact Height
and Weight depending on his/her SIZ Value, as
given in the table below.
SIZV Weight, lbs Height
1 D8 + 1 0 ft. ( 5 + D20 ) in.
2 D20 + 9 1 ft. ( 11 + D14 ) in.
3 D20 + 29 2 ft. ( 11 + D8 ) in.
4 D20 + 29 3 ft. ( 5 + D7 ) in.
5 D20 + 49 3 ft. ( 11 + D5 ) in.
6 D20 + 69 4 ft. ( 2 + D5 ) in.
7 D10 + 89 4 ft. ( 5 + D5 ) in.
8 D10 + 109 4 ft. ( 8 + D5 ) in.
9 D10 + 119 4 ft. ( 10 + D5 ) in.
10 D10 + 129 5 ft. ( 0 + D5 ) in.
11 D10 + 139 5 ft. ( 2 + D5 ) in.
12 D10 + 149 5 ft. ( 4 + D5 ) in.
13 D10 + 159 5 ft. ( 6 + D5 ) in.
14 D10 + 169 5 ft. ( 8 + D5 ) in.
15 D12 + 181 5 ft. ( 10 + D5 ) in.
16 D12 + 193 6 ft. ( 0 + D5 ) in.
17 D12 + 205 6 ft. ( 2 + D5 ) in.
18 D20 + 225 6 ft. ( 4 + D5 ) in.
19 D20 + 245 6 ft. ( 6 + D5 ) in.
20 D25 + 270 6 ft. ( 8 + D5 ) in.
21 D25 + 295 6 ft. ( 10 + D5 ) in.
22 D25 + 320 7 ft. ( 0 + D5 ) in.
23 D30 + 350 7 ft. ( 2 + D5 ) in.
24 D30 + 380 7 ft. ( 4 + D5 ) in.
25 D30 + 410 7 ft. ( 6 + D5 ) in.
26 D35 + 445 7 ft. ( 8 + D5 ) in.
27 D35 + 480 7 ft. ( 10 + D5 ) in.
9-38 9.11. HANDEDNESS
9.11 Handedness
For how Handedness works in the game, see sub-
section 2.1.3 Handedness Modier, p. 2-5.
Which hand that will be your Characters Pre-
ferred Hand is determined by rolling 2D6 (see the
following table), except if he/she is an Elf; in that
case he/she is always Ambidextrous.
2D6
Man Woman Preferred Hand
28, 10 29 Right
9 10 Left
11 11 Mixed-handed
12 12 Ambidextrous
9.12 Need for Sleep
Enter your Characters Need for Sleep on the Charac-
ter Sheet depending on what People he/she belongs
to:
People Need for Sleep,
hrs per 24 hrs
D unedain 6
Elves 6
1
Others 8
9.13 Toughness Value
All living creatures have a certain Toughness Value
(TGHV) that determines how much hurt they can
withstand before they die. See section 5.8 Injuries
and Healing, p. 5-11 for how this works.
Your Characters SIZV (or actually SIZ BSV) is
the main factor that decides his/her TGHV, see the
following table.
People TGHV
Dr uedain [SIZ BSV] + 2
Dwarves [SIZ BSV] + 2
Hobbits [SIZ BSV] + 1
Others SIZ BSV
9.14 Levels of Burden for the Player
Character (2013-03-10)
Depending on your PCs STR Value and which
People he/she belongs to, you shall ll in certain
Levels of Burden on your Character Sheet. These are
relevant for the way his/her Burden Modier varies
during play. You look up your PCs Levels of Bur-
den in the table below. Read more about the signi-
cance of the Levels of Burden in section 2.1 Burden
Modier, p. 2-3.
Burden Modiers & Corresponding Greatest Allowed Burdens, lbs
STRV 0 1 2 3 4 5 6 7 8 9 10
1 0.5 1.1 2.2 3.3 4.4 5.5 6.6 8.8 11.0 13.2 15.4
2 1.1 2.2 4.4 6.6 8.8 11.0 13.2 17.6 22.0 26.4 30.8
3 1.6 3.3 6.6 9.9 13.2 16.5 19.8 26.4 33.0 39.6 46.2
4 2.2 4.4 8.8 13.2 17.6 22.0 26.4 35.2 44.0 52.9 61.7
5 2.7 5.5 11.0 16.5 22.0 27.5 33.0 44.0 55.1 66.1 77.1
6 3.3 6.6 13.2 19.8 26.4 33.0 39.6 52.9 66.1 79.3 92.5
7 3.8 7.7 15.4 23.1 30.8 38.5 46.2 61.7 77.1 92.5 108.0
8 4.4 8.8 17.6 26.4 35.2 44.0 52.9 70.5 88.1 105.8 123.4
9 4.9 9.9 19.8 29.7 39.6 49.6 59.5 79.3 99.2 119.0 138.8
10 5.5 11.0 22.0 33.0 44.0 55.1 66.1 88.1 110.2 132.2 154.3
11 6.0 12.1 24.2 36.3 48.5 60.6 72.7 97.0 121.2 145.5 169.7
12 6.6 13.2 26.4 39.6 52.9 66.1 79.3 105.8 132.2 158.7 185.1
13 7.1 14.3 28.6 42.9 57.3 71.6 85.9 114.6 143.3 171.9 200.6
1
12 hrs if sleeping while not lying down, see section 2.1 Sleep Deprivation Modier, p. 2-4. Note also this down on your
Character Sheet.
9.14. LEVELS OF BURDEN FOR THE PLAYER CHARACTER 9-39
Burden Modiers & Corresponding Greatest Allowed Burdens, lbs
STRV 0 1 2 3 4 5 6 7 8 9 10
14 7.7 15.4 30.8 46.2 61.7 77.1 92.5 123.4 154.3 185.1 216.0
15 8.2 16.5 33.0 49.6 66.1 82.6 99.2 132.2 165.3 198.4 231.4
16 8.8 17.6 35.2 52.9 70.5 88.1 105.8 141.0 176.3 211.6 246.9
17 9.3 18.7 37.4 56.2 74.9 93.6 112.4 149.9 187.3 224.8 262.3
18 9.9 19.8 39.6 59.5 79.3 99.2 119.0 158.7 198.4 238.0 277.7
19 10.4 20.9 41.8 62.8 83.7 104.7 125.6 167.5 209.4 251.3 293.2
20 11.0 22.0 44.0 66.1 88.1 110.2 132.2 176.3 220.4 264.5 308.6
21 11.5 23.1 46.2 69.4 92.5 115.7 138.8 185.1 231.4 277.7 324.0
22 12.1 24.2 48.5 72.7 97.0 121.2 145.5 194.0 242.5 291.0 339.5
23 12.6 25.3 50.7 76.0 101.4 126.7 152.1 202.8 253.5 304.2 354.9
24 13.2 26.4 52.9 79.3 105.8 132.2 158.7 211.6 264.5 317.4 370.3
25 13.7 27.5 55.1 82.6 110.2 137.7 165.3 220.4 275.5 330.6 385.8
26 14.3 28.6 57.3 85.9 114.6 143.3 171.9 229.2 286.6 343.9 401.2
27 14.8 29.7 59.5 89.2 119.0 148.8 178.5 238.0 297.6 357.1 416.6
28 15.4 30.8 61.7 92.5 123.4 154.3 185.1 246.9 308.6 370.3 432.1
29 15.9 31.9 63.9 95.9 127.8 159.8 191.8 255.7 319.6 383.6 447.5
30 16.5 33.0 66.1 99.2 132.2 165.3 198.4 264.5 330.6 396.8 462.9
31 17.0 34.1 68.3 102.5 136.6 170.8 205.0 273.3 341.7 410.0 478.4
32 17.6 35.2 70.5 105.8 141.0 176.3 211.6 282.1 352.7 423.2 493.8
33 18.1 36.3 72.7 109.1 145.5 181.8 218.2 291.0 363.7 436.5 509.2
34 18.7 37.4 74.9 112.4 149.9 187.3 224.8 299.8 374.7 449.7 524.7
35 19.2 38.5 77.1 115.7 154.3 192.9 231.4 308.6 385.8 462.9 540.1
36 19.8 39.6 79.3 119.0 158.7 198.4 238.0 317.4 396.8 476.1 555.5
37 20.3 40.7 81.5 122.3 163.1 203.9 244.7 326.2 407.8 489.4 570.9
38 20.9 41.8 83.7 125.6 167.5 209.4 251.3 335.1 418.8 502.6 586.4
39 21.4 42.9 85.9 128.9 171.9 214.9 257.9 343.9 429.9 515.8 601.8
40 22.0 44.0 88.1 132.2 176.3 220.4 264.5 352.7 440.9 529.1 617.2
41 22.5 45.1 90.3 135.5 180.7 225.9 271.1 361.5 451.9 542.3 632.7
42 23.1 46.2 92.5 138.8 185.1 231.4 277.7 370.3 462.9 555.5 648.1
43 23.6 47.3 94.7 142.1 189.5 236.9 284.3 379.1 473.9 568.7 663.5
44 24.2 48.5 97.0 145.5 194.0 242.5 291.0 388.0 485.0 582.0 679.0
45 24.8 49.6 99.2 148.8 198.4 248.0 297.6 396.8 496.0 595.2 694.4
46 25.3 50.7 101.4 152.1 202.8 253.5 304.2 405.6 507.0 608.4 709.8
47 25.9 51.8 103.6 155.4 207.2 259.0 310.8 414.4 518.0 621.7 725.3
48 26.4 52.9 105.8 158.7 211.6 264.5 317.4 423.2 529.1 634.9 740.7
49 27.0 54.0 108.0 162.0 216.0 270.0 324.0 432.1 540.1 648.1 756.1
50 27.5 55.1 110.2 165.3 220.4 275.5 330.6 440.9 551.1 661.3 771.6
9-40 9.14. LEVELS OF BURDEN FOR THE PLAYER CHARACTER
Burden Modiers & Corresponding Greatest Allowed Burdens, lbs
STRV 0 1 2 3 4 5 6 7 8 9 10
51 28.1 56.2 112.4 168.6 224.8 281.0 337.3 449.7 562.1 674.6 787.0
52 28.6 57.3 114.6 171.9 229.2 286.6 343.9 458.5 573.2 687.8 802.4
53 29.2 58.4 116.8 175.2 233.6 292.1 350.5 467.3 584.2 701.0 817.9
54 29.7 59.5 119.0 178.5 238.0 297.6 357.1 476.1 595.2 714.2 833.3
55 30.3 60.6 121.2 181.8 242.5 303.1 363.7 485.0 606.2 727.5 848.7
56 30.8 61.7 123.4 185.1 246.9 308.6 370.3 493.8 617.2 740.7 864.2
57 31.4 62.8 125.6 188.4 251.3 314.1 376.9 502.6 628.3 753.9 879.6
58 31.9 63.9 127.8 191.8 255.7 319.6 383.6 511.4 639.3 767.2 895.0
59 32.5 65.0 130.0 195.1 260.1 325.1 390.2 520.2 650.3 780.4 910.5
60 33.0 66.1 132.2 198.4 264.5 330.6 396.8 529.1 661.3 793.6 925.9
61 33.6 67.2 134.4 201.7 268.9 336.2 403.4 537.9 672.4 806.8 941.3
62 34.1 68.3 136.6 205.0 273.3 341.7 410.0 546.7 683.4 820.1 956.8
63 34.7 69.4 138.8 208.3 277.7 347.2 416.6 555.5 694.4 833.3 972.2
64 35.2 70.5 141.0 211.6 282.1 352.7 423.2 564.3 705.4 846.5 987.6
65 35.8 71.6 143.3 214.9 286.6 358.2 429.9 573.2 716.5 859.8 1003.1
66 36.3 72.7 145.5 218.2 291.0 363.7 436.5 582.0 727.5 873.0 1018.5
67 36.9 73.8 147.7 221.5 295.4 369.2 443.1 590.8 738.5 886.2 1033.9
68 37.4 74.9 149.9 224.8 299.8 374.7 449.7 599.6 749.5 899.4 1049.4
69 38.0 76.0 152.1 228.1 304.2 380.2 456.3 608.4 760.5 912.7 1064.8
70 38.5 77.1 154.3 231.4 308.6 385.8 462.9 617.2 771.6 925.9 1080.2
71 39.1 78.2 156.5 234.7 313.0 391.3 469.5 626.1 782.6 939.1 1095.6
72 39.6 79.3 158.7 238.0 317.4 396.8 476.1 634.9 793.6 952.3 1111.1
73 40.2 80.4 160.9 241.4 321.8 402.3 482.8 643.7 804.6 965.6 1126.5
74 40.7 81.5 163.1 244.7 326.2 407.8 489.4 652.5 815.7 978.8 1141.9
75 41.3 82.6 165.3 248.0 330.6 413.3 496.0 661.3 826.7 992.0 1157.4
76 41.8 83.7 167.5 251.3 335.1 418.8 502.6 670.2 837.7 1005.3 1172.8
77 42.4 84.8 169.7 254.6 339.5 424.3 509.2 679.0 848.7 1018.5 1188.2
78 42.9 85.9 171.9 257.9 343.9 429.9 515.8 687.8 859.8 1031.7 1203.7
79 43.5 87.0 174.1 261.2 348.3 435.4 522.4 696.6 870.8 1044.9 1219.1
80 44.0 88.1 176.3 264.5 352.7 440.9 529.1 705.4 881.8 1058.2 1234.5
81 44.6 89.2 178.5 267.8 357.1 446.4 535.7 714.2 892.8 1071.4 1250.0
82 45.1 90.3 180.7 271.1 361.5 451.9 542.3 723.1 903.8 1084.6 1265.4
83 45.7 91.4 182.9 274.4 365.9 457.4 548.9 731.9 914.9 1097.9 1280.8
84 46.2 92.5 185.1 277.7 370.3 462.9 555.5 740.7 925.9 1111.1 1296.3
85 46.8 93.6 187.3 281.0 374.7 468.4 562.1 749.5 936.9 1124.3 1311.7
86 47.3 94.7 189.5 284.3 379.1 473.9 568.7 758.3 947.9 1137.5 1327.1
87 47.9 95.9 191.8 287.7 383.6 479.5 575.4 767.2 959.0 1150.8 1342.6
9.15. FURTHER BACKGROUND 9-41
Burden Modiers & Corresponding Greatest Allowed Burdens, lbs
STRV 0 1 2 3 4 5 6 7 8 9 10
88 48.5 97.0 194.0 291.0 388.0 485.0 582.0 776.0 970.0 1164.0 1358.0
89 49.0 98.1 196.2 294.3 392.4 490.5 588.6 784.8 981.0 1177.2 1373.4
90 49.6 99.2 198.4 297.6 396.8 496.0 595.2 793.6 992.0 1190.4 1388.9
91 50.1 100.3 200.6 300.9 401.2 501.5 601.8 802.4 1003.1 1203.7 1404.3
92 50.7 101.4 202.8 304.2 405.6 507.0 608.4 811.3 1014.1 1216.9 1419.7
93 51.2 102.5 205.0 307.5 410.0 512.5 615.0 820.1 1025.1 1230.1 1435.2
94 51.8 103.6 207.2 310.8 414.4 518.0 621.7 828.9 1036.1 1243.4 1450.6
95 52.3 104.7 209.4 314.1 418.8 523.5 628.3 837.7 1047.1 1256.6 1466.0
96 52.9 105.8 211.6 317.4 423.2 529.1 634.9 846.5 1058.2 1269.8 1481.5
97 53.4 106.9 213.8 320.7 427.6 534.6 641.5 855.3 1069.2 1283.0 1496.9
98 54.0 108.0 216.0 324.0 432.1 540.1 648.1 864.2 1080.2 1296.3 1512.3
99 54.5 109.1 218.2 327.3 436.5 545.6 654.7 873.0 1091.2 1309.5 1527.8
100 55.1 110.2 220.4 330.6 440.9 551.1 661.3 881.8 1102.3 1322.7 1543.2
(2013-03-09)
9.15 Further Background
In the following, you will determine some further
Background information for your Character (you
have already determined his/her Place of Abode).
It is this information that really creates role-playing
not a lot of numbers on a piece of paper. When
you are role-playing, you are supposed to be your
Character; speak and act as him or her not as your-
self. Therefore it is obviously very important that
you really can imagine him/her in front of you, al-
though this usually happens gradually after a few
Sessions. The GM should also take into account the
Characters Background in the Adventures he/she
will expose him/her to.
9.15.1 Marital Status and Number of Chil-
dren
Determine your Characters Marital Status and
Number of Children; see the following table:
D4 Marital Status Number of Children
1 Unattached 0
2 Attached and unmar-
ried
0
34 Attached and married D62
1
9.15.2 Family
Roll to determine the characteristics of your
Characters Family, see the following table.
1D68 Family
12 Orphan
39 Both parents alive, no siblings
1012 One parent alive, no siblings
1314 No parents alive, no siblings
1522 Both parents alive, one sibling
2329 Both parents alive, two siblings
3035 Both parents alive, three siblings
3640 Both parents alive, four siblings
4144 One parent alive, one sibling
4547 One parent alive, two siblings
4849 One parent alive, three siblings
50 One parent alive, four siblings
5153 No parents alive, one sibling
5455 No parents alive, two siblings
56 No parents alive, three siblings
57 No parents alive, four siblings
5861 Both parents alive, 2D4 siblings
6264 Both parents alive, 2D6 siblings
6566 Both parents alive, 2D8 siblings
6768 Family and background unknown
1
Apply a 1 modier if the Character is a D unadan, Dwarf, Elf or Ent.
9-42 9.16. DATES AND ANNALS
9.15.3 Friends and Acquaintances
Roll D20 for each of the categories of Friends and
Acquaintances (Close Friends, Friends, and Ac-
quaintances) to determine the number your Char-
acter has of each of them respectively.
D20
Close
Friends
Friends Acquain-
tances
Number
19 12 1 0
1015 34 23 1
1620 510 47 D6
1117 815 D10
1820 1620 D100
(2012-12-13)
9.15.4 Property of the Player Character
Dr uedain and Ents have no currency, and are only
engaged in barter. If your PC belongs to any of these
Peoples, this is simulated by the fact that you must
now spend as much as possible of his/her entire
Wealth (see subsection 9.5.2 The Player Characters
Wealth, p. 9-24) on property. The part of his/her
Wealth that is not used for property is discarded.
9.16 Dates and Annals
9.16.1 Birthday
The Date (month and day) of your Characters Birth-
day in the calendar that the People he/she belongs to
use is determined by using the Random Date Gen-
erator in chapter 7 Calendars/Random Date Gener-
ator, p. 7-1.
9.16.2 Current Date for the Player Character
Current Date denotes the complete date in the reck-
oning that the People your PCbelongs to use (for ex-
ample Ivanneth 9, III 2 in Kings Reckoning if your
PCis a D unadan fromN umenor) for the current day
in your PCs life (since different PCs may live during
different times in history, this day will vary between
PCs). Now that your PC is being created, this Date
is most often the day on which your PCs rst Ad-
venture begins. The GM can determine this Date by
using the Random Date Generator in chapter 7 Cal-
endars/Random Date Generator, p. 7-1. When you
are playing with your PC and in-game time goes on,
day by day, month by month and year after year is
added to PCs Current Date.
9.16.3 Annals
During his/her life, a Character may experience
many signicant events and adventures, either such
that he/she experienced at close quarters or other
important events that he/she himself did not ex-
perience directly but still affect him/her, such as
a war. You can note down these in annal form on
the Character Sheet as they happen: the time (Date)
of the event and a description of it. Events that
are determined already during the Character Cre-
ation, i.e. those that happened to him/her earlier
in life or even before he/she was born should also
be entered, such as birth (the Characters Birthplace
should be mentioned) but also other life-forming
events, which are determined in section 9.15 Fur-
ther Background, p. 9-41. The Preliminary Year of
each of these events can be determined by rolling
[The Characters Year of Birth] + 1D[The Charac-
ters Age] or [Current Year] 1D[The Characters
Age]. You should also note down the Annals found
in Tolkiens works that are relevant to your Charac-
ter.
Roll then D9 for each of your Annals except
those taken from Tolkiens works; if the result is 1
the Final Year of the Annal will be the exact Prelim-
inary Year, but you should also determine a Date for
the Annal by using the Random Date Generator in
chapter 7 Calendars/Random Date Generator, p. 7-
1. If the result is in the range 26 the Final Year of
the Annal will be the exact Preliminary Year, but no
Date is determined for the Annal. If the result is in
the range 78 the Final Year of the Annal will be
the Preliminary Year rounded to the nearest 10 and
ca. (circa) is written in front of it on your Charac-
ter Sheet, and no Date is determined for the Annal.
If the result is 9, the Final Year of the Annal will be
the Preliminary Year rounded to the nearest 100 and
ca. (circa) is written in front of it on your Character
Sheet, and no Date is determined for the Annal.
All these events should be taken into account
when you are playing your Character; because they
may be of great importance to his/her behaviour
and deeds, and it is the GMs task to check that this
is done.
9.17 The Player Characters Skills
9.17.1 Base Skill Value (2013-01-15)
All Characters will have a certain Base Skill Value
(BSV) in each Skill in the game apart from some
Cultural Knowledge, Geography, Language, Local
Knowledge and Underworld Lore Skills that are un-
known to him/her, so basically he/she can perform
9.17. THE PLAYER CHARACTERS SKILLS 9-43
almost all Skills in the game from the beginning, at
least to some degree. The BSV is the SV that your
Character will have automatically, for free, in each
Skill when you create him/her.
To determine the BSV of a certain Skill for a
Character, divide the Characters Value of the At-
tribute the Skill is based on by 2, and round down
if necessary. The resp. Attribute that each Skill is
based on is given in chapter 8 Skills, p. 8-1.
At this stage you only need to gure out the
BSVs of the Skills whose Values you will raise, and
ll in these Skills and their Values on your Charac-
ter Sheet. The rest you will ll in during gameplay
when your PC receives XPs for them for the rst
time.
9.17.2 Spending the Experience Points (2013-01-16)
When you determined your PCs Age he/she re-
ceived a certain number of XPs. With these, you
should now raise your PCs SVs (which he/she re-
ceived as BSVs) by buying additional SV levels.
Note! The People and Profession SV Modiers are
applied after you have bought additional SV levels.
For instance, Hobbits automatically receive a +6
SV Modier for the Skill Hiding in order to reach
the Value 15 in the Skill, a Hobbit therefore only has
to buy up to an SV of 9 (we are here ignoring any
Profession SV Modiers). So, rst the BSV is ap-
plied, then you buy additional SV levels, and last
the People and Profession SV Modiers are applied.
The greater your PCs SV is, the more expensive
it is to buy additional SV levels. It costs for ex-
ample much more to raise from an SV of 17 to 18
than from 3 to 4.
You are allowed to raise the Values of all your
PCs Profession Skills that you noted down when
you chose Profession(s) for your PC in subsec-
tion 9.8.2 Choosing your Characters Profession(s),
p. 9-33 at the XP Costs given by the table on p. 9-44.
The table gives the Costs for all combinations of the
Value your PC already has in a Skill and the Value
you would like to reach. In the left column, locate
the row for the SV that your PC already has. Then
follow the row to the right to the column for the SV
you would like to reach. The number given is the
XP Cost.
Additionally, you may raise the Values of Skills
other than your PCs Profession Skills at double
the XP Costs given by the table on p. 9-44. How-
ever, this is only allowed at the GMs discretion after
he/she takes into account everything that is known
about the Character at this point what he/she has
experienced in the past, where he/she lives or has
lived, what people he/she has come into contact
with etc.
Note! When you are nished, all XPs allocated
halfway between two SV levels, ie. those spent on
any Skills without reaching the next SV level, are
discarded. This means that not all of the amount
of XPs available for raising the Values of your PCs
Skills may have been spent when you are nished.
Note! When you spend XPs on Skills, your PCs
Attributes also receive XPs. Read more below.
9-44 9.17. THE PLAYER CHARACTERS SKILLS
C
u
r
r
e
n
t
D
e
s
i
r
e
d
S
V
S
V
1
2
3
4
5
6
7
8
9
1
0
1
1
1
2
1
3
1
4
1
5
1
6
1
7
1
8
1
9
2
0
2
1
2
2
2
3
2
4
2
5
2
6
2
7
2
8
2
9
3
0
3
1
3
2
3
3
3
4
3
5
3
6
3
7
3
8
3
9
4
0
4
1
4
2
0
3
4
7
1
3
2
3
3
9
6
1
8
9
1
2
4
1
6
7
2
1
7
2
7
4
3
3
9
4
1
1
4
8
9
5
7
3
6
6
3
7
5
7
8
5
4
9
5
3
1
0
5
3
1
1
5
4
1
2
5
7
1
3
6
3
1
4
7
3
1
5
8
9
1
7
1
1
1
8
3
9
1
9
7
4
2
1
1
7
2
2
6
7
2
4
2
4
2
5
8
9
2
7
6
1
2
9
3
9
3
1
2
3
3
3
1
3
3
5
0
7
3
7
0
4
3
9
0
3
4
1
0
3
4
3
0
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5
2
7
8
4
2
8
5
8
5
7
5
0
9
2
2
1
1
0
0
1
2
8
4
1
4
7
4
1
6
6
8
1
8
6
5
2
0
6
4
2
2
6
4
2
4
6
5
2
9
1
4
3
2
9
3
4
5
0
6
1
5
7
8
7
9
6
5
1
1
4
9
1
3
3
9
1
5
3
3
1
7
3
0
1
9
2
9
2
1
2
9
2
3
3
0
3
0
1
5
0
3
0
7
4
7
2
6
4
4
8
2
2
1
0
0
6
1
1
9
6
1
3
9
0
1
5
8
7
1
7
8
6
1
9
8
6
2
1
8
7
3
1
1
5
7
3
2
2
4
9
4
6
7
2
8
5
6
1
0
4
6
1
2
4
0
1
4
3
7
1
6
3
6
1
8
3
6
2
0
3
7
3
2
1
6
5
3
3
7
5
1
5
6
9
9
8
8
9
1
0
8
3
1
2
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0
1
4
7
9
1
6
7
9
1
8
8
0
3
3
1
7
2
3
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0
5
3
4
7
2
4
9
1
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1
1
1
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1
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1
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1
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1
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1
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1
9.18. NAME 9-45
9.17.2.1 Experience Points for the Attributes (2013-
01-16)
Every time you spend an XP on a Skill, the Attrib-
ute that the Skill is based on also receives one (1) XP
(Note! An exception to this is WIT, which your PC
cannot receive XPs for). You do not need to spend
XPs separately on the Attributes. As for Skills, the
Values of your PCs Attributes increase when they
receive a sufcient amount of XPs. However, a dif-
ferent table than the one above shows the amount
of XPs needed to increase from a certain AV level to
the next:
Number of XPs Required For Raising Attribute Values
AV Increase 1 2 3 4 5 6 7 8 9 10 11 12
XPs Required 4 13 28 50 78 106 137 173 211 246 283
AV Increase 12 13 14 15 16 17 18 19 20 21 22 23
XPs Required 322 356 388 420 448 468 484 495 500 504 513
When the Value of one of your PCs Attrib-
utes increases by one level, you should immediately
check whether the BSV for all Skills based on the At-
tribute also happens to increase. If so, the Values of
all those Skills increase by one level.
Note! If any of your PCs AGI, CHA, HRD, PSY,
or STR Values happen to be 0 or less when you start
raising your PCs SVs by spending XPs, you should
concentrate on getting them raised to at least 1, or
your PC will be unplayable especially if his/her
HRD Value is 0 or less, as that means the death of
your PC.
Note! In the same way as for Skills (see subsec-
tion 9.17.2 Spending the Experience Points, p. 9-43),
when you are nished, all XPs allocated halfway
between two AV levels are discarded.
9.18 Name
Your Character has of course a Name. The reason
that you havent had to determine such an import-
ant feature of your Character yet is that you should
take into account all information you now know
about your Character when determining a suitable
name for him/her. You roll to determine it by us-
ing the Name Table below. Look up the People that
your Character belongs to (some Peoples can be
found multiple times in the Table) and follow the
corresponding instructions. The footnotes give ad-
ditional instructions, and conditions for when a cer-
tain section in the Table can be used to determine
the Name. For example, some sections, depending
on the People, only apply to a certain period of time;
the PCs rst Adventure must take place within this
period in order for the Section to be valid. If needed,
determine the number of Elements there are in the
Name. If the Name is to consist of two Elements,
determine a First and a Final Element. If the Name
is to consist of three Elements, determine a First, a
Middle and a Final Element. At each heading, the
dice combination that shall be used is given. The
leftmost column always shows any possible results
of the dice rolls, and by looking at the correspond-
ing cell containing a Number of Elements, Name
or Element in the column where the section you
are using is, you get the corresponding Number
of Elements, Name or Element of the Name. (Ap-
proximate) meanings of most of the possible Names
or Name Elements are given. The Notes columns
give additional conditions and information. Some
of the possible Elements in the Table contain par-
entheses, which indicate that a part of the Elements
may be removed in order to get a well-sounding
Name. But common sense and a feeling or know-
ledge of the various languages involved is good to
have the Table does not automatically conform
to all the possible grammatical rules that exist for
the languages. The GM may ask you to determine
the Name again if it has only one Element, or ask
you to re-roll the Middle or the Final Element of the
Name immediately once they have been determined
if these make the Name sound bad, if the Name has
a strange meaning that does not t with your Char-
acter or if it is identical to a famous name from an-
cient times (identical names occurred, however, to
some extent).
9
-
4
6
9
.
1
8
.
N
A
M
E
D unedain of the North,
1
D unedain of
N umenor,
2
D unedain of the South,
3
Elves
D unedain of the North,
4
D unedain of
N umenor,
5
D unedain of the South
6
D unedain of N umenor,
7
Men of Dol
Amroth
Eorlings/
Eoth eod,
Hobbits of the Gladden
Fields
8 9 10
Number of elements in the Name D6 Number of elements in the Name D6 First
Element
D11
Approximate
Meaning
First
Element
D31
Approximate
Meaning
1 2 2 Abat- Arda, the
Realm, the
world
Ald- old
2 2 2 Ad un(a)- west, west-
ward
Bald- bold, brave
3 2 2 Az- sea Beorn- man, war-
rior, (bear)
4 2 2 Bel- shine Brand- sword
5 2 2 Gimil- stars D un- hill
6 3 3 Imra- unknown
Eo- horse
7 Indil- unknown Elf- Elf
8 First
Element
D59 + 8
Approximate
Meaning
Notes First
Element
D70 + 8
Approximate
Meaning
Notes Inzil- ower Erken- precious
9 Aeg-/Eg-/Ec- point, poin-
ted, thorn
Ailin- lake, pool Pharaz- gold Fast- xed, rm
10 An- long Alcar- glory, bril-
liance
Sakal- unknown Fela- much,
many
1
III 861 not Nobility
2
Only Place of Abode: Almaida, And uni e, Andustar, not Nobility
3
III 2080 not Nobility
4
III 861, only Nobility
5
Only Nobility, II 2737 also only Faithful
6
III 2080, only Nobility
7
Not Place of Abode: Almaida, And uni e, Andustar, II 2737 not Nobility
8
If your PC is a man, roll D30; if the result is 1, determine one more Name in the same way as the rst, and combine both Names you have determined and add ion. For example
Gildor Inglorion, which consists of Gildor + Inglor + ion (son of).
9
If your PCs People is D unedain, roll D20; if the result is 1, your PCs parents have or had a nickname for him/her consisting of his/her Name + ya, which is a sufx denoting
endearment for example Anardilya, my Anardil.
10
If your PC is a man: roll D10; if the result is 1, determine one more Name and add the ending -son. This will be your PCs Surname.
9
.
1
8
.
N
A
M
E
9
-
4
7
11 Am- up, top Alda(r)- tree Zimra- jewel Folc- folk, people,
nation, pub-
lic
12 Ang- iron Almar- blessings,
good fortune,
bliss
Fram- strenuous,
active, bold,
strong
13 Bal- mighty Almiel- blessedness,
blessings,
good fortune,
bliss
Final
Element
(Female)
D3 + 13
Approximate
Meaning
Frum- original,
rst, begin-
ning
14 Baran- naked, bare Aman- Aman,
blessed,
free from
evil
Only
Nobility
-b eth expression,
saying, word
or sayer
G al- proud
15 Beleg-/Belec- mighty Ancalim(a)- brightest -phel unknown G ar- spear
16 Ben-/Pen- without,
-less
Anar- or
An ar-
the Sun Only one ele-
ment: Zamn
unknown Gl eo- music,
mirth
17 Bere- valiant Only
D unedain
of N umenor
Andu- west Gold- gold
18 Bre- lively Arda- Arda, the
Realm, the
World
Only
Nobility
Final
Element
(Male)
D13 + 18
Approximate
Meaning
Notes Gram- angry, cruel,
erce
19 Caran- red Atan(a)- Man, Men
(humans)
-ad un west, west-
ward
Grim- erce
20 Celeb-/
Celeph-
silver Aule- Aul e Only
Nobility
-hil unknown G uth- battle, war
21 Celeg- fast Axan- law, rule,
command-
ment
-kh ad unknown Hasu- grey
22 Cir-/Cr- ship, cut,
cleave
Only
D unedain of
N umenor, the
South, Elves
from Belfalas,
Edhellond,
Lindon
Cal(i)- to shine,
light
-kh or lord Only
Nobility
Helm- protector,
defender
23 C u- bow
(weapon)
Cemen- earth, soil - on Adjectival
ending
Hild- war, com-
bat
24 Daer- large, great Cirya- ship -rub el lover Horn- horn
9
-
4
8
9
.
1
8
.
N
A
M
E
25 Dene- thin and
strong, pliant,
lithe
Curu- skillful, skill,
cunning
-t arik pillar Medu- mead
26 Edra- to open E ar(e)- sea -thon to gather,
collect
Mund- guardian,
protector
27 El- star or
Elf
El- star -th or unknown Simbel- ever
28 Eres- helper, aide Elda(r)- Elf, Elves,
Eldar, the
People of the
Stars
-zagar sword Wald- might
29 Fae- spirit Eled- Elf, star -zar unknown Wd- widely, far
and wide or
wide, vast,
broad, long
30 Fala- shore Ele(n)- star -z or unknown Wind- wind
31 Fang- beard Not Elves in
1st or 2nd
cycle, Wo-
men (except
Dwarves),
Young
Eles- star, Elf Only one
element:
Ibal,
Ulbar
unknown Wulf- wolf
32 Fim- slender,
slim
Emer- shepherd,
sheep
33 Gaer(en)- sea Er- one, alone Dwarves Final
Element
(Female)
D2 + 33
Approximate
Meaning
34 Gal- to shine Estel- hope Women Meaning -hild war, com-
bat
35 Galad- light Falass- shore, line of
surf
Ds female
guardian
spirit
-wyn joy, delight
36 Galadh- tree F ea- spirit
37 Gil- spark, star,
eye
Fin- unknown Men
D97 + 37
Meaning Notes Final Ele-
ment (Male)
D27 + 37
Approximate
Meaning
38 Glor- gold,
golden
Halla- tall Ai great grand-
father
-bald bold, brave
39 Gwai- wind Heru- lord Only
Nobility