Ambarquenta CRB 2012.2

June 6, 2019 | Author: ElSire | Category: Hobbit, Middle Earth, Armour, The Lord Of The Rings, J. R. R. Tolkien
Share Embed Donate


Short Description

Ambarquenta is a roleplaying game by The Heren Turambarion designed for J.R.R. Tolkien's legendary land of Middle-e...

Description

BETA VERSION / JANUARY 2012

CORE RULEBOOK A ROLEPLAYING GAME BY THE HEREN TURAMBARION BETA VERSION / JANUARY 2012

CREDITS GAME DESIGN: Georg Witrisal, Daniel Windisch, and Martin Meyer AUTHOR AND DEVELOPMENT: Georg Witrisal LAYOUT: Inspired by Decipher’s The Lord of the Rings Roleplaying Game COVER ART: Angus McBride, The Enemy at the Gate ILLUSTRATIONS: John Howe, Rob Alexander, Angus McBride, and Daniel Reeve PLAYTESTING: Bob Butler, Alexander Muhr, Sebastian Scheucher, Sebastian Seebauer, and Daniel Windisch PROOFREADING: — SPECIAL CONTRIBUTIONS: David Bruce, Whitford Bates, Thomas Morwinsky SPECIAL THANKS: Chris Seeman, Alexander Muhr, José Enrique Vacas de la Rosa, Sebastian Seebauer, Peter Pichler, Joshua McCrowell, Pedro Baumann, Jason Decker, and all other gamers who contributed to the development of Ambarquenta. SOURCES OF INSPIRATION: The Lord of the Rings Roleplaying Game (2002) and the Moria boxed set (2003) by Decipher, Inc.; Middle-earth Role Playing (a.k.a. MERP, 11986, ²1993), Rolemaster (²1991), Rolemaster Companion I-VII (1986-1993), Rolemaster Fantasy Role Playing (1995, 1999), and High Adventure Role Playing (a.k.a. HARP, 12003/2004) by Iron Crown Enterprises, Inc.; GURPS (³1996) by Steve Jackson Games, Inc.; HârnMaster (³2003) by Columbia Games, Inc.; RuneQuest (³1987) and Call of Cthulhu (5.21995) by Chaosium, Inc.; Ars Magica (41996) by Atlas Games; Hither Lands (2004, 2006) by Val Gunn; MERP 3.1 Houserules for Lindefirion (2010) by Sampsa Rydman; MERP Character Creation Using RMSS/RMFRP (2005) by Whitford Bates; Dungeons & Dragons Player’s Handbook (³2000) by Wizards of the Coast, Inc.; Midgard: Das Fantasy-Rollenspiel (42001) by Pegasus Spiele; Shadowrun (³1998) by Fasa Corporation; King Arthur Pendragon (41999) by Green Knight Publishing; and The Hall of Fire Fan Webzine (2003ff.) by Matthew Kearns (Ed.). WEBSITE: https://sites.google.com/site/ambarquenta

© 2012 The Heren Turambarion. All rights on original contents reserved. For commercial purposes, no parts of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise. Permission granted to distribute this publication in any form, but exclusively, among the members of your gaming group. Please note that some of the contents of this publication have been copied or modified from the books listed under ‘Sources of Inspiration’ above and are not subject to the copyright of The Heren Turambarion.

4

OVERVIEW INTRODUCTION .................................................................................................................................... 10 CHAPTER ONE: Your Character’s Story ............................................................................................ 14 CHAPTER TWO: Attributes ................................................................................................................. 26 CHAPTER THREE: Races and Cultures .............................................................................................. 34 CHAPTER FOUR: Skills ......................................................................................................................... 70 CHAPTER FIVE: Abilities and Flaws ................................................................................................. 124 CHAPTER SIX: Weapons and Gear .................................................................................................. 178 CHAPTER SEVEN: Finishing Touches .............................................................................................. 194 CHAPTER EIGHT: Character Improvement .................................................................................... 202 CHAPTER NINE: Adventuring ........................................................................................................... 210 CHAPTER TEN: Combat .................................................................................................................... 250 CHAPTER ELEVEN: Magic ................................................................................................................. 290 APPENDIX A: Occupations ................................................................................................................ 320 APPENDIX B: Herbs and Poisons ..................................................................................................... 336 APPENDIX C: Friends and Foes APPENDIX D: Bestiary APPENDIX E: By Your Own Design

5

TABLE OF CONTENTS INTRODUCTION....................................................................... 10 About Ambarquenta........................................................... 10 Rolling the Dice And Basic Mechanics............................ 12

Dwarves ................................................................................ 41 The Longbeards .............................................................. 41 The Firebeards ................................................................ 41 The Broadbeams ............................................................. 42 The Ironfists .................................................................... 42 The Stiffbeards ............................................................... 42 The Blacklocks ................................................................ 42 The Stonefoots................................................................ 42 All Dwarves ..................................................................... 43 Hobbits................................................................................. 44 Fallohides ......................................................................... 44 Harfoots ........................................................................... 44 Stoors ............................................................................... 44 All Hobbits ...................................................................... 45 Men ....................................................................................... 46 The Dúnedain...................................................................... 47 Pure-blooded Dúnedain................................................. 47 Lesser Dúnedain ............................................................. 48 The Faithful..................................................................... 48 Corsairs ............................................................................ 50 Black Númenóreans ....................................................... 51 The Middle Peoples ............................................................ 52 Beornings ......................................................................... 52 Eriadorians (Rural Folk) ................................................ 54 Gondorians (Urban Folk) .............................................. 55 Lake-men ......................................................................... 56 Rohirrim .......................................................................... 57 Woodmen ........................................................................ 58 The Men of Darkness ......................................................... 59 Dorwinrim ....................................................................... 59 Dunlendings .................................................................... 60 Easterlings ........................................................................ 61 Haradrim ......................................................................... 62 Variags ............................................................................. 64 The Wild Men..................................................................... 65 Lossoth ............................................................................. 65 Woses ............................................................................... 66 Age ........................................................................................ 67 Starting Age ..................................................................... 67 Age Effects and Aging .................................................... 68

YOUR CHARACTER’S STORY ................................................. 14 Initial Choices ...................................................................... 14 Races and Cultures ......................................................... 14 Character Traits ............................................................. 14 The Character Sheet........................................................... 15 Grace .................................................................................... 15 Determining Grace ......................................................... 15 Social Rank ...................................................................... 16 ATTRIBUTES ............................................................................. 26 Primary Attributes .............................................................. 26 Deftness (De) .................................................................. 26 Nimbleness (Ni) ............................................................. 26 Strength (St) ................................................................... 26 Vigour (Vi) ..................................................................... 26 Awareness (Aw).............................................................. 26 Will (Wl)......................................................................... 26 Bearing (Bg)..................................................................... 26 Insight (In) ...................................................................... 27 Wits (Wt) ....................................................................... 27 Generating Attributes ........................................................ 27 The Buy Method ............................................................ 27 The Random Method .................................................... 27 Height and Weight ............................................................. 28 Stature (Height) ............................................................. 28 Girth (Weight) ............................................................... 28 Size Levels ....................................................................... 29 Genetic Limits ..................................................................... 29 Determining Genetic Limits ......................................... 29 Total Attribute Scores ....................................................... 29 Adjustments Due to Gender ......................................... 30 Racial Adjustments......................................................... 30 Derived Attributes .............................................................. 30 Fortitude .......................................................................... 31 Stamina ............................................................................ 31 Swiftness .......................................................................... 31 Wisdom ........................................................................... 32 Esteem.............................................................................. 32 Health .............................................................................. 32 Prowess ............................................................................ 33 Other Attributes ................................................................. 33 Changes to Attributes......................................................... 33

SKILLS ....................................................................................... 70 Skill Organisation................................................................ 70 Skill Specialties................................................................ 70 Parent Skills and Sub-Skills .......................................... 71 Skill Groups..................................................................... 71 Acquiring Skills ................................................................... 71 Development Picks ......................................................... 71 Youth................................................................................ 72 Apprenticeship ................................................................ 72 Later Life.......................................................................... 74 Using Skills .......................................................................... 75 Test Classes ..................................................................... 78 Varying Test Attributes................................................. 78

RACES AND CULTURES ........................................................... 34 Time Setting ........................................................................ 34 Elves ...................................................................................... 34 The Noldor ..................................................................... 35 The Sindar....................................................................... 37 The Silvan Elves ............................................................. 39

6

AMBARQUENTA Skill Affinity .................................................................... 78 Levels of Success (LoS) .................................................. 78 Craft Skills ....................................................................... 78 Skill Descriptions ................................................................ 80 Skill Name (P/G) ........................................................... 80 Acrobatics ........................................................................ 81 Act .................................................................................... 81 Alchemy (G) .................................................................... 82 Appraise ........................................................................... 83 Arcane Lore (G) .............................................................. 83 Armour ............................................................................ 84 Armoursmith (P) ............................................................ 84 Axes (P) ........................................................................... 84 Beastmaster (P) ............................................................... 85 Blacksmith ....................................................................... 85 Blades (P)......................................................................... 85 Bows ................................................................................. 85 Climb ................................................................................ 86 Clothworks ...................................................................... 86 Clubs (P) .......................................................................... 87 Conceal............................................................................. 87 Cook (P) .......................................................................... 87 Culture Lore (G) ............................................................. 88 Dance ............................................................................... 88 Debate .............................................................................. 88 Devise (G)........................................................................ 89 Discern ............................................................................. 89 Disguise ............................................................................ 90 Dodge ............................................................................... 90 Draw (P) .......................................................................... 91 Escape ............................................................................... 92 Etiquette (P) .................................................................... 92 Fake .................................................................................. 92 First Aid ........................................................................... 93 Fish ................................................................................... 93 Flails (P) ........................................................................... 94 Fletcher ............................................................................ 94 Games............................................................................... 94 Gardener .......................................................................... 94 Goldsmith ........................................................................ 95 Heraldry ........................................................................... 95 Herbcraft ......................................................................... 95 Hide.................................................................................. 96 History (G)...................................................................... 96 Hunt ................................................................................. 97 Inquire .............................................................................. 97 Inspire .............................................................................. 98 Intimidate ........................................................................ 98 Jump ................................................................................. 99 Language (G) ................................................................... 99 Law ................................................................................. 100 Lead ................................................................................ 101 Leathercraft ................................................................... 101 Legerdemain .................................................................. 102 Lip-reading .................................................................... 102 Locate ............................................................................. 102 Locks .............................................................................. 103 Lore (Summary)............................................................ 103 Melee Weapons (Summary)........................................ 105 Mimicry.......................................................................... 106

Musician (G) .................................................................106 Nature Lore (G) ............................................................106 Observe...........................................................................107 Persuade .........................................................................108 Physician ........................................................................109 Polearms (P) ..................................................................109 Reckon ............................................................................109 Region Lore (G) ............................................................110 Research .........................................................................110 Ride .................................................................................110 Ropecraft ........................................................................111 Run .................................................................................111 Seafaring .........................................................................112 Search .............................................................................113 Services (G)....................................................................113 Shields (P)......................................................................113 Shipwright .....................................................................113 Siege Engines (P) ..........................................................114 Signal (G) .......................................................................114 Sing .................................................................................114 Smithcraft (Summary) .................................................115 Sneak ..............................................................................115 Steward...........................................................................116 Stonecraft .......................................................................116 Streetwise .......................................................................117 Survival (P) ....................................................................117 Swim ...............................................................................118 Teamster ........................................................................119 Throw (P) ......................................................................119 Track ..............................................................................119 Traps ..............................................................................120 Unarmed Combat (P)...................................................121 Warfare ..........................................................................122 Weaponsmith (P) .........................................................122 Weather-sense ...............................................................122 Whips .............................................................................123 Woodcraft ......................................................................123 Wordsmith ....................................................................123 ABILITIES AND FLAWS ......................................................... 124 Acquiring Abilities ............................................................124 The Benefit of Taking Flaws .......................................127 Working out the Story .................................................127 Talents ................................................................................127 Physical Talents ............................................................127 Mental Talents ..............................................................130 Social Talents ................................................................132 Special Talents ..............................................................134 Edges ...................................................................................137 Physical Edges ...............................................................137 Warlike Edges ...............................................................139 Outdoor & Stealthy Edges...........................................145 Social Edges ...................................................................147 Special Edges .................................................................149 Flaws ...................................................................................156 Physical Flaws................................................................157 Mental Flaws .................................................................164 Social Flaws....................................................................171 Special Flaws ..................................................................174

7

AMBARQUENTA WEAPONS AND GEAR.......................................................... 178 Money................................................................................. 178 Middle-earth Coinage .................................................. 178 Starting Wealth ............................................................ 180 Area Price Modifiers .................................................... 181 Trade and Commerce .................................................. 181 Weapons ............................................................................ 181 Weapon Types.............................................................. 181 Weapon Size and Attribute Requirements .............. 185 Armour............................................................................... 185 Armour Types .............................................................. 185 Body Part Protection ................................................... 186 Armour Penalties.......................................................... 188 Armour Options ........................................................... 189 Shields ................................................................................ 189 Shield Effects................................................................. 190 Materials ........................................................................ 190 Other Gear......................................................................... 190

Action Penalties ............................................................ 218 Levels of Success or Failure.......................................... 218 Test Types ..................................................................... 221 Test Variants................................................................. 222 Injury, Weariness, and Healing ....................................... 225 Recording Damage........................................................ 225 Other Sources of Harm ............................................... 228 Healing ........................................................................... 233 Weariness ...................................................................... 237 Unusual Hazards............................................................... 239 Fear ................................................................................. 239 Traps .............................................................................. 240 Quicksand ...................................................................... 241 Other Dangers............................................................... 241 Esteem Tests ...................................................................... 242 Uses of Esteem Tests.................................................... 242 Travelling ........................................................................... 245 Travel Modifiers ........................................................... 245 Travel Skill Tests .......................................................... 247 Transportation .............................................................. 247 Vehicles and Vessels ..................................................... 248

FINISHING TOUCHES .......................................................... 194 Movement and Encumbrance ......................................... 194 Pace ................................................................................ 194 Encumbrance................................................................. 195 Movement and Action Points ..................................... 195 Ambar................................................................................. 196 Testing Ambar .............................................................. 197 Benefits of Spending Ambar ....................................... 197 Ambar for Other Characters ....................................... 197 Recovering Ambar ........................................................ 197 Corruption ......................................................................... 198 Corruption Levels ......................................................... 198 Sources of Corruption.................................................. 198 Effects of Corruption ................................................... 200 Decreasing Corruption ................................................ 200 Renown .............................................................................. 200 Acquiring Renown........................................................ 200 Using Renown............................................................... 201

COMBAT ................................................................................. 250 Combat Basics ................................................................... 250 Basic and Optional Rules ............................................. 250 Scale and Miniatures .................................................... 250 Action Rounds ................................................................... 250 Initiative ......................................................................... 250 Actions in Combat ............................................................ 252 Movement and Engagement ........................................ 255 Melee Combat ............................................................... 257 Ranged Combat ............................................................ 266 Miscellaneous Issues ..................................................... 269 Horses and Mounted Combat ......................................... 271 Breeds of Horse............................................................. 271 Horse Movement .......................................................... 273 Horses in Combat ......................................................... 275 Battles ................................................................................. 277 Parameters of Battle ..................................................... 277 Armies, Units, and Formations ................................... 279 Battle Test Modifiers ................................................... 281 Abstract Battle Resolution........................................... 283 Tactical Battle Resolution............................................ 285 Sieges .............................................................................. 288

CHARACTER IMPROVEMENT ............................................. 202 Skill Improvement ............................................................ 202 Learning from Experience............................................ 202 Skill Training ................................................................ 204 Practising and Studying On Your Own .................... 206 Special Rewards................................................................. 206 Types of Rewards ......................................................... 206 Trigger Situations......................................................... 207 Spending the Picks ............................................................ 208 Attributes ...................................................................... 208 Acquiring New Edges .................................................. 209 Renown Awards ................................................................ 209

MAGIC..................................................................................... 290 The Nature of Magic in Middle-earth ........................... 290 Spellcasting and Types of Magic ................................. 290 The Subtle Magic of Middle-earth ............................ 292 Magical Characteristics ..................................................... 295 Fëa................................................................................... 295 Skills ............................................................................... 295 Magical Abilities ........................................................... 296 Spells ................................................................................... 301 Realms of Spells ............................................................ 301 Spellcasting Methods ................................................... 302 Acquiring and Learning Spells .................................... 302 Casting Spells ................................................................ 304 The Middle-earth Grimoire ............................................. 308

ADVENTURING ..................................................................... 210 Time ................................................................................... 210 Action Time .................................................................. 210 Narrative Time ............................................................. 210 Actions ............................................................................... 211 Point-based Action Resolution ................................... 211 Common Actions ......................................................... 212 Tests ................................................................................... 214 Test Difficulty ............................................................... 214 Test Modifiers .............................................................. 216

8

AMBARQUENTA OCCUPATIONS ...................................................................... 320 What Occupations Are .................................................... 320 Commoners, Guildsmen, Nobles, and Soldiers............. 320 Choosing an Occupation.............................................. 321 Pick Costs and Benefits ................................................ 321 By Your Own Design ................................................... 322 Military Careers ................................................................. 328 Recruitment ................................................................... 328 Unit Types..................................................................... 329 Ranks and Troops ........................................................ 331 Military Wages.............................................................. 332 HERBS AND POISONS ........................................................... 336 Poisons ............................................................................... 336 Sample Poisons ............................................................. 336 Healing Herbs ................................................................... 338 Finding Herbs ............................................................... 338 Preparing Herbs............................................................ 338 Sample Herbs ................................................................ 339

9

Ambarquenta – A Middle-earth Roleplaying Game by The Heren Turambarion

INTRODUCTION elcome to Ambarquenta, a roleplaying game by The Heren Turambarion designed for J.R.R. Tolkien’s legendary land of Middle-earth. The goals in writing this book were to produce a game system that is enjoyable, flexible, balanced, and playable, while also including some historical realism and remaining true to Tolkien’s shining literary examples. Ambarquenta (meaning ‘Tale of Fate’ in Quenya) aims at experienced roleplayers who desire a complex, yet intuitively comprehendible set of rules that provides hooks for the Turambar (meaning ‘Master of Fate’ in Quenya: the member of your gaming group who plans and ‘runs’ the games) to develop his stories, instead of distracting from them. Despite this focus on experienced gamers, novice players who know at least a little bit about the principles of pen-and-paper roleplaying games and have read The Lord of the Rings should be able to enjoy Ambarquenta equally well.

W

a game to which you are kindly invited to contribute by sending in your playtesting experiences and other suggestions.

ABOUT AMBARQUENTA

DESIGN PRINCIPLES

W

hat’s the point in writing yet another roleplaying game designed for portraying an accurate image of J.R.R. Tolkien’s Middle-earth? One might well ask so, looking at the long list of officially licensed products published for Decipher’s The Lord of the Rings Roleplaying Game and Ironcrown Enterprises’ MERP series, or the numerous and often excellent fan-written games with the same high demands. The question posed above already includes one of the possible answers: Entertaining and wonderfully written as the abovementioned games may be, we feel that they have not quite captured the spirit of Tolkien’s works, or are otherwise flawed. Although no roleplaying game can ever hope to give a truly faithful rendition of Middle-earth, and although the authors of Ambarquenta by no means wish to disparage the outstanding work found in those other games, an unofficial, non-commercial game such as this has one advantage over licensed products: It is not restricted to J.R.R. Tolkien’s famous novels depicting the late Third Age of Middle-earth, but can also draw from the writings posthumously edited by his son, Christopher Tolkien. In addition, an unofficial game can borrow some wellestablished mechanics introduced in other major fantasy roleplaying games. However, Ambarquenta is not just a compilation of materials published elsewhere before. It presents a variety of new and exciting game mechanics, and carefully adapts those taken from other games to fit its unique characteristics. Of course, such a design process also allows to eliminate or avoid pitfalls encountered in the inspirational sources. With this preview release of Ambarquenta we hope to have created a fairly balanced and enjoyable foundation for

Writing a fantasy roleplaying game of your own is obviously motivated by the wish to spend your evenings playing with a system that primarily satisfies the personal taste of its designers. Still, Ambarquenta essentially is a rather conventional roleplaying game that will hopefully appeal to many gamers outside our own groups. What distinguishes it to some extent from other games are its focal points: Perhaps the most important goal of Ambarquenta is to provide a game system—and, later on, a set of source material—which helps a roleplaying group, as well as possible, to portray an accurate image of J.R.R. Tolkien’s Middle-earth in their games. Simply put, Ambarquenta doesn’t attempt to artificially make Middle-earth more ‘entertaining’ by allowing the characters to cast inadequate or badly worded spells, or by bestowing them dozens of magical items. Concerning design philosophy, three things became obvious in discussing the cornerstones of Ambarquenta: First of all, we wanted a fairly ‘realistic’ game. Needless to say, there are mechanics to capture the subtle magic existing throughout Middle-earth. But realism as we understand it is about certain conditions of real world physics and the history of Middle-earth as depicted by Professor Tolkien. Hence Ambarquenta isn’t the kind of game in which you can create ridiculously overpowered starting characters or ever hope to become a cinematic superhero. Still, a Turambar will be able to define an individual power level for each campaign as he sees fit, ranging from fairly ordinary to truly heroic. The second principle is playability, and this frequently overrules realism. The most accurate combat system isn't worth a penny if it makes a skirmish with only a few combatants last for hours, or—which is even more important—if

10

INTRODUCTION the Turambar has to keep too many details in mind. Thus, realism governs the character creation and advancement process, while playability dominates the actual game play. After all, the more features are accounted for in character creation, the fewer details you have to tackle during gaming sessions. Still, prepare yourself for fast-moving play-rules that are far more realistic and satisfying than those you may know from many other major roleplaying games. Another important element is flexibility. In Ambarquenta, a character has the opportunity to learn or practise any skill (as long as his background story warrants it, of course), without the usual restrictions by abstract concepts such as levels or character classes. Nevertheless, by the system's inherent mechanics, your character will, from the beginning on, show a unique pattern, a personal aptitude towards being whatever you want him to be: fighter, ranger, wizard, or burglar, to name but a few of the unlimited possibilities. Since these preferences can vary a good deal from one group to another, Ambarquenta provides a base set of rules and a number of optional rules that expand the detail as desired. Each option has a checkbox () in front of it which can be marked if the rule is included. The Turambar and the players should discuss their preferences and include only the optional rules they want.

the poisons and healing herbs of Middle-earth, while Appendices C and D introduce game statistics for some of the most prominent individuals of Middle-earth, and of adversaries such as Orcs, wolves, and dragons. Here, the Turambar can find just about everything he needs to make his game run more smoothly and easily without an excessive amount of preparation. However, for more detailed information about how to adopt Middle-earth for a roleplaying game and how to run a long-term plot or epic tale (as an overarching storyline is called in this game), we recommend you grab a copy of one of the licensed games. Decipher’s The Lord of the Rings Roleplaying Game core book, for instance, features a chapter describing the history of Middle-earth and its lands and realms at the time depicted in Tolkien’s major novels. That book, as well as other official publications by Decipher or Iron Crown Enterprises, should provide novice players with all the basic information they will need to know to establish a context for their characters and adventures.

ABOUT THIS VERSION This is a beta version of the Ambarquenta core rulebook. Most rules and mechanics have been playtested, some more thoroughly, some less. However, the game may still undergo some considerable changes. While this means that the present version requires a rather experienced Turambar (and, arguably, experienced players, too), it also gives you the opportunity to make an overall impact on the final version of the system. Your help is greatly appreciated in many areas, from telling us about your playtesting experiences to rule ideas or other ways to improve Ambarquenta—please feel invited to make use of the feedback form that is included with the download of the character sheet. Since the final version is intended to provide a system for playing in all eras and parts of Middle-earth, write-ups of the races and cultures which are not included in this book are most welcome, as well as any non-player-character (NPC) and creature write-ups. If you would like to contribute to the development of Ambarquenta in one way or the other, please do not hesitate to send an email to [email protected].

HOW TO USE THIS BOOK This book, laying down the principles of Ambarquenta, is roughly divided into three sections: character creation, game play rules, and information for the Turambar. The first section, Chapters One through Eight, provides the rules and guidelines you need to create your character. Chapters Two through Five cover attributes, races, skills, and abilities, respectively. Chapter Six describes the weapons, armour, and other gear characters use in their battles against the Enemy. Chapter Seven helps you to give your character the finishing touches, while Chapter Eight explains how you can improve your character over time. Note that magic is discussed later on, as most characters will unlikely ever master it themselves. However, if you do create a character who is able to weave spells or perform other deeds beyond the reach and understanding of ordinary people, you will find all information on the subtle, yet powerful, magic of Middle-earth in Chapter Eleven. The second section of this book, consisting of Chapters Nine to Eleven, presents the actual play rules for the game. Chapters Nine and Ten tell you how to accomplish tasks by performing tests, to travel great distances, to defeat your enemies in combat, and to recover from the weariness and wounds you suffer on your perilous way. Players whose characters delve into the mysteries and wonders of magic in Middle-earth (called ‘The Art’ by the Elves) will find Chapter Eleven of utter importance to them. The Turambar, on the other hand, will make use of its intriguing elements as a part of the Enemy’s most frightful weaponry. The final section of the book, comprising of Appendices A to E, is primarily for the Turambar—although the optional character occupations introduced in Appendix A may be an interesting tool for players as well. Appendix B describes

Please note that large portions of this book have been taken from The Lord of the Rings Roleplaying Game by Decipher for simplicity’s sake. At the same moment, we are confident that only some generic rules have actually been plagiarised by doing so; a few seemingly unchanged or only slightly altered rules that we incorporated in Ambarquenta have in fact been published before elsewhere. Besides the quotations from Decipher’s game, various other shorter passages have been copied from the systems listed under ‘Sources of Inspiration’ in the credits section. This course of action is not intended as a violation of copyright—after all, Ambarquenta is non-commercial fan-work, distributed only among registered friends of The Heren Turambarion—but rather as a recognition of these well-written products which we highly recommend for purchase. This allowed us to speed up the work on Ambarquenta, and to provide you a taste of some of the finest pen-and-paper role-playing games available on the market.

11

INTRODUCTION

NOTES ON TERMINOLOGY

PERCENTILE ROLLS (1D100) On some occasions, two ten-sided dice are used to obtain ‘percentile’ results between 1 and 100. To carry out such a ‘1d100’ roll, roll two dice of different colours together. Before the roll, designate one die to be read as the tens, and the other as the ones (00 is read as 100). Percentile rolls are mainly used in combat to randomly determine which body part is struck with an attack. Of course you could choose to aim at a specific body part, thereby avoiding the roll.

In this book the word ‘you’ refers alternatively to you, the reader and player, and to you as a character in the game. Take this as an invitation to see the world through the eyes of your character. Also note that for readability purposes, Ambarquenta uses standard masculine pronouns when referring to persons of uncertain gender. In such cases, these pronouns are intended to convey the meanings ‘he/she’, ‘her/his’, and so on.

OTHER ROLLS

ROLLING THE DICE AND BASIC MECHANICS

Besides these two main types of rolls, there are several other variants encountered less frequently. In such cases, a number before the ‘d’ is the number of dice that are to be rolled, and the number following the ‘d’ is the number of sides each die should have. A suffix may be included to indicate that the result is to be modified by addition (e.g., 3d10+2), subtraction (3d10–2), multiplication (3d10x2), or division (3d10÷2). In instances when a result between 1 and 5 is required (1d5), roll one die, divide the result by 2, and round up. Any other required rolls are variants of the above or can be made with an ordinary six-sided die (1d6 or 1d3).

T

his section acquaints you with the whole Ambarquenta game system. Although this rulebook will eventually comprise over 400 pages, most of it deals with character creation, detailed guidelines on frequently arising situations, and special cases. The core game system is actually easy. Moreover, Ambarquenta is designed to be ‘friendly’, both for the players and the Turambar: the rulebook is indexed and cross-referenced to make things easy to find; and there are only a few basic game mechanics you have to learn before starting the game. A glossary of important terms follows after this section. In Ambarquenta, each character has a set of attributes, which determine his innate capability in several areas, and a set of skills, which quantify his learned and practised capabilities. Each skill is usually based on three governing attributes that contribute both to its development and its total bonus. Whenever the need occurs to determine the outcome of a certain task (which cannot be played to the end by plain talking or acting), a test is called for. The success or failure of such actions is simulated through a dice roll, made at the direction of the Turambar. All tests (as well as most other dice rolls) are made on ten-sided dice, marked with the numbers 0 through 9. There are two different ways that ten-sided dice are normally used in Ambarquenta:

MAKING TESTS To succeed in a test, the sum of the dice roll and a character’s applicable skill bonus (or attribute score) must meet or exceed a TN that is either assigned by the Turambar or written out in the rulebook. The TN for a test represents the general difficulty of the challenge posed by the action the character attempts (ranging from Routine to Virtually Impossible) modified by the special circumstances of a given situation (e.g., the lighting conditions). Climbing a ladder in a well-lit tower represents an easier test than scaling a sheer cliff face by night without proper gear.

TARGET NUMBERS (TNS) To determine the TN for a test, the Turambar must first decide what basic difficulty category the action would belong to if performed under ideal conditions. (Note that TNs for combat actions are often based on the results of an opposing character’s skill tests.) The below table reveals average TNs for each difficulty category:

STANDARD ROLLS (2D10) A test is always resolved by rolling two ten-sided dice simultaneously and adding the numbers together. Read the numbers as rolled, but count a 0 as 10. This kind of roll is referred to as a ‘2d10’ roll. A standard test consists of rolling 2d10, adding the total bonus of the respective skill (or the total score of an attribute) and comparing the final test result to a target number (TN) set by the rules, or by the Turambar according to the difficulty of the action and the situation it is performed in. The amount by which the test result exceeds or misses the TN determines the overall level of success or failure (LSF) of the test.

TABLE 9.6: STANDARD TARGET NUMBERS (TNS) DIFFICULTY Routine Easy Light Medium

BASE TN 9 12 15 20

DIFFICULTY BASE TN Challenging 25 Hard 30 Extremely Hard 35 Virtually Impossible 40+

After the Turambar determines the base TN, he must consider any factors that might increase or decrease the overall difficulty, and then modify the base TN accordingly. A list of typical TN modifiers and additional guidelines can be found in Chapter Nine where tests and skills are discussed more thoroughly.

12

INTRODUCTION In addition to these TN modifiers, Ambarquenta uses a second type of modifiers to increase or decrease a character’s chance to succeed in a test: Test result penalties and bonuses represent any factors that are primarily based on a character’s individual disposition (such as his abilities or the injuries he has sustained), while TN modifiers primarily represent outside influences (such as poor lighting or ill weather). TN modifiers can easily be applied by the Turambar to change the difficulty of any standard test in advance without demanding too many test result adjustments from his players. However, when resolving an opposed test (see Chapter Nine for this common test variant where two characters compare their test results to determine who wins a conflict), TN modifiers are best applied as test result penalties or bonuses, respectively. For example, a +3 TN modifier applying to only one of the participating characters becomes a –3 test result penalty for the affected character. Otherwise, resolving an opposed test would be unnecessarily complicated.

The amount of damage dealt by a single attack depends on the number of LoS an attacker achieves. If he fails to beat the TN established by his adversary’s Defence attribute or an actively employed defensive skill, nothing happens: either the strike missed the dodging foe, or it was deflected by his parry or armour. But on a success with the attack test (i.e., LoS ±0 or higher), there is a chance that the foe suffers an injury. Each weapon has a damage code that consists of one to three pairs of numbers and letters. The letters indicate what types of damage the weapon can inflict: blunt (B), edged (E), or pointed (P)—this is called a weapon’s damage aspect. The accompanying numbers tell you how many wound points of damage the weapon deals for each LoS (including LoS ±0) using a particular damage aspect. EXAMPLE: A broadsword has a damage code of 1.5B/4E/2P. Thus, an attack which scores LoS +4 could deal 7.5 points of blunt damage, 20 points of edged damage, or 10 points of pointed damage. Depending on the type and make of armour the target wears, it may still be a good idea to choose the sword’s blunt or pointed damage aspect. The attacker must decide which aspect to use before rolling his attack skill test.

LEVELS OF SUCCESS OR FAILURE (LSF) Whereas TNs interpret difficulty by considering all relevant factors involved in a test, levels of success or failure (LSF) evaluate the outcome of a character’s efforts by comparing his final test result to the TN. Calculating the LSF for any test is simple. A test result that equals the TN has a level of success of ±0 —just enough to achieve the basic objectives of a test with, at worst, only minor complications or setbacks. Every increment of 5 (or fraction thereof) above or below the TN represents one level of success or failure, respectively. Whenever the rules specifically refer to levels of success, the abbreviation ‘LoS’ is used, while levels of failure are abbreviated ‘LoF’ in such instances. The more LoS you achieve, the quicker and better you perform an action. Conversely, the more LoF you accumulate, the worse you do—possibly making things even worse than before!

Note that for the purpose of determining damage, the LoS of an attack is usually based on the target’s Defence score, not the result of his defensive skill test. Next, you need to determine where exactly you hit your foe. Unless you have declared a called shot, this is achieved by making a 1d100 roll. Ambarquenta distinguishes between a variety of body parts for two main reasons: First, to find out how well the struck body part is protected by armour. Second, injury effects vary by location—a strike to the skull is far more dangerous than a blow to the foot, for instance. Even a veteran warrior may thus be killed on the spot, or forced to retreat if he takes a critical injury. Besides losing the ability to use a badly injured body part effectively, a character can also be defeated or killed if he takes too many overall wound points (i.e., net damage after armour protection has been subtracted from the damage dealt with a strike). Every character has six Health Levels (HL) in each of which he can accumulate a certain number of wound points before dropping to the next lower Health Level. For more information on combat and injuries, please refer to Chapters Nine and Ten, respectively.

COMBAT Although combat tests are basically resolved the same way as other tests, there are a few differences and special rules. Base TNs for combat tests primarily depend on the opposing character’s attributes and armament, but are often complemented by the results of special defensive skill tests. If a character chooses to defend himself actively, he must make an appropriate skill test—for example, parry with his weapon or shield, or dodge the incoming blow or missile. Otherwise, he must solely rely on his innate reflexes (i.e., his Defence). Attacking and defending yourself actively by employing a skill requires a deliberate action and, consequently, a certain amount of time. How much of a character’s attention and time an action requires is measured by action points (AP). The total number of AP a character has available per round —his action allowance—also dictates when exactly in a given round his actions take effect.

ROUNDING FRACTIONS Unless you are specifically told otherwise, whenever you are asked to round a number—or end up with a fraction or decimal that makes sense to round one way or the other— round it normally. That means that if the fraction is 1/2 or the decimal is .5 or higher, round up. Otherwise, round down.

13

Chapter One

YOUR CHARACTER’S STORY I

n Ambarquenta, you and your friends create characters who travel throughout Middle-earth, explore strange, wondrous, and often dangerous places, and contend with the servants of the Dark Lord. Rather than reading about characters invented by J.R.R. Tolkien, you play a character you create yourself. You must define his abilities, goals, desires, appearance, beliefs, and preferences. Then, when you join your friends to play out the tales your Turambar devises, you control your character’s actions. You create and speak his dialogue, decide what he does and how he does it, and so forth. You make that role your own, the same way an extemporising actor does on stage. bits make them difficult to roleplay convincingly. Furthermore, your Turambar may limit your choice of races as he sees fit, or the tale he devises requires. For example, a Turambar may wish to restrict the number of Elven characters in his group (or disallow them altogether) because Elves do not care for the troubles of the world outside their hidden and well-protected refuges (and, of course, they are far more powerful than normal Men). Still, a player must not be forced to play a character he isn’t comfortable with at all.

INITIAL CHOICES

B

efore you begin to create your character by generating attribute scores, choosing skills and abilities, take some time to think about what sort of character you want to play—not what he can do, or what powers you would like him to have, but what sort of person he is, and what role you want him to play in the tale. Don’t think about how to make the most of the game’s rules, but rather in terms of storytelling, action, and drama.

CHARACTER TRAITS Other factors that might have an impact on your character’s personality and commitments include gender—which you can choose freely—and Social Rank. The latter is discussed in detail below under ‘Grace’. After you have decided on your character’s race and gender, proceed by considering his appearance. To a certain extent, attributes dictate this—a character with a low Strength isn’t brawny and hulking—but if you have an appearance in mind before you assign attributes, that can help you figure out which assignments to make. In fact, these assignments determine what type of person your character is more than any other choices related to the game’s rules. Attribute scores govern basic skill bonuses as well as the number of available development picks. The latter point is particularly important because Ambarquenta has no arbitrary ‘character classes’. Instead, a character’s attributes define his fields of expertise: while sinews of steel and good reflexes are essential to become an accomplished swordsman, great wisdom and a deep understanding of the world of Middle-earth are prerequisites for those who wish to delve into the mysteries of magic. Returning to your character’s story, you should also think about his traits. What are his likes and dislikes, and what other qualities do you want him to have? This helps not only with assigning attribute scores, but also when you select abilities (inborn talents and edges acquired by training) and flaws, many of which have personality-oriented names or features. A character doesn’t have to have Honour’s Insight or a Code of Honour for you to describe him as ‘honourable’, of course,

RACES AND CULTURES Among the first things to consider is your character’s race: Elf, Dwarf, Hobbit, or Man. Each race comprises a number of distinct cultures—for example, in the late Third Age, there still linger Sindarin, Noldorin, and Silvan Elves in North-western Middle-earth. Chapter Three (opening on page 34) offers detailed descriptions of those Free Peoples to which a character normally belongs. A character’s cultural background has a tremendous impact on his outlook, beliefs, and behaviour. In a world as ancient and slow-changing as Middle-earth, a culture’s traditions often take precedence over an individual’s personal goals and longings, and one frequently finds himself bound by an unspoken fealty to his people. Your character’s race gives you plenty of clues as to what sort of person he is, how he feels about characters of other races, and what might motivate him. Remember, however, that these descriptions of races only apply to the majority of people. In each race, some individuals diverge from the norm, and your character could be one of these. Don’t let a description of a race keep you from detailing your character as you like, but stay true to the spirit of Professor Tolkien’s works. Usually, you may freely choose your character’s race. Be aware, though, that novice players should stick to Men, because the different world views of Elves, Dwarves, and Hob-

14

GRACE

but it often helps make the hero more realistic if his personality and his abilities match. What flaws does your character have? Many of the heroes we admire in Tolkien’s books suffer from some disadvantages or complications. These range from the physical (a lame leg, blindness), to the social (stubbornness, unrequited love), to the spiritual (cowardice, corruption). It is in overcoming these weaknesses, as Boromir did when he finally rejected the lure of the Ring, that a character shows his heroic nature. Next, step beyond the character and consider what his goals are and, thus to a large extent, what role he plays in the tale he has become a part of. Great heroes have great, heroic goals, be they external (to journey to Mordor and destroy the One Ring) or personal (to reclaim your long-lost kingdom and wed the woman you love). But also the more mundane people, who are perhaps drawn into a story by chance (‘if chance you can call it’, as Gandalf remarked on one occasion), have their goals (to protect their master, or to show the worth of his folk to foreigners) and desires. Once you know your character’s goals, make sure he goes after them! Nothing drives a story so well as a character who stops at nothing to achieve that which is right, or who must make hard choices about his goal in the face of conflicting needs, as Aragorn did after the breaking of the Fellowship. Many obstacles, including your character’s own weaknesses, may undoubtedly confront him on his life’s quest. In triumphing over them, he helps to craft the story your group tells.

N

obility of soul is an important element of J.R.R. Tolkien’s stories. While ordinary people may perform deeds that help the wise and the mighty in many ways, some characters obviously emanate a certain moral dignity or Grace that qualifies them for tasks still greater. However, Grace is not exclusively bestowed by birth to a high rank. A humble Hobbit gardener may find out, after many worldshaking adventures, that a greater destiny guided his way—a destiny that allows him to retire from his wandering days as mayor of the Shire. For another example, a rightfully born ruler can never quite disguise his noble mien and qualities of mind and war-craft, even if his family has lost its throne centuries ago. Eventually, his Grace and the deeds he can only fulfil due to the kingly blood flowing through his veins (like going through the Paths of the Dead) may restore his ancient birth right. Ambarquenta represents these virtues by a character’s Grace score. In game terms, a high Grace score garners certain benefits when determining a character’s primary attributes and, if a player opts so, his Social Rank. A player whose character has a high Grace score should feel encouraged to make up a rather heroic background story and to act accordingly. Note that your character’s Bearing—one of his primary attributes—must roughly match his Grace score (see page 26 for details), unless you choose him to start out as a seemingly ‘ordinary’ character. In this case, you should try to raise Bearing during the game if the story reveals your character’s true fate and Grace. On the other hand, a low Grace score by no means hinders a character from becoming an important figure in his days of the world. A low Grace score does not penalise your character’s primary attributes, and if you desire a high starting Social Rank for him, you can still acquire it by other means (described under ‘Social Rank’ on the next page). Yet, it can be most rewarding to play a commoner who is at first glance less likely to win Renown and admiration than one descending from great sires. Grace is not an attribute you have to act out as its numerical value seems to indicate, but it is intended to give you the chance of creating a truly heroic and noble character with additional points to spend, rather than costing them.

THE CHARACTER SHEET

A

fter you have come up with a satisfying background story and have decided on the motivations and goals of your character, step on to filling out a Character Sheet. This is what the character creation process technically consists of. On the Character Sheet, you record the attributes, skills, abilities, and belongings of your character. You will need to refer to the Character Sheet often; keep it handy. The Heren Turambarion provides two versions of the Character Sheet: one comes as an Adobe PDF document which you can fill out with a pencil; the other one is a Microsoft Excel file that does most of the calculations involved in the character creation process automatically. However, if you do not wish to print out the Microsoft Excel-based Character Sheet after almost every other gaming session, we recommend to create your character with the help of a computer and then transcribe the calculated statistics to the plain Adobe PDF version on which you can easily erase any scores that may change during gaming sessions. In either version, attributes, abilities, and information about your character’s adventuring equipment and his movement rates comprise the first two pages of the Character Sheet. Pages three and four contain the most important combat statistics and your character’s magical capabilities— provided he has any. On pages five and six, there is plenty of space to record all your skills, including any individual and unique modifiers.

DETERMINING GRACE Grace can be determined in one of four ways, decided by the Turambar. Table 1.1 on the next page summarises the benefits a character with an above-average Grace score receives. Firstly, a character with Grace 13 or higher receives a number of additional points to spend on his primary attributes (see page 27). Secondly, he gets a number of development picks that normally must be spent on an above-average starting Social Rank during his youth development (see next page for more detailed information on a character’s Social Rank, and page 124 on how to acquire this kind of ability).

15

CHAPTER NINE: ADVENTURING

TABLE 1.1: GRACE BENEFITS

 ELDER DAY LORDS’ GRACE

GRACE SCORE ATTRIBUTE PICKS FOR (2d10*) POINTS SOCIAL RANK 2 to 12 +0 0 13 +1 5 14 +2 10 15 +5 15 16 +8 20 17 +12 30 18 +16 40 19 +20 50 20 +25 60 *: Whether Grace is rolled for or determined another way is at the Turambar’s discretion.

While the above-presented options on determining Grace are suitable for most tales taking place in the Third Age of Middle-earth, a Turambar may desire more generous rules for establishing a character’s Grace score when running a campaign set in the Elder Days. This can easily be achieved by introducing one of the two following options to his game: First, he may allow a player who rolls a 19 or a 20 on his initial roll to determine his character’s Grace score to roll an additional d10 and add it to the result. If this die roll scores a 10, another d10 is rolled and added to the result, repeating this process until something other than a 10 is rolled. Though it’s rather unlikely, this procedure may generate Grace scores far above the average. Alternatively, the Turambar may set basic Grace scores for entire groups of characters, or any individual character, to which the result of a player’s roll is added. (Of course, this option can be combined with the rule on open-ended rolls as described above.) For instance, the Turambar may grant all Elven characters who have seen the Light of the Trees a basic Grace score of 20 + 2d10. Elves who were born in the First Age but did not embark on the journey to the Undying Lands, as well as the offspring of those Eldar who were born after the Marring of the Trees, might receive 10 + 2d10 points of Grace to start with, and so on. In both cases, benefits for Grace scores greater than 20 are determined by dividing the score through 20. For each full multiple of 20, as well as for any remainder, the character receives additional attribute buy points and picks for Social Rank as indicated in Table 1.1. For example, if a character like Ingwë, High King of all Eldar, ends up with a Grace score of 75, he receives the Grace benefits for a score of 20 three times, and once for a score of 15, totalling +80 attribute buy points and 195 picks for Social Rank. Likewise, a character with Grace 33 garners the benefits for scores of 20 and 13, and so on.

 RANDOM ASSIGNMENT Firstly, the Turambar may choose that every player simply rolls for his character’s Grace with 2d10. Whatever result the dice roll yields, it must not be re-rolled for any character.

 COLLECTIVE TURAMBAR ASSIGNMENT Alternatively, a Turambar may assign a fixed and identical Grace score to each character of his group. This method allows the Turambar to control the power level of the characters taking part in his tale (ranging from fairly ordinary to truly heroic), and to hold sway over their background stories to a certain extent. It usually ensures, too, a strong tie between players and their characters alike.

 INDIVIDUAL TURAMBAR ASSIGNMENT In contrast to the above option, a Turambar may assign different Grace scores to each character of the group. Though this may be an excellent way to make certain stories work, and though it may provide exciting hooks for roleplaying within the group as well as with outsiders, this option is not recommended for novice players who might envy each other or the player with the highest ranking character. Still, it provides the Turambar a way to control the group’s power.

SOCIAL RANK To a certain degree, a character’s Social Rank—his class in society—corresponds with his Grace score. Table 1.2 on the next page shows how many picks you must spend to make him belong to a certain Social Rank. Which Social Rank or titles can be obtained, and how many picks they cost, depends on your character’s race and culture. If he doesn’t belong to a people listed on Table 1.2, you can easily make up a similar list of sample titles, occupations, or Social Ranks with the help of your Turambar. Note that you are not obliged to hold a specific title listed; with the Social Rank of king, you could also be a close family member like a daughter standing behind in the succession to the throne. The picks for acquiring a desired Social Rank must either originate from a high Grace score (as indicated on Table 1.1 above), or come from the picks available during your character’s youth development (see the High-ranking talent on page 133). You cannot spend picks received during your character’s apprenticeship, because you are born to your starting rank.

 STORY BASED ASSIGNMENT The last option for determining Grace suggests that a player comes up with an exhaustive background story for his character (perhaps including a detailed discussion of his lineage) which his Turambar has to approve. Then, both sides ought to agree on an appropriate Social Rank to represent the character’s background story. Of course, the Turambar has the last word on that issue, and he must be very cautious! A character’s Grace score is derived from his Social Rank as indicated in Table 1.1, for it is in this case assumed that a character is worthy of his Social Rank. If a player desires a still higher Social Rank than affordable with the development picks as indicated on Table 1.1, he must spend additional picks as usual.

16

TABLE 1.2: SOCIAL RANK SOCIAL RANK –5 –4 –3 –2 –1 +0 +1 +2 +3 +4 +5 +6 +7 +8 +10

PICK COST* –50 –40 –30 –20 –10 0 10 20 30 40 50 60 70 80 100

ELVES

SAMPLE TITLES OR OCCUPATIONS HOBBITS DÚNEDAIN

DWARVES

– – – – – – Servant, Maid Apprentice Artisan, Gardener Journeyman Archer, Hunter Artisan, Merchant Ranger, Scribe Warrior, Smith Sentinel Artisan (gifted) Jeweler (minor) Warder Healer, Minstrel King’s Guard Master Artisan Master Artisan Courtier Master Smith Lord, Sage Counsellor (elder) Elder Days Lord – King King

– – Rascal Idler Servant Farmer (minor) Artisan, Shirrif Innkeeper Farmer (major) Gentry Thain, Mayor – – – –

ROHIRRIM† Slave‡ Horse-thief Serf‡, Scoundrel Dunlending Serf Street beggar Scoundrel Servant Maid Artisan (poor) Groom, Servant Citizen, Farmer Fyrd (Commoner) Guilded Artisan Farmer (major) Merchant (major) Rider Knight, Mayor Burgwarder Lord (minor) King’s Knight Lord (landed) Thane Lord (major) Heah-thane Prince Marshal Steward Althane (King) King –

TRIBAL Outcast Enslaved Prisoner Scoundrel Servant Farmer Hunter Warrior Sage Clanhead Chieftain – – – – –

*: A negative pick cost means that a low Social Rank is considered a flaw that actually provides you additional picks to spend on skills or abilities, instead of costing them (see the Low-ranking flaw on page 172). However, the picks you receive for a high Grace score are forfeited (or, optionally, halved) if you decide to start off as a low-ranking character. †: Please refer to ICE’s Riders of Rohan (MERP #3100) for more information on Rohan’s social structure and the terms used in this table. ‡: Umbar and other Black Númenórean colonies only. You cannot obtain this Social Rank in Gondor and Arnor or its successor realms.

Consequently, a character with an exceptionally high Grace score likely belongs to the higher nobility of his homeland. However, you may choose to forgo the deference that a high Social Rank would grant your character if you have a different background story in mind and want him to belong to a lower class of society despite his high Grace score. In this case, any leftover development picks gained as indicated on Table 1.1 are forfeited.

costs, and a list of sample occupations or titles a member of that race might hold. Of course, you are not bound to a particular occupation, but they may well give you an idea how your character spent his life in the past.

 SOCIAL RANK AND ESTEEM An Esteem test (see page 32 on the Esteem attribute, and page 240 on Esteem tests) is an optional way for the Turambar to determine how his non-player characters (NPCs) react to the player characters (PCs). Most of the time, a Turambar predetermines reactions according to the course he wants his tale to take, but sometimes it’s more fun to let the dice control the reactions. An Esteem test is made by rolling 2d10, adding any applicable modifiers, and consulting Table 9.29 (page 244). The higher the result, the better the NPCs will react, and the better treatment they will give the PCs. A character’s Social Rank frequently modifies a character’s Esteem. If a Turambar decides to make an Esteem test for a given encounter, he should assign a +1 modifier per Social Rank difference between the two interacting characters. For example, if you have Social Rank 3, those of Social Rank 1 would react to you at a +2, and those of status 0 would react to you at a +3. (Except, of course, for villains who resent Social Rank.) If your Social Rank is so low that it is negative, those of higher class will react badly to you. Take the difference between your Social Rank and the NPC’s as a penalty for the Esteem test, but no worse than –5. However, when you are dealing with an NPC who is, on the whole, friendly, your Social Rank won't matter—as long as it is positive. After all, a king has a far higher status than his knights, but he reacts well to them—most of the time. But if the NPC is neutral or already angry, a lower Social Rank makes it worse: ‘How dare you, a mere knight, tell me my battle plan is foolish?’

 Optionally, a Turambar may rule that a player can keep half of the development picks forfeited this way and spend them during his character’s youth development as he sees fit. Owing to their average Grace score, most characters are considered ‘middle class’. Common examples in a civilised realm include the citizens of a town, or free farmers in its rural areas. Nevertheless, you can voluntarily belong to the lower classes of society and obtain a Social Rank with a negative pick cost. In this case, your character’s Social Rank is considered a flaw, and you receive a number of additional picks to spend on abilities or skills as a trade-off. (Note that picks received for a negative Social Rank do count against the suggested limits for taking flaws. For more details on flaws, see page 156.) Anyone can determine your Social Rank by looking at you, your dress, and your demeanour. And what is more: if you have a very high Social Rank, your face may be easily recognised—or perhaps the gaggle of servants that surrounds you will get the message across. (If you disguise yourself successfully, you can change your apparent rank, but this is a good way to get into a lot of trouble!) Your character’s Social Rank is measured in numbers ranging from –5 (most people treat you like worthless scum) to +10 (you are crown prince or king, and treated with deference by your loyal subjects). Table 1.2 shows the available range of Social Ranks for a few races, the corresponding pick

17

CHAPTER ONE: YOUR CHARACTER’S STORY

THE QUALITIES OF HEROES Although your character’s attributes, skills, abilities, and flaws tell you what he can do, they don’t really tell you who he is. That’s not something you can quantify with numbers. You have to define it on your own, as part of creating and running a character in the wondrous world of Middle-earth. However, for an Ambarquenta game, you shouldn’t just create any sort of character. You should create one who fits the setting and embodies the qualities it sets forth as virtuous. In short, you should create a hero. As depicted in J.R.R. Tolkien’s novels and stories, the characteristics of the heroes of Middle-earth include:

COMPASSION ‘[D]eep in his heart there was something that restrained him: he could not strike this thing lying in the dust, forlorn, ruinous, utterly wretched.’ — The Return of the King Heroes share the feelings of others, and they have pity on even the most wicked and wretched of creatures, such as Gollum. They do not wantonly slaughter their enemies, even when it might be prudent, for to do so would violate the hero’s code. Both Gandalf and Frodo spare Saruman, and though much evil might have been averted had they not, in the end both still recognise that their decision was the right one.

RESPONSIBLE FREE WILL ‘[W]ere you ten times as wise you would have no right to rule me and mine for your own profit as you desired[.]’ — Théoden, The Two Towers Free will is one of the most important concepts in The Lord of the Rings. Everyone has a choice to do good or evil, and heroes choose the good. To exert control over the will of another is one of the ultimate evils, and heroes reject it utterly, knowing that true wisdom lies in allowing each person to pick his own path.

GENEROSITY ‘[T]hen I say to you, Gimli son of Glóin, that your hands shall flow with gold, and yet over you gold shall have no dominion.’ — Galadriel, The Fellowship of the Ring Heroes give generously, both of themselves and of their goods, as need warrants. For example, Théoden gives Shadowfax to Gandalf, prized though the great horse is, because Gandalf deserves him, needs him, and has developed a bond of friendship with him. Heroes often acquire riches and glory during their lives, but obtaining them is not their main motivation. Those who are evil and cowardly are grasping, greedy, and grudging, often seeking gold for gold’s sake alone.

HONESTY AND FAIRNESS ‘I would not snare even an orc with a falsehood[.]’ — Faramir, The Two Towers Heroes deal with other folk honestly and fairly at all times. Though they may, like Gandalf, not reveal all they know, simply to satisfy the curiosity of others, a true hero neither avoids nor skirts the truth when the proper time comes.

HONOUR AND NOBILITY ‘We are truth-speakers, we men of Gondor. We boast seldom, and then perform, or die in the attempt.’ — Faramir, The Two Towers From the highest lord of Gondor, to the lowliest Hobbit of the Shire, true heroes always display the classic qualities of nobility and honour. They abide by their word, treat others fairly and with the respect due them—regardless of station—and have graciousness of spirit which marks the true noble.

RESTRAINT ‘“Legolas is right,” said Aragorn quietly. “We may not shoot an old man so, at unawares and unchallenged, whatever fear or doubt be on us.”’ — The Two Towers This point was touched on earlier, but it bears repeating: Heroes in Middle-earth are not indiscriminate killers hacking down anyone who angers or threatens them, or spilling blood needlessly. They kill in battle and often accomplish great feats of arms, but that is a different thing than ruthlessly butchering anyone and anything that happens to cross their paths. The exercise restraint, slaying their foes only when they absolutely must.

SELF-SACRIFICE ‘“It must often be so, Sam, when things are in danger: some one has to give them up, lose them, so that others may keep them.”‘ — Frodo, The Return of the King Perhaps most importantly of all, the heroes of Middle-earth are self-sacrificing. They give of themselves, even unto death, to keep the world safe from the Dark Lord and his minions. Frodo, a powerless hobbit, willingly walks into Mordor on a seemingly hopeless errand because it’s the right thing to do for the greater good. Aragorn puts off his happiness for decades to help save the Free Peoples from the Shadow. Boromir sacrifices his own life to atone for his misdeeds and save two hobbits. These heroes care not for reward or glory. The accomplishment of the quest is reward enough.

18

CHAPTER ONE: YOUR CHARACTER’S STORY

VALOUR ‘“By our valour the wild folk of the East are still restrained, and the terror of Morgul kept at bay[.]”‘ — Boromir, The Fellowship of the Ring The heroes of Middle-earth possess great valour. They are brave, with the strength of will and spirit to meet the fearsome servants of the Dark Lord and stand against them. They do not shirk from danger, though it threatens their very lives.

WISDOM ‘“For even the very wise cannot see all ends.”‘ — Gandalf, The Fellowship of the Ring Heroes possess wisdom and insight. They understand their own limitations and can judge the value and truth of things fairly, rather than through the lens of their own self-interest or foolish desires. They realise, for example, that they dare not use the Ring against Sauron, though its power might allow them to defeat him.

CREATING A PLAYER CHARACTER GROUP When you create your character, your fellow players are also creating their own characters. While it’s easy to figure out what you want to play on your own, before setting pen to paper you should consider what the other players have in mind for their own characters. If possible, the players and the Turambar should all sit down together and have a character creation session. If you can’t do that, you should at least talk about the composition of the group before everyone begins creating. Approaching character creation from a group perspective has several benefits. First, it ensures that each player has a distinctive role to play within the group—an outlook, abilities, and knowledge that other characters lack. If several players come to the first game session with similar characters (say, warriors from Gondor), then they may have trouble setting themselves apart, and the Turambar may have difficulty creating appropriate adventures for such a one-dimensional group. Discussing character concepts in advance allows you to avoid this sort of problem. Even if several players have roughly similar ideas, since they know in advance what their friends want to play, they can use the rules to distinguish their characters by belonging to different races, choosing different talents and edges, or emphasizing different skills and weapons. Second, group character creation allows you to cover all the major roles one expects to find in a group of bold fantasy adventurers. Except in specific types of tailored campaigns, a group with nothing but warriors, or six types of rogues, normally doesn’t work well. Eventually, the group encounters challenges it’s not prepared for, since not every enemy can be defeated in the same way. You don’t have to have every kind of fantasy archetype represented in every group, but it helps to have more than one or two types of characters, if you can, or at least to give similar characters their own unique sets of skills and abilities. Third, planning characters as a group allows the players to develop their characters as a group, not just as a collection of individuals thrown together by circumstances. Frodo’s encounter with Aragorn at The Prancing Pony aside, characters rarely join forces simply because they happen to meet somewhere. That doesn’t really do much to advance the story or create the most enjoyable sort of tale. In fact, Aragorn’s presence at the inn was no coincidence. The characters need a reason to remain together: a common goal, a prior relationship, or the like. In other words, they need the sort of connections that kept Sam, Pippin, and Merry by Frodo’s side despite all the dangers he had to face. If the players create their characters as a group, they can develop pre-existing ties or build in hooks the Turambar can use to draw them together as a cohesive group. The Turambar, of course, plays an important part in this process too. Instead of letting the players create their characters alone, the Turambar should lend a hand. First, he should tell the players a little about what he has in mind for the tale. If he wants a group in which all the characters are Men (or Hobbits or Dwarves or whatever), he must tell the players before they start creating characters. If he plans to start the tale in Lindon, the players need to know that. They need to be able to give their characters a reason to be in Lindon when the game begins. In short, when creating your character, apply a little consideration for the ideas of the Turambar and your fellow players. This makes for a better gaming experience.

CHARACTER ARCHETYPES The following pages contain a variety of sample characters. If you don’t care to come up with a character of your own at the moment, feel free to pick one of these to play with. (Note that you can download more detailed character sheets for these heroes from https://sites.google.com/site/ambarquenta.) You may freely alter secondary features such as their appearance and age, and change their names and background, if you like, or leave them as they are. Then, guided by a Turambar who has read through this rulebook, you’re ready to play. All character archetypes are created using 130 attribute buy points. The option that ability pick costs increase when choosing more than one talent or edge from the same category as a previously chosen one was applied, as well as the option on diminishing returns from flaws (see the highlighted option boxes in Chapter Five for details). As throughout this book, the listed skill bonuses are total bonuses, including all due modifiers from ranks, abilities, flaws, items, and specialties. Hence, if another specialty than one that a given character knows is applied, you must reduce his total skill bonus accordingly by –3. Moreover, no penalties are included, so make sure to apply a character’s Physical Penalty (including his general encumbrance penalty) whenever he uses an applicable skill while he’s wearing his armour and wielding his weapons!

19

CHARACTER ARCHETYPES

ERLAND GEREFEL RACE: Lake-man GRACE: 14

SOCIAL RANK: –4 (Scoundrel)

AMBAR: roll 7d3

RENOWN: 0 (+0)

HEIGHT: 5’10”

STATURE: 12

WEIGHT: 171 lbs.

GIRTH: 13

PRIMARY ATTRIBUTES: Deftness 16, Nimbleness 16, Strength 13,

Vigour 11, Awareness 14, Will 14, Bearing 11, Insight 12, Wits 14 DERIVED ATTRIBUTES: Fortitude 13, Stamina 13, Swiftness 15, Wisdom 12, Esteem 13, Prowess 13 (+1/+0.5) HEALTH: 12 INJURY THRESHOLDS: 7+, 10+, 13+, 16+, 19+ RACIAL ABILITIES: Astute, Contacts: Esgaroth, Skilled TALENTS: Eidetic Memory, Scoundrel’s Fortune, Wary 2 EDGES: Fleet-footed 2, Furtive 1, Resolute 2 FLAWS: Inquisitive, Orphan OCCUPATIONAL PACKAGES: Thief: Novice & Apprentice

SKILLS: Draw: Drafts (Buildings) +12, Sing (Lays) +11, Word-

smith (Narrate) +11, Acrobatics (Balance) +9, Climb (Ropes) +12, Escape (Narrow Openings) +8, Jump (Running Jump) +11, Run (Speed) +15, Swim (Dive) +11, Blades: Medium (Broadsword) +13, Blades: Small (Dagger) +16, Bows (Composite Bow) +10, Dodge (Melee) +11, Shields: Small +12, Throw: Blades (Dagger) +11, Leathercraft (Armourer) +11, Ropecraft (Throw Grappling Hook) +12, Seafaring (Boating) +11, Culture Lore: Lake Men (Customs) +11, Westron rank 8, Logathig rank 4, Region Lore: Dalelands (Esgaroth) +13, Fish (Hook) +13, Ride (Horses) +9, Signal: Handsignals +11, Survival: Plains & Foothills (Orienteering) +10, Weather-sense (Northern Temperate) +10, Observe (Spot) +16, Search (Hidden Items) +14, Debate (Bargain) +9, Locate (Customs Clerks, Esgaroth) +9, Persuade (Fast Talk) +7, Streetwise (Esgaroth) +12, Conceal (Weapons) +11, Disguise (Customs Clerk) +11, Fake (Sigils) +10, Hide (Town) +15, Legerdemain (Trickery) +11, Locks (Lockpicking) +14, Sneak (Shadow) +14

GEAR: Broadsword (modified damage code 2.5B/4.5E/2.5P), dagger (melee 1.5E/3P, thrown 2.5P), small shield,

composite bow, thieves’ tools, trail rations ARMOUR PIECES: Leather jacket, leather cowl, leather calf boots ARMOUR PROTECTION (B/E/P/F): average 2/3/2/2; skull & neck 2/4/3/3; arms 2/4/3/3; torso 2/4/3/3; calves & feet 2/4/3/3 GENERAL ENCUMBRANCE PENALTY, GEP (COMBAT): –1 BASE MOVEMENT RATE, BMR (COMBAT): 29 feet/round DEFENCE: 16 ACTION ALLOWANCE: 20

Orphaned as a boy, Erland was raised by the keeper of a seedy drinking hole located in the worst quarter of Lake Town. With hardly any memories of his late parents, Eduran and Isabel Gerefel, who died in what’s been reported as a boating accident and who had only shortly before this tragedy moved to Esgaroth, Erland was forced to make his living as a petty thief. Together with his best friend Fennrick, Erland—who nowadays goes by the cover name of Stig—soon developed a profitable business idea which centres around taxing unwary villagers. However, with his Northman ancestry—his family originally hailed from Framsburg—and his natural dignity, there is more about Erland Gerefel than meets the eye at first glance.

20

CHARACTER ARCHETYPES

GORI, SON OF NORI RACE: Dwarf of Durin’s Folk GRACE: 14 SOCIAL RANK: +1 (Warrior) AMBAR: roll 7d3

RENOWN: 0 (+0)

HEIGHT: 4’6” (137 cm)

STATURE: 9

WEIGHT: 156 lbs. (71 kg)

GIRTH: 12

PRIMARY ATTRIBUTES: Deftness 15, Nimbleness 16, Strength 19,

Vigour 18, Awareness 10, Will 13, Bearing 13, Insight 11, Wits 12 DERIVED ATTRIBUTES: Fortitude 13, Stamina 19, Swiftness 13, Wisdom 12, Esteem 14, Prowess 16 (+2/+1) HEALTH: 15 INJURY THRESHOLDS: 8+, 11+, 15+, 19+, 23+

RACIAL ABILITIES: Animal Aversion, Craftsmanship, Fear of Water,

Firestarting, Hardness of Body, Hardness of Mind, Mine-lore TALENTS: Bold, Indomitable 1, Wary 1 EDGES: Facility with Armour FLAWS: Battle-fury 1, Grasping, Proud, Stiff-necked SKILLS: Act (Lie) +9, Musician: Wind Instruments (Horns) +7,

Wordsmith (Narrate) +8, Climb (Mountains) +13, Jump (Long Jump) +15, Run (Endurance) +15, Axes: One-handed (Battleaxe) +20, Blades: Small (Shortsword) + 16, Dodge +8, Shields: Small +14, Warfare (Field Battles) +6, Armoursmith: Chainmail (Repair) +15, Blacksmith (Tools) +15, Cook: Potables (Beer) +9, Goldsmith (Work Gold) +7, Leathercraft (Armourer) +10, Ropecraft (Knots) +12, Stonecraft (Mining) +15, Weaponsmith: Axes (Battleaxes) +15, Woodcraft (Woodcutter) +11, First Aid (Patch Wound) +12, Herbcraft (Herbal Remedies) +6, Appraise (Weapons) +9, Culture Lore: Dwarves (Erebor) +11, Devise: Machinery (Mining) +7, Heraldry (Dale & Erebor) +7, History: Dwarves (Durin’s Folk) +7, Westron rank 7, Khuzdul rank 8, Law (Erebor) +7, Reckon (Geometry) +6, Region Lore: Dale & Erebor (Under the Mountain) +10, Research (Skim Tomes) +8, Hunt (Foothills & Mountains) +8, Survival: Mountains (Start Fires) +11, Survival: Underground +11, Weather-sense (Northern Temperate) +7, Lip-reading (Halward) +6, Observe (Touch) +8, Search (Hidden Items) +11, Track (Foothills & Mountains) +7, Debate (bargain) +8, Discern (Dwarves) +6, Etiquette: Dwarven Courts (Behaviour) +9, Games (Dice) +10, Inquire (interrogate) +9, Inspire (Dwarves of Erebor) +6, Intimidate (Power) +8, Lead (Attack) +6, Locate (Best Beer Around) +8, Persuade (Oratory) +9, Steward (Dwarf-hold) +9, Disguise (Dwarven Merchant) +10, Hide (Mountains) +12, Traps (Build) +8

GEAR: Battleaxe (modified damage code 4B/5.5E), small shield, trail rations ARMOUR PIECES: Dwarf-mail hauberk, gauntlets, plate helm, leather leggings, quilt jerkin, leather calf boots ARMOUR PROTECTION (B/E/P/F): average 4/10/6/4; skull 6/10/6/2; shoulders 6/12/7/5; arms 2/10/6/1; hands 6/10/6/2;

chest & belly 6/12/7/5; hips, groin, & thighs 3/12/8/4; knees & feet 2/4/3/3; calves 3/6/5/5

GENERAL ENCUMBRANCE PENALTY, GEP (COMBAT): –4 BASE MOVEMENT RATE, BMR (COMBAT): 21 feet/round DEFENCE: 10 ACTION ALLOWANCE: 18

Gori, son of Nori from Thorin Oakenshield’s famous company, is, in many respects, a typical Dwarf—fond of battle, anvil, and fine potables. However, he is surprisingly tall for a Dwarf, and—despite his proud and stubborn nature—an amiable, though often grumpy, lad. A close friend of Halward, he is always willing to take up his axe to defend his or his friend’s homeland against the hosts of the Enemy.

21

CHARACTER ARCHETYPES

GRIMGÁR RACE: Beorning (scores in brackets apply in bear-shape) GRACE: 16

SOCIAL RANK: +2 (Clanhead’s son)

AMBAR: roll 7d3

RENOWN: 0 (+0)

HEIGHT: 6’2” (8’4”)

STATURE: 13 (18)

WEIGHT: 202 lbs. (740 lbs.)

GIRTH: 16 (42)

PRIMARY ATTRIBUTES: Deftness 15 (10), Nimbleness 13 (10),

Strength 17 (27), Vigour 16 (22), Awareness 15 (18), Will 14, Bearing 12, Insight 13, Wits 11 DERIVED ATTRIBUTES: Fortitude 13, Stamina 16 (21), Swiftness 14, Wisdom 12, Esteem 14, Prowess 17, +2/+1 (35, +5/+2.5) HEALTH: 16 (32) INJURY THRESHOLDS: 8+, 12+, 16+, 20+, 24 (9+, 15+, 21+, 27+, 33+) RACIAL ABILITIES: Astute; Beast-mastery; Hammerhand 1; Bear-skin TALENTS: Tolerance EDGES: Hardy 1 FLAWS: Battle-fury; Berserk; Proud; Sense of Duty; Rival OCCUPATIONAL PACKAGES: Farmer: Apprentice; Hunter: Apprentice SKILLS: Dance (Beorning Folk Dances) +10, Mimicry (Beasts) +10, Musi-

cian: Drums (Play Rhythm) +10, Sing (Battle Songs) +11, Wordsmith (Narrate Sagas) +8, Acrobatics (Balance) +7, Climb (Mountains) +12, Jump (Long Jump) +14, Run (Endurance, Speed) +13, Swim (Currents & Undertows) +13, Axes: Two-handed (Battleaxe) +16, Bows (Shortbow) +13, Dodge (Melee, Missiles) +8, Shields: Small +10, Throw: Blades (Knife) +10, Unarmed Combat: Brawling (Punch, Kick) +15, Natural Weapons (Paws) +15, Bee-keeping (Harvest Honeycombs) +17, Blacksmith (Tools) +12, Clothworks (Sew) +12, Cook: Food (Bake) +13, Fletcher (Arrows) +12, Gardener (Grains) +13, Leathercraft (Skinner) +12, Ropecraft (Knots, Tie Prisoner) +13, Seafaring (Boating) +11, Weaponsmith: Axes (Battleaxe) +11, Woodcraft (Woodcutter) +15, First Aid (Treat Shock) +13, Herbcraft (Herblore) +9, Physician (Cauterise) +8, Culture Lore: Beornings (History) +10, Atliduk rank 7, Westron rank 6, Nature Lore: Wild Beasts (Upper Anduin Vales) +9, Region Lore: Upper Anduin Vales (Hideouts) +14, Beastmaster: Bears (Befriend) +15, Fish (Weir-basket) +15, Hunt (Mountain Slopes) +16, Ride (Horses) +9, Signal: Waildyth +13/4 ranks, Survival: River Valleys (Start Fires) +12, Survival: Mountains +10, Weather-sense (Upper Anduin Vales) +11, Observe (Spot, Hear) +15 (18), Search (Forage) +14, Track (Mountain Slopes) +13 (14), Debate (Bargain) +8, Discern (Beornings) +7, Etiquette: Clan Gatherings (Behaviour) +9, Games (Sleight of Hand) +10, Inquire (Interrogate) +8, Intimidate (Fear) +12 (13), Hide (Mountain Slopes) +14, Sneak (Mountain Slopes) +13, Traps (Set) +10

GEAR: Battleaxe (modified damage code 4.5B/6E), shortbow, knife, horn, trail rations, other equipment UNARMED ATTACKS: Brawling, punch (modified damage code 4B), kick (4.5B); Natural Weapons: Paws (7B/5.5E/4P) ARMOUR PIECES: Leather jacket, breeches, and calf boots; bear-skin protects as hardened leather (B4/E5/P4/F3) ARMOUR PROTECTION (B/E/P/F): average 1/3/2/2; shoulders & arms 2/4/3/3, chest & belly 2/4/3/3, hips & groin 3/6/5/5,

legs & feet 2/4/3/3

GENERAL ENCUMBRANCE PENALTY, GEP (COMBAT): –1 (0) BASE MOVEMENT RATE, BMR (COMBAT): 31 feet/round (16 yards/round) DEFENCE: 14 ACTION ALLOWANCE: 17

Through the bloodline of his mother Beornhild, Grimgár is a direct descendant of Beorn and has inherited the ability to take on the shape of a large brown bear—a gift he avoids to use in company of others. Like all Beornings, Grimgár is particularly fond of the rich feasts of his people where mead and honey-cakes are served galore. He also enjoys his work in the woods, brawling and wrestling, and fraternising with his many relatives. Of those, Firbeorn, the second-born son of Grimbeorn the Old is his best friend, whereas Firbeorn’s wily brother Halbeorn has been his greatest rival ever since claiming one of Grimgár’s battle feats for himself.

22

CHARACTER ARCHETYPES

HALWARD RACE: Man of Dale GRACE: 13

SOCIAL RANK: +1 (Journeyman Smith)

AMBAR: roll 7d3

RENOWN: 0 (+0)

HEIGHT: 6’1”

STATURE: 13

WEIGHT: 198 lbs.

GIRTH: 15

PRIMARY ATTRIBUTES: Deftness 16, Nimbleness 13, Strength 18,

Vigour 15, Awareness 13, Will 10, Bearing 11, Insight 10, Wits 13 DERIVED ATTRIBUTES: Fortitude 11, Stamina 14, Swiftness 13, Wisdom 11, Esteem 12, Prowess 17 (+2/+1) HEALTH: 15 INJURY THRESHOLDS: 8+, 11+, 15+, 19+, 23+ RACIAL ABILITIES: Astute, Contacts: Dale, Skilled TALENTS: Bold, Wary 1 EDGES: Craftmaster 1, Facility with Armour 1, Lucky Blow FLAWS: Duty 1: Shirrif of Dale, Truthful OCCUPATIONAL PACKAGES: Weaponcrafter: Apprentice SKILLS: Sing (Lullabies) +12, Climb (Mountains) +12, Jump (Long Jump) +15,

Run (Endurance) +15, Swim (Endurance) +14, Blades: Two-handed (Greatsword) +15, Bows (Longbow) +13, Dodge (Melee) +8, Unarmed Combat: Brawling (Punch) +13, Armoursmith: Chainmail (Hauberks) +17, Blacksmith (Tools) +15, Fletcher (Arrows) +17, Leathercraft (Armourer) +13, Weaponsmith: Blades (Longsword) +18, Appraise (Weapons) +11, Culture Lore: Dwarves (Smiths of Erebor) +8, Culture Lore: Men of Dale (Customs) +9, History: Dale (Rangers & Shirriffs) +8, Westron rank 8, Logathig rank 3, Khuzdul rank 1, Region Lore: Dale-lands (Craftsmen) +11, Beastmaster: Dogs (Care) +6, Ride (Horses) +9, Survival: Mountains (Start Fires) +10, Observe (Spot) +13, Search (Hidden Items) +12, Track (Foothills & Mountains) +8, Debate (Bargain) +8, Inspire (Men of Dale) +6, Locate (Dale, Weaponsmiths) +8, Persuade (Oratory) +7, Streetwise (Dale) +8, Conceal (Camouflage) +10, Disguise (Northron Commoner) +8, Hide (Mountains) +10, Sneak (Mountains) +8

GEAR: Greatsword (modified damage code 4B/7E/4P), longbow, arrows, trail rations ARMOUR PIECES: Chainmail hauberk, chainmail cowl, gauntlets, leather leggings, quilt jerkin, leather calf boots ARMOUR PROTECTION (B/E/P/F): average 4/9/6/4; skull & neck 2/8/5/1; shoulders 6/10/6/5; arms 2/8/5/1; hands

6/10/6/2; chest & belly 6/10/6/5; hips, groin, & thighs 3/10/7/4; knees & feet 2/4/3/3; calves 3/6/5/5

GENERAL ENCUMBRANCE PENALTY, GEP (COMBAT): –3 BASE MOVEMENT RATE, BMR (COMBAT): 27 feet/round DEFENCE: 11 ACTION ALLOWANCE: 18

Often, those skilled in the trade of forging are also skilled in the trade of war. Halward was even born to that manner, since long bonds of friendship have tied his family to the Dwarves of Erebor: During the Battle of the Five Armies, Halward’s great-grandfather saved the life of Nori, member of Thorin Oakenshield’s company and father of Gori. Owing to this glorious past of his house, Halward was allowed as an apprentice to the famed armourers of Erebor and soon became the closest friend of Gori. Shortly after setting up his first shop in a small village near the city of Dale, he married his childhood love, the beautiful and headstrong Liw. When the War of the Ring reaches his home pastures and King Brand calls his people to arms, Halward eagerly puts aside his sledgehammer and takes up his trusty greatsword instead, ready to bring havoc to the dark hordes threatening his homelands.

23

CHARACTER ARCHETYPES

MENELOR RACE: Pure-blooded Dúnadan GRACE: 18

SOCIAL RANK: +6 (Major Lord)

AMBAR: roll 7d3

RENOWN: 0 (when travelling incognito)

HEIGHT: 6’4”

STATURE: 13

WEIGHT: 194 lbs.

GIRTH: 15

PRIMARY ATTRIBUTES: Deftness 13, Nimbleness 12, Strength 12,

Vigour 14, Awareness 14, Will 17, Bearing 18, Insight 17, Wits 18 DERIVED ATTRIBUTES: Fortitude 18, Stamina 14, Swiftness 13, Wisdom 18, Esteem 18, Prowess 14 (+1/+0.5) HEALTH: 15 INJURY THRESHOLDS: 8+, 11+, 15+, 19+, 23+ RACIAL ABILITIES: Astute, Fair 1, Skilled, Tireless 1, The Art (limited access) TALENTS: High-ranking, Unusual Background (student of Saruman) EDGES: Resolute 2, Teachings of Saruman FLAWS: Stiff-necked, Inquisitive SKILLS: Act (Lie) +15, Dance (Gondorian Nobility’s Dances) +13, Draw: Paint-

ings (Portraits) +10, Musician: String Instruments (Harp) +11, Sing (Lays) +14, Wordsmith (Narrate) +15, Acrobatics (Balance) +5, Climb (Cliffs) +8, Jump (Long Jump) +9, Run (Endurance) +10, Swim (Endurance) +11, Blades: Medium (Longsword) +10, Clubs: Two-handed (Quarterstaff) +11, Dodge (Melee) +6, Shields: Medium +9, Throw: Spells (Lightning) +11, Unarmed Combat: Wrestling (Trip) +8, Ropecraft (Knots) +11, Seafaring (Navigate) +9, First Aid (Field Care) +14, Herbcraft (Herblore) +11, Physician (Treat Wounds) +10, Appraise (Tomes & Scrolls) +12, Culture Lore: Gondorians (Nobility) +18, Culture Lore: Northmen (Dalemen) +15, Heraldry (Gondor) +14, History: Gondor (Dol Amroth) +16, Westron 9 ranks, Adûnaic 7 ranks, Sindarin 7 ranks, Quenya 2 ranks, Law (Dor-en-Ernil) +12, Nature Lore: Starlore (Identify Constellations) +10, Reckon (Geometry) +12, Region Lore: Gondor (Dor-en-Ernil) +15, Region Lore: Rohan (Nan Curunír) +12, Research (Search Libraries) +14, Hunt (Coastal Hills) +11, Ride (Horses) +13, Signal: Horn-signals +11, Survival: Coastlands (Forage) +12, Weather-sense (Coastal Gondor) +12, Observe (Spot) +13, Search (Hidden Items) +14, Debate (Oratory) +14, Discern (Nobles) +11, Etiquette: Dor-enErnil (Speech) +18, Inquire (Converse) +14, Inspire (Gondorians) +12, Intimidate (Majesty) +16, Lead (Recruit) +11, Persuade (Oratory) +13, Steward (Dor-en-Ernil) +14, Conceal (Parchments) +12, Disguise (Gondorian Merchant) +12, Hide (Castles) +11, Sneak (Castles) +9 SPELLS: Animal Messenger (2 ranks) +12, Beast Speech (3 ranks) +13, Create Light (3 ranks) +13, Lightning (4 ranks) +14, Sense Power (3 ranks) +13 GEAR: Longsword (modified damage code 2B/4.5E/3P), lebethron staff of finding and returning (acts as a quarterstaff, modi-

fied damage code 4B) ARMOUR PIECES: Leather jacket, cowl, and calf boots, fine clothes ARMOUR PROTECTION (B/E/P/F): average 2/3/3/3; skull & neck 2/4/3/3; shoulders & arms 2/4/3/3; chest, belly, hips & groin 2/4/3/3; thighs & knees 1/1/1/1; calves & feet 2/4/3/3 GENERAL ENCUMBRANCE PENALTY, GEP (COMBAT): –1 BASE MOVEMENT RATE, BMR (COMBAT): 28 feet/round DEFENCE: 12 ACTION ALLOWANCE: 17

‘Menelor’ is just the travelling name of Lord Erchirion, who is no less a figure than the second-born Son of Prince Imrahil of Dol Amroth. While his elder brother Elphir was raised to become the heir to the throne of Dor-en-Ernil, Erchirion enjoyed a more liberal education and was allowed to spend countless hours in the Princely Library of Dol Amroth where his true talents were soon discovered by his first mentor, Garbald, who later introduced the youth to Saruman who anon accepted Erchirion as his student.

24

CHARACTER ARCHETYPES

THORONGIL RACE: Woodelf of Mirkwood GRACE: 14 SOCIAL RANK: +1 AMBAR: roll 7d3

RENOWN: 0 (+0)

HEIGHT: 6’0”

STATURE: 12

WEIGHT: 155 lbs.

GIRTH: 12

PRIMARY ATTRIBUTES: Deftness 18,

Nimbleness 18, Strength 13, Vigour 14, Awareness 18, Will 13, Bearing 14, Insight 13, Wits 12 DERIVED ATTRIBUTES: Fortitude 14, Stamina 13, Swiftness 18, Wisdom 13, Esteem 14, Prowess 13 (+1/+0.5) HEALTH: 13 INJURY THRESHOLDS: 7+, 10+, 13+, 17+, 20+ RACIAL ABILITIES: The Art, Beast-skill, Comfort,

Elven-sleep, Fair 1, Farsightedness, Ghostscorn, Light-footedness, Musical Gifts, Star-sight, Swift Healing, Woodsy TALENTS: Bold, High-ranking (Social Rank +1: Royal Ranger), Honey-tongued EDGES: Travel Sense, Evasion FLAWS: Proud, Fealty (to King Thranduil) OCCUPATIONAL PACKAGES: Elven Light Archers: Apprentice SKILLS: Act (Onstage Performance) +11, Dance (Elven Dances) +13, Draw: Drafts (Portraits) +11, Mimicry (Beasts) +9,

Musician: String Instruments (Lute) +16, Musician: Compose (Lays) +14, Sing (Lays) +18, Wordsmith (Poetry) +9, Acrobatics (Balance) +14, Climb (Trees) +14, Escape (Narrow Openings) +9, Jump (Standing Jump) +13, Run (Endurance) +17, Swim (Currents & Undertows) +13, Blades: Small (Longknife) +17, Blades: Medium (Longsword) +16, Bows (Longbow) +17, Dodge (Melee) +16, Shields: Small +12, Throw: Blades (Longknife) +12, Unarmed Combat: Brawling (Kick) +12, Warfare (Scouting) +7, Cook: Food (Bake) +13, Fletcher (Arrows, Bows) +17, Leathercraft (Skinner) +12, Woodcraft (Carver) +12, First Aid (Patch Wound) +14, Herbcraft (Herblore) +9, Culture Lore: Elves of Mirkwood (Customs) +11, History: Elves (Nandor) +8, Westron 7 ranks, Sindarin 8 ranks, Quenya 2 ranks, Nature Lore: Starlore (Orienteering) +9, Region Lore: Woodland Realm (Watching Posts) +15, Beastmaster: Falcons (Tame) +13, Fish (Weir-basket) +12, Hunt (Forests) +15, Ride (Horses) +15, Signal: Marking-signs +12, Survival: Forests (Find Path) +15, Weather-sense (Northern Rhovanion) +12, Observe (Spot +2, Hear) +17, Track (Forests) +13, Discern (Woodelves) +7, Etiquette: Woodland Realm (Behaviour) +11, Inquire (Converse) +9, Inspire (Woodelves) +8, Intimidate (Power) +11, Persuade (Seduction) +10 (not including any bonuses from Fair), Conceal (Camouflage) +10, Hide (Forests) +14, Legerdemain (Trickery) +11, Sneak (Forests) +19, Traps (Set) +12 SPELLS: The Art of Thought, Speech, and Perception: Mind-speech (5 ranks) +11, Sense Power (5 ranks) +11 GEAR: Longsword (modified damage code 2B/4.5E/3P), longknife (3E/3P), small shield, longbow, arrows, trail rations ARMOUR PIECES: Helm of hardened leather, quilt cowl, leather jacket, jerkin, leggings, calf boots, and gloves ARMOUR PROTECTION (B/E/P/F): average 3/5/4/4; skull 7/7/5/6; neck 5/3/2/4; shoulders 3/6/5/5; arms & hands 2/4/3/3;

chest, belly, hips, & groin 3/6/5/5; thighs, knees, & feet 2/4/3/3; calves 3/6/5/5

GENERAL ENCUMBRANCE PENALTY, GEP (COMBAT): –1 BASE MOVEMENT RATE, BMR (COMBAT): 31 feet/round DEFENCE: 20 ACTION ALLOWANCE: 19

Thorongil is a typical Wood-elf from Thranduil’s realm in many respects: Equally gifted as a bard and bowman, he loves to stroll through the green groves of the Woodland Realm, hunt under the gloomy boughs of Mirkwood, and sing songs of bravery and battle against spiders and Orcs.

25

Chapter Two

ATTRIBUTES ttributes form the backbone of your character. They represent his inborn qualities of body and mind, though attribute scores may well change over time owing to a character’s experiences. In the first step, you have to determine your character’s primary attributes. In the second step, you use them to generate various derived attributes which represent more specific aspects of your character’s capabilities. Later you will learn how your character’s primary attributes contribute to his skill bonuses, and how they allow you to acquire additional skill ranks and abilities.

A

also affects the amount of damage you deal with an attack, and how enduring you are in physical exertion.

PRIMARY ATTRIBUTES

VIGOUR (VI)

Y

our character has nine primary attributes which define his physical and mental qualities. Beginning with the physical aspect of your character’s qualities and proceeding to the mental, the attributes are: Deftness, Nimbleness, Strength, Vigour, Awareness, Will, Bearing, Insight, and Wits. Each attribute has a score that normally ranges from 2 (miserably weak) to 20 (amazingly high), though the members of certain races and a few prominent individuals sometimes have scores still higher. Guidelines on generating attributes follow right after their descriptions. There are two more important attributes which are neither considered primary attributes (for only primary attributes grant you development picks) nor directly derived from them, but generated separately: Stature and Girth. They define your character’s size and may have an impact on some of your primary attributes.

Vigour represents your hardiness, endurance, and health. In game terms, Vigour governs your resistance to disease and poison, and your body’s ability to recover from wounds.

AWARENESS (AW) Awareness represents your sensory perception, your keen eyes, ears, and nose. Hence, it affects your alertness, wakefulness, and observation as well as your ability to spot that which is hidden. But Awareness also reflects your sense of proportion and your judgment by the eye, thus influencing your ability as a craftsman.

WILL (WL)

DEFTNESS (DE)

Will represents the control of mind over the body, your ability to push harder in pursuit of some goal, or to draw upon your inner reserve of strength. A strong Will increases your chances to withstand fear, corruption, domination, and other machinations. Moreover, with a strong Will, you are resolute, confident, maybe even stubborn. If you have a weak Will, however, you lack confidence, panic easily, and have difficulty with tedious tasks.

Deftness represents your manual dexterity, the ability to manipulate objects with the hands. Thus, Deftness is important for warriors, craftsmen and cutpurses alike.

NIMBLENESS (NI) Nimbleness represents your coordination and the ability to move your extremities and body. It also measures how quick and agile you are, and affects your accuracy in battle.

BEARING (BG) Bearing represents your force of personality, your charisma and self-confidence. It governs the ability to inspire such feelings as awe, obedience, fear, respect, and friendship in others, and indicates the aptitude for self-expression. Even if not physically attractive, a person with high Bearing might still have a demeanour that commands respect.

STRENGTH (ST) Strength measures both your sheer physical power and your ability to use your muscles to their greatest advantage. Strength is significant for combat and other feats of power. It

26

(see page 16). As a rule of thumb, the higher an attribute’s score is, the more points it costs. On the other hand, a very low attribute may even bestow you some points to spend on others. Although you should normally avoid very low scores in any attribute, it may be wise to focus on one aspect. For example, if you want to create an extraordinary (though perhaps single-minded) warrior, you should concentrate on the physical attributes (like Strength and Vigour), while neglecting the mental ones (like Wits or Bearing). Buying relatively equal scores may meet the concept of a bard or a rogue, while a character with high mental attributes might eventually faintly resemble a sage like Elrond or a wizard like Gandalf. Please refer to Table 2.1 below to determine the exact number of points required.

Your Bearing must not be more than two points lower than your Grace, unless you spend less picks on your Social Rank than your Grace score grants you for that purpose. This would be the case if you chose to start your adventuring career as a (seemingly) ordinary character, who might eventually turn out to be destined for a greater fate. When your Social Rank increases as a result of the events taking place in a tale, and your true Grace is revealed, you ought to raise your Bearing to the normal minimum.

INSIGHT (IN) Insight represents your intuition or sixth sense, your prudence and your instincts. It also expresses your connection to, and understanding of the world and the living things around you. To a certain extent, Insight allows you to determine that which is true, or the best course of action, or what others feel or believe.

TABLE 2.1: ATTRIBUTE POINT COSTS ATTRIBUTE SCORE 1 2 3 4 5 6 7 8 9 10

WITS (WT) Your intelligence and cunning—the ability to absorb, comprehend, categorise and memorise knowledge. Wits also reflects the ability to take available information and draw logical and creative conclusions. Racial adjustments for Wits often represent a culture’s appreciation of lore and education rather than an intellectual aptitude or inaptitude.

POINT COST –9 –6 –3 0 2 4 6 8 9 10

ATTRIBUTE SCORE 11 12 13 14 15 16 17 18 19 20

POINT COST 11 12 14 16 18 21 24 28 32 36

THE RANDOM METHOD To randomly determine your attributes, roll 2d10 twelve times. Then find the nine highest scores and assign them to the attributes you choose. For example, suppose your twelve rolls were 12, 3, 16, 20, 12, 8, 13, 8, 5, 12, 14, and 9. You discard the three lowest—3, 5, and one of the 8s—and keep the others. If you want to play a warrior, you might put the 20 in Strength, the 16 in Vigour, and the 14 in Deftness or Nimbleness. The 8 might just be high enough for Insight. If you have a Grace score greater than 12, you also gain some additional points to spend on your primary attributes as indicated in Table 1.1. In this case, treat any rolled basic attribute score as one acquired with a number of points as given in Table 2.1 above. In order to raise an attribute, spend an amount of points bestowed by Grace equal to the difference in the point cost between the rolled score and the desired higher score.

GENERATING ATTRIBUTES

P

rimary attributes can be generated in one of two ways: with the buy method or the random method. Note that the initial scores you generate in this step are also referred to as basic attribute scores. Besides these basic scores, there is an optional rule that introduces so called genetic limits for your attributes, and finally there are your total attribute scores—your character’s most important statistics. Total attribute scores are adjusted according to your character’s race and gender, and possibly by his Girth (see below for all three kinds of modifications). The adjusted total scores allow to compare the mental and physical qualities of characters belonging to different races, and thus only they are referred to during play: Total attribute scores determine the number of picks available to spend on skill ranks and abilities, and they are applied when calculating your skill bonuses. Basic scores, on the other hand, are only taken into account during character creation and if you wish to raise an attribute with advancement picks (see page 208 for more details). A basic score can normally not be raised above 20.

EXAMPLE: Menelor, a learned Dúnadan noble, has rolled a 15 which he assigns to his Wits attribute. His dignified Númenorean ancestry—he rolled a 18 for his Grace—grants him 16 additional buy points to spend according to Table 2.1. He decides to increase his Wits to 17, costing him 6 points and leaving him 10 more points to spend on his other attributes.

THE AVERAGE POPULATION

THE BUY METHOD

The Ambarquenta character creation rules are intended to create heroes and extraordinary individuals. When creating an average denizen of Middle-earth (such as a typical NPC), the Turambar should only spend 99 points on attributes, or generate them by rolling 3d6 for each one.

Using the buy method, you have 130 points to spend on your nine attributes. If you have a high Grace score, you may gain a number of additional points as indicated on Table 1.1

27

CHAPTER NINE: ADVENTURING

HEIGHT AND WEIGHT

A character’s Stature score is determined by dividing his (height in inches –10) by 5, and rounding off the result.

esides his primary attributes, a character’s adventuring career is also affected by his height (Stature) and weight (Girth) in many ways: A taller character—one with a high Stature score—has a greater reach with his melee weapons and can move farther due to his larger stride. On the other hand, a very tall character or creature might be an easier target or face problems when squeezing through a cranny or hiding behind a small bush. The second measurement for a character’s size, his Girth, affects the ability to absorb and inflict damage—what may immediately kill a Hobbit is but a scratch for a Troll, and a Troll swinging a club is certainly more fearsome a threat than a Hobbit shirrif so armed.

EXAMPLE: Gori, a bold Dwarven warrior from the Lonely Mountain, has a Social Rank of +1 and a basic Vigour of 15. His player is lucky, rolling another 15 for Gori’s height. The above formula reads as follows: [(1 + 15) ÷2 + 15 – 16.5] ÷3 = +2.167, rounded off to +2”. Thus, Gori stands 54” or 4’6” tall—tall indeed for a Dwarf! His Stature score is 9 (= [54 –10] ÷5). NOTE: 1 inch = 2.54 cm, 12 inches = 1 foot = 30.48 cm.

B

STATURE AS A TEST MODIFIER A character’s stature may affect the outcome of a variety of tests. Below is a list of commonly affected attribute and skill tests; most skills refer to Stature as a negative modifier (reflecting the fact that a Troll, for example, will normally have a harder time to hide than a Hobbit). This means that the Stature modifier is multiplied by –1 before being applied. A character’s Stature modifier is calculated by using this formula: (Stature –11) ÷ 2, rounded off. Opposed Strength tests, Intimidate, and Swim are positively affected by the Stature modifier; note that most combat and movement skills are indirectly affected by a character’s height as well. Skills that are affected by Stature as a negative modifier include: Acrobatics, Escape, Dodge, Hide, Legerdemain, and Sneak.

STATURE (HEIGHT) First and foremost, a character’s size is determined by his race, but it is also affected by several other factors. Table 2.2 below shows the average height (in inches) and the corresponding average Stature score of some of the races dwelling in or nearby North-west Middle-earth in the late Third Age:

TABLE 2.2: AVERAGE HEIGHT AND STATURE RACE Elves, Noldor Sindar Silvan Dwarves Hobbits, Fallohides Harfoots Stoors Dúnedain, Pure-blooded Lesser Middle Men, Beornings Eriadorians Gondorians Lake-men Rohirrim Woodmen Dark Men, Dorwinrim Dunlendings Easterlings Haradrim, Northern Variags Wild Men, Lossoth Woses

MALE HEIGHT (STATURE) 78” (14) 75” (13) 71” (12) 52” (8) 40” (6) 35” (5) 38” (6) 74” (13) 72” (12) 73” (13) 67” (11) 68” (12) 71” (12) 71” (12) 71” (12) 67” (11) 66” (11) 65” (11) 65” (11) 68” (12) 64” (11) 55” (9)

FEMALE HEIGHT (STATURE) 73” (13) 71” (12) 67” (11) 51” (8) 37” (5) 32” (4) 35” (5) 68” (12) 67” (11) 68” (12) 62” (10) 63” (11) 65” (11) 65” (11) 63” (11) 61” (10) 62” (10) 61” (10) 60” (10) 62” (10) 62” (10) 47” (7)

GIRTH (WEIGHT) To determine a character’s weight in pounds, subtract the average height of his race (as given in Table 2.2 above) from his adjusted height and multiply this figure by a race factor: x 3 for a Hobbit, x 4 for an Elf or a Man, x 5 for a Dwarf. Then add (2d10 + basic Strength –22) x 2 to that number. Read the final result as pounds added to the average weight of the character’s race as given in Table 2.3 below:

TABLE 2.3: AVERAGE WEIGHT AND GIRTH RACE Elves, Noldor Sindar Silvan Dwarves Hobbits, Fallohides Harfoots Stoors Dúnedain, Pure-blooded Lesser Middle Men, Beornings Eriadorians Gondorians Lake-men Rohirrim Woodmen Dark Men, Dorwinrim Dunlendings Easterlings Haradrim, Northern Variags Wild Men, Lossoth Woses

An individual’s actual growth further depends on his personal state of health (i.e., his basic Vigour score, but not the adjusted score) and the nutrition and care he enjoyed in his childhood and youth. The latter fact is represented by his Social Rank as indicated on Table 1.2 (page 16), but Social Rank is capped to ±5 for that purpose. Finally, there is a random element to simulate a character’s family background. Thus, a Man’s or an Elf’s adjusted height in inches is calculated by adding [(Social Rank + basic Vigour) ÷ 2 + 2d10 – 16.5] ÷ 2 to the average height of his race. For a Hobbit or Dwarf character, add [(Social Rank + basic Vigour) ÷ 2 + 2d10 – 16.5] ÷ 3 to the average height of his race to establish his adjusted height in inches.

28

MALE WEIGHT (GIRTH) 175 lbs. (13) 162 lbs. (12) 145 lbs. (11) 120 lbs. (9) 60 lbs. (5) 46 lbs. (4) 57 lbs. (4) 190 lbs. (15) 175 lbs. (13) 190 lbs. (15) 150 lbs. (12) 155 lbs. (12) 170 lbs. (13) 170 lbs. (13) 175 lbs. (13) 150 lbs. (12) 143 lbs. (11) 139 lbs. (11) 133 lbs. (10) 153 lbs. (12) 150 lbs. (12) 130 lbs. (10)

FEMALE WEIGHT (GIRTH) 145 lbs. (11) 137 lbs. (11) 122 lbs. (9) 115 lbs. (9) 50 lbs. (4) 39 lbs. (3) 48 lbs. (4) 140 lbs. (11) 136 lbs. (10) 150 lbs. (12) 120 lbs. (9) 121 lbs. (9) 128 lbs. (10) 130 lbs. (10) 130 lbs. (10) 112 lbs. (9) 120 lbs. (9) 108 lbs. (8) 110 lbs. (8) 117 lbs. (9) 140 lbs. (11) 100 lbs. (8)

A player character’s Girth score is determined by dividing his weight in pounds by 13, and rounding off the result.

Note that there are no genetic limits for Stature and Girth: Overeating or starving will affect your Girth as the Turambar sees fit, and unless he consumes some Entdraught, an adult character will never grow any taller.

EXAMPLE: His player’s streak of luck bestows Gori a few pounds too much to carry with him, as he rolls a 19 for his champion’s weight and has beforehand assigned a 16 to his Strength attribute. Thus, Gori’s weighs in at 156 lbs.: 120 lbs. (a Dwarf’s average weight) +10 lbs. (+2” x 5) +26 lbs. (= [19 + 16 – – 22] x 2) and has a remarkable Girth score of 12. NOTE: 1 pound (lb.) = 0.454 kg.

DETERMINING GENETIC LIMITS To determine your character's genetic attribute limits, 2d10 are rolled for each basic score. Cross-index the result of the roll with the corresponding attribute’s basic score on Table 2.4 and add the shown number to the basic score to establish the attribute’s genetic limit.

At first glance, it may seem advantageous to be very bulky and have a high Girth score. However, an extreme result on the random 2d10 roll may limit your basic Nimbleness and Vigour: A 20 rolled limits your basic Ni and Vi to a maximum of 16, a 19 rolled limits them to 17, an 18 rolled to 18, and a 17 rolled to 19. On the other side of the range, a 2 rolled limits your basic Vi to 16, a 3 rolled to 17, a 4 rolled to 18, and a five rolled to 19; Ni is not affected by low rolls. Note that you may not re-assign your character’s attribute scores at this stage, even if his basic Ni and/or Vi are cut down by Girth. You must not recalculate his height (and derived weight) either, even if his weight requires that you cut his basic Vigour score.  A Turambar may rule to ignore the guidelines for determining an individual character’s height and weight, and decide to use average Stature and Girth scores instead.  As a second option, a Turambar may allow his players to choose their characters’ height and weight freely. Keep an eye on your players’ decisions, though, for this method can be easily abused to receive size-related benefits.

TABLE 2.4: GENETIC ATTRIBUTE LIMITS 2d10 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 A ‘–‘

SIZE LEVELS

BASIC ATTRIBUTE SCORE 2–4 5–7 8–9 10–11 12–13 14–15 16–17 18–19 20 – – – – – – – – – +1 – – – – – – – – +1 – – – – – – – – +2 +1 – – – – – – – +2 +1 – – – – – – – +3 +2 +1 – – – – – – +3 +2 +1 – – – – – – +4 +3 +2 +1 – – – – – +4 +3 +2 +1 – – – – – +5 +4 +3 +2 +1 – – – – +5 +4 +3 +2 +1 – – – – +6 +5 +4 +3 +2 +1 – – – +6 +5 +4 +3 +2 +1 – – – +7 +6 +5 +4 +3 +2 +1 – – +7 +6 +5 +4 +3 +2 +1 – – +8 +7 +6 +5 +4 +3 +2 +1 – +8 +7 +6 +5 +4 +3 +2 +1 – +9 +8 +7 +6 +5 +4 +3 +2 +1 +9 +8 +7 +6 +5 +4 +3 +2 +2 indicates that the genetic limit equals the basic attribute score.

EFFECTS OF GENETIC LIMITS

While the numerical scores of Stature and Girth affect various derived attributes and skills, it would be too cumbersome to deal with such numbers after character creation. Most often, the need to compare the relative sizes of two characters occurs in combat situations. For this purpose, each character falls into a general size level according to his height: Small (from 24” to 59”), Medium (60” to 89”), and Large (90” or taller). Therefore, most Hobbits and Dwarves are considered Small, and most Elves and Men are considered Medium. A difference in the sizes between two characters involved in a physical test can cause a penalty or a bonus to the test. See ‘Size’ on page 216 for more details.

Genetic limits have no effect on play whatsoever. They simply constrain your character's potential in developing in an attribute. On rare occasions, a life-threatening injury may permanently reduce a genetic limit, but usually such a wound will only lower an attribute’s basic score.

TOTAL ATTRIBUTE SCORES

D

uring play, neither basic attribute scores nor genetic limits actually matter. Instead, whenever an attribute is tested, or when calculating your derived attributes and skill bonuses, or when determining the number of development picks available during character creation, you have to refer to your adjusted total attribute scores. By referring to total scores, the qualities of two characters belonging to different races can be compared: Due to racial adjustments, a Hobbit with a basic Strength of 20 is still weaker than a Dwarf with a basic Strength of 12. Your basic attribute scores (not their corresponding genetic limits) serve as starting values to which adjustments for your character’s race and gender are added or subtracted. However, the members of most Mannish peoples receive

 GENETIC LIMITS

T

hough it’s a hard and time-consuming process, any primary attribute can be raised to a certain limit. If your Turambar decides to ignore this optional rule, the limit for any attribute is 20. Otherwise, for each basic attribute score you have just generated, a corresponding upper ‘genetic limit’ is established which reflects a character’s genetics and early childhood living conditions. It is highly recommended to introduce this optional rule to your Ambarquenta game.

29

CHAPTER NINE: ADVENTURING

DERIVED ATTRIBUTES

such adjustments merely for a few attributes, and thus an attribute’s adjusted score will often be equal to its basic score.

B

esides his primary attributes and skills, a character has several other attributes that define what he can do, how mighty and robust he is in combat, and in which other fields he excels or falls short. These derive from primary attributes in various ways. To calculate derived attributes, use your character’s total attribute scores you determined by applying any adjustments for your character’s race, gender, and Girth. You can improve derived attributes separately by acquiring certain abilities (see Chapter Five, page 124). Furthermore, derived attributes immediately change if their contributing primary attributes improve or decrease after the game has begun. For example, if you start the game with Health 13 based on your Vigour 15 and Girth 11, and during the game your Vigour increases to 16, your Health goes up to 14. The first five derived attributes presented—Fortitude, Stamina, Swiftness, Wisdom, and Esteem (which is an optional attribute)—are frequently tested to avoid injury and other threats. For example, jumping from one slippery boulder in a riverbed to another is a Swiftness test. Seeing through the deceptive words of a false counsellor is a Wisdom test. Resisting seduction by a beautiful Southron spying

 ADJUSTMENTS DUE TO GENDER Optionally, women of all races suffer a –2 adjustment to their Strength, but receive a +1 adjustment to their Nimbleness and Insight. However, female Elves are not affected by these adjustments before they have given birth to a child. Note that adjustments due to gender are cumulative with racial modifications.

RACIAL ADJUSTMENTS For your convenience, the racial adjustments for most peoples dwelling in north-western Middle-earth or nearby and the Seven Houses of the Dwarves are summarised in Table 2.5 below. For more details on the races and cultures of Middle-earth, see Chapter Three, pages 34 to 67. If a tale takes place in faraway lands, a Turambar can easily make up a similar list of racial adjustments for the peoples dwelling there. Try to keep any adjustments in line with those given below, though.

TABLE 2.5: RACIAL ADJUSTMENTS SUMMARY RACE

DE

NI

ST

VI

AW

WL

BG

IN

WT

ELVES Noldor Sindar Nandor

+4 +2 +2

+2 +3 +3

+1 +1 +0

+2 +2 +2

+3 +3 +3

+0 +1 +1

+3 +2 +2

+3 +2 +2

+2 +1 +0

+1 +2 +2 +1 +0 +2 +1

+0 +0 –1 +1 +0 +0 +0

+3 +4 +4 +4 +3 +3 +4

+3 +3 +3 +3 +4 +3 +3

+0 +0 +0 +0 +1 +1 +0

+2 +1 +2 +1 +2 +1 +3

+1 +0 +0 +0 +0 –1 –1

+0 –1 –1 +0 +0 +0 –1

+0 +0 +0 +0 +0 +0 +0

+2 +3 +2

+2 +3 +3

–6* –7* –6*

+3 +2 +3

+2 +2 +2

+2 +2 +2

+0 –1 –1

–1 +0 +0

+0 +0 +0

+1 +0

+1 +0

+2 +1

+2 +2

+1 +1

+1 +1

+2 +2

+1 +0

+1 +0

–1 +0 +1 +1 +0 +0

+0 +0 +0 +0 +1 +1

+2 +1 +1 +1 +1 +1

+2 +1 +0 +1 +1 +1

+0 +1 +0 +0 +0 +1

+0 +0 +0 +0 +0 +0

+0 +0 +1 +0 +1 +0

+1 +0 +0 +0 +0 +0

+0 +0 +0 +0 +0 +0

+0 +0 +1 +0 +0

+0 +1 +1 +1 +1

+0 +1 +0 +0 +1

+1 +1 +1 +0 +1

+0 +0 +0 +1 +1

+0 +0 +0 +1 –1

+0 +0 –1 –1 +0

+1 +0 +1 +0 +0

+0 –1 –1 +0 –1

+0 +0

+0 +1

+0 –1

+2 +2

+1 +2

+1 +1

–1 –2

+1 +1

–1 –1

DWARVES Longbeards Firebeards Broadbeams Ironfists Stiffbeards Blacklocks Stonefoots HOBBITS Fallohides Harfoots Stoors MEN, DÚNEDAIN Pure-blooded Lesser MEN, MIDDLE PEOPLES Beornings Eriadorians Gondorians Lake-men Rohirrim Woodmen MEN OF DARKNESS Dorwinrim Dunlendings Easterlings Haradrim Variags WILD MEN Lossoth Woses

* A Hobbit’s total Strength score cannot drop below his basic Strength divided by 2 due to racial and gender adjustments.

30

CHAPTER TWO: ATTRIBUTES maiden is a Fortitude test. The Turambar decides which derived or primary attribute or skill applies in a given situation and should be tested. Each character has two more derived attributes—Health and Prowess. Though they are never tested, they give you crucial fixed numbers to which you will have to refer often during the game. Several of the other derived attributes are also used this way, for instance telling you how quick you are in combat, or how hard you are to hit. Any such additional applications of a derived attribute are described separately under a special name, following the main description.

SWIFTNESS Average of Awareness and Nimbleness, rounded off. Swiftness represents your speed and reflexes: your ability to strike faster than your foe, and to avoid his sword-blows and like dangers. But Swiftness also helps you keep your footing on an icy path, avert your eyes from a dragon’s gaze in time, or catch a dropped object before it shatters on the floor.

DEFENCE Defence represents your natural ability to avoid blows and weapon fire in combat. Unless you choose to defend yourself actively by employing an appropriate skill, your Defence rating serves as the TN for your opponent’s attack test. Your Defence rating is equal to your Swiftness score, plus 1 for every 3 ranks you have in the Dodge skill, plus 1 for every 5 ranks you have in your primary melee weapon skill (Shields skill is not applicable, as are any melee weapons which cannot be used to parry), minus your current encumbrance penalty. The more cumbersome your armour and other equipment is, the more hampered you are in your evasive movements. As it would be too early to decide what pieces of armour you are going to wear at this stage of the character creation process, the rules on armour encumbrance are explained on page 188. However, regardless of how bulky your chosen suit of armour is, your Defence rating can never drop below 10. Also note that in general Defence is not affected by any bonuses you may receive from abilities (i.e., racial abilities, edges, and talents) that enhance your Swiftness unless the description of an ability says otherwise.

FORTITUDE Average of Bearing and Will, rounded off. Fortitude is a measure of your courage, representing your ability to stave off fear and domination, to stay calm in perilous situations, and to remain true to yourself and your word, regardless of the blandishments or tortures of the Enemy. Fortitude is also tested when you need to resist Corruption or engage in a contest of will with another character (see page 221). As a rule of thumb, Will should be tested if the physical threat is predominant, while Fortitude should be tested when you are dealing with a more subtle threat. However, Persuasion by charm, force of personality, or reason and logic is usually countered by Wisdom.

STAMINA Average of Strength, Vigour, and Will, rounded off. Stamina represents your toughness: your ability to withstand pain, to cope with injuries, to throw off the effects of poison or sickness, to resist great heat or cold, and so forth. Its main use, however, lies in measuring and resisting exhaustion from physical exertion and mental concentration (such as casting spells or recalling lore in stressful situations).

ACTION ALLOWANCE When violence erupts, the Turambar should immediately begin describing events in terms of action rounds, each about six seconds long. All characters involved in the combat may take a number of actions depending on their action allowance (AA) each round. A character’s AA is measured in action points (AP), with each character having a number of AP equal to 10 + (basic Swiftness ÷ 2). As with Defence, no general Swiftness bonuses from abilities apply when determining a character’s action allowance, unless an ability’s description says otherwise. At the beginning of each new action round, all characters roll with two ten-sided dice to reflect the imponderables and fortuities of combat, and each character’s reactions to them. This is not a normal roll of 2d10, though: only the worse of the two dice (for example, the 2 if the dice yield rolls of 2 and 7, respectively) is added to the character’s action allowance for this round. What’s more, a roll of 0 grants no extra AP (i.e., results range from 0 to 9). Each different type of action (e.g., drawing a sword and attacking or parrying with it, or loading, aiming, and firing a longbow) requires a certain amount of action points to be spent. Each character adds up any spent AP as he acts during a round. A character can take no further actions once his running AP tally equals his AA. Likewise, he may take no further action if its AP cost would raise his running AP tally

WEARINESS LEVELS AND WEARINESS POINTS Your character has six Weariness Levels: Fresh (fully rested), Winded, Weary, Tired, Spent, and Exhausted. Each level can hold a number of weariness points equal to his Stamina score, minus his General Encumbrance Penalty (for more information about determining your character’s GEP, please refer to page 195). As your character exerts himself, he accumulates weariness points and risks dropping to the next level, thus becoming more tired and less able to function effectively. Under certain conditions—such as travel, combat, spellcasting, or staying awake too long—you must keep track of your character’s increase of weariness points. At specific occasions, your Turambar may require you to make a Stamina test for your character to resist losing an entire Weariness Level straight away. After becoming weary, the character must rest to recover the lost levels so he can return to Fresh. See page 237 for more details on dropping and regaining Weariness Levels, and the effects of becoming weary as represented by a character’s Weariness Penalty.

31

CHAPTER TWO: ATTRIBUTES beyond his AA. In a given round, characters act in a fixed order determined by their respective initiative numbers (commonly abbreviated ‘IN’). A character’s IN is equal to his AA, modified by the worse die of 2d10, his Physical Penalty, and—if applicable—his weapon’s attack IN modifier. For more information on initiative and action point requirements, please refer to pages 211 and 250, respectively.

character’s normal state), the remaining Health Levels are Hurt, Injured, Wounded, Incapacitated, and Near Death. Falling to Near Death automatically causes the character to faint; dropping below Near Death means the character has died from sustained wounds—a fate which could even befall him in Hale condition, though, if he is hit in a vital spot. Within each Health Level, a character can withstand an amount of damage equal to his Health score. Once a character has accumulated damage equal to his Health in his current Health Level, he drops to the next lowest Health Level and begins accumulating damage in it. As he sustains damage and drops from one Health Level to the next, his wounds impair his ability to perform actions, resulting in a penalty that may constitute his Injury Penalty (see below and page 218 on how to establish a character’s Injury Penalty).

WISDOM Average of Bearing, Insight, and Wits, rounded off. Wisdom represents your common sense and intellectual grasp, and, to a certain extent, intuition: your ability to determine the best course of action, your direction through unknown territory, or what others feel or believe. However, you mainly use Wisdom to resist efforts to fool or trick you, such as the honeyed words of Saruman. Furthermore, Wisdom allows you to stand your ground if ostensibly reasonable arguments are brought up to deceive you.

BODY PARTS Ambarquenta organises the bodies of all living creatures into several distinct parts. Each of these body parts can both be harmed randomly and wilfully targeted by an attacker; examples include the skull, the neck, or either upper arm. Whenever the damage done to a body part reaches or exceeds a certain amount of wound points (i.e., a fixed injury threshold), a critical injury has occurred. Table 2.6 below lists a character’s injury thresholds as determined by his Health (abbreviated ‘IT #1’ to ‘IT #5’). You should record these values in the top row of the Injury Table that is printed on your Combat Sheet. By cross-indexing the affected body part with the applicable ‘damage after armour’-column of the Injury Table, you will be able to determine the injury’s severity.

 ESTEEM Average of Bearing and Grace, rounded off. Esteem represents your appeal to strangers: what they think of you on first sight, and how they behave towards you in response to this impression. When you meet an NPC whose reaction to you is not predetermined, the Turambar secretly tests your Esteem attribute. The higher the test’s result, the better the reaction. The Turambar then plays the NPC according to the guidelines on Table 9.29, page 244. Your Renown modifier (see page 201) and various other abilities will apply to Esteem tests.

TABLE 2.6: INJURY THRESHOLDS

HEALTH Average of Vigour and Girth, rounded off. A character’s Health rating represents the number of wound points of damage he can sustain before dropping to the next lower Health Level (HL) and affects how grave a blow injures the limb it hits. For example, Gori has Vigour 18 and a vast Girth of 12. Thus, he has a Health score of 15, and can withstand 15 points’ worth of injuries before he loses a Health Level. In other words, after 15 wound points of damage, he becomes Hurt; after 15 more, Injured; and so on. Besides this reckoning of wound points, a player must also keep track of the critical injuries his character takes in a variety of distinct body parts. Whether a critical injury occurs and when to classify it as Minor, Serious, Grievous, or even Deadly is explained a little further below.

HEALTH

IT #1

≤4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 ≥23

4 5 5 5 5 6 6 6 7 7 7 8 8 8 8 9 9 9 9 9

DAMAGE AFTER ARMOUR IT #2 IT #3 IT #4 5 6 6 7 7 8 9 9 10 10 11 11 12 12 13 13 14 15 15 15

6 7 8 9 9 10 11 12 13 13 14 15 16 17 17 18 19 20 21 21

7 8 9 10 11 12 14 15 16 17 18 19 20 21 22 23 24 25 26 27

IT #5 8 10 11 12 14 15 16 18 19 20 21 23 24 25 27 28 29 31 32 33

Wounds are identified as Minor (green), Serious (yellow), Grievous (orange), or Deadly (red). They are also rated from one (1) to five (5), indicating their value in Injury Levels (IL). Thus, M1 is a Minor injury (1 IL), G4 is a Grievous injury (4 ILs), and so on (see page 226 for details). Injury Levels directly translate into test result penalties. A character who has sustained 6 Injury Levels, for example, suffers a –6 Injury Penalty unless the penalty associated with

HEALTH LEVELS As characters suffer damage, they progress through six Health Levels describing their degree of injury. After Hale (a

32

CHAPTER TWO: ATTRIBUTES No Prowess-based damage modifiers apply to bow or spell attacks, or to any other attacks which are independent of Girth and Strength. For simplicity’s sake, this rulebook and other supplements for Ambarquenta include any Prowess-based damage modifiers in the damage codes given in the various character and creature descriptions. You should do the same for your character and record only his modified damage codes, because they do not change unless his Strength changes.

his current Health Level is greater: in this case, the latter value constitutes the character’s Injury Penalty. The sum of a character’s Injury Penalty and Weariness Penalty is his Universal Penalty which applies to all skill and attribute tests (see page 218 for details). Obviously, the wound points of damage that could theoretically be sustained in all body parts add up to more than the sum of Health points contained in all Health Levels; this is so that a character can be disabled or killed by many small wounds, each in itself perhaps not too consequential. Even though no body part is totally disabled by injuries, he can still die from blood loss, poison, and so on. On the other hand, even huge fell beasts like Trolls or mûmakil have the same maximum injury thresholds as ordinary characters. This reflects the fact that a single well-placed strike can be far more dangerous to such an enormous beast than dozens of unfocused hits (but owing to its high Stamina and Prowess scores, the beast will still have a better chance to survive a critical injury than most common people).

OTHER ATTRIBUTES

A

ll characters have two more attributes, Ambar (Q. ‘Fate’) and Renown. However, they are not determined at this point, but at the end of the character creation process, and are thus presented in Chapter Seven. Corruption is yet another important factor a character has to deal with; detailed information on Corruption Levels, and how you accumulate and lose Corruption points within them, can be found in Chapter Seven as well. Finally, magically skilled characters have another derived attribute, Fëa (see page 295).

PROWESS Establishes a modifier based on the average of Strength and Girth.

CHANGES TO ATTRIBUTES

In hand-to-hand combat, taller and stronger characters or creatures on average do more damage than their smaller, weaker brethren. To determine a character’s Prowess, average his Strength and Girth, and find the total in Table 2.7 below. Each range of results relates with a pair of stated modifiers (‘+x/+y’) which are applied to an attack’s damage code as described below. The first number (‘+x’) is referred to as a character’s full damage modifier, while the second number (‘+y’) is called his half damage modifier. Note that any fractions of damage are rounded off only after you have established the total number of LoS dealt with an attack.

D

uring the course of the game, your character’s attributes may change—sometimes temporarily, sometimes permanently. Changes for the better often represent a character’s gaining of experience, and the practice and exercise an adventurous life demands from him. Changes for the worse usually result from the attacks of the enemies or from other perils encountered, and these alterations often become challenges for the character to overcome as he progresses towards his goals. Ways attributes may change include: ILLNESS: A plague or fever can reduce a character’s Deftness, Nimbleness, Strength, and Vigour to low scores, and may even affect his ability to reason (Wits) or his Bearing. POISON: Orcs often poison their weapons: sometimes to kill, sometimes to weaken. Most poisons characters encounter affect Nimbleness, Strength, or Vigour or any combination of the three. MAGIC: Spells and the subtle magic of Middle-earth may alter attributes. AGE: As mortal characters grow older, they become physically weaker, resulting in permanent reductions to Deftness, Nimbleness, Strength, Vigour, and Awareness. On the other hand, their Wits, Bearing, and Insight may improve. See page 68 for more details on age effects. PRACTISING: As characters gain experience, learn new ways to think about the world, and practise their skills, attributes governing these endeavours may increase. When something alters an attribute, you calculate all derived attributes (including movement rates and carrying capacity) and basic skill bonuses from its new score for as long as the change remains in effect.

TABLE 2.7: PROWESS PROWESS DAMAGE PROWESS DAMAGE SCORE MODIFIER SCORE MODIFIER 1–3 –3/–1.5 16–20 +2/+1 4–6 –2/–1 21–25 +3/+1.5 7–9 –1/–0.5 26–30 +4/+2 10–12 +0/+0 31–35 +5/+2.5 13–15 +1/+0.5 36–40 +6/+3 For each additional +5 or fraction thereof, add +1/+0.5.

The full damage modifier is only applied to blunt melee attacks. Simply add the indicated number to all blunt damage aspects of a character’s weapons. For example, a character with Prowess 14 who wields a broadsword does 2.5 points of blunt damage per LoS instead of 1.5B. The half damage modifier is applied to edged and pointed melee attacks. Thus, the above character’s modified damage code with a broadsword is 2.5B/4.5E/2.5P. The half damage modifier also applies to all attacks with thrown weapons, regardless of the damage aspect used with the throw attack. However, when calculating Prowess for attacks with thrown weapons, a creature’s Girth score must not exceed its Strength score or 20, whichever is less.

33

Chapter Three

R ACES AND CULTURES hen you decide to create a character, one of the first things to consider is your character’s race—Elf, Dwarf, Hobbit, or Man—and, if applicable, the culture he belongs to. The following pages provide you with general descriptions of the Free Peoples of Middle-earth. While you should stick to the adjustments and abilities associated with each race, you should also remember that individual characters may stray from the norms of their race in other regards.

W

The Elves revere the Valar (Q. ‘The Powers’) and many know their nature well. Still, they have no formal religion; instead they show their respect through poetry and song, and gather to celebrate life and the gifts from on high. This respect for the way of things is largely tied to their acceptance of their close ties to the Fate set down in the Song of Creation, although much of it also stems from an understanding and joy regarding the creations of nature which have been handed down and overseen by the Valar. Above all but Eru Ilúvatar they worship Varda, Queen of the Valar and fairest of all in creation. She is the bringer of light, and they call her ‘Lady of the Stars’ (Elentári or Elbereth). The Elves were first to use spoken words and have taught the other peoples of the gift of speech; thus their own name for their kind—Quendi, the ‘Speakers’. All of their speech has a musical quality when spoken properly, lending itself to verse. Elven minstrels, then, have had little trouble in maintaining the histories and epics of their race as a collection of wondrous songs and spoken poetry. There are two major groupings of Elves in Middle-earth. The Eldar (Q. ‘Elves’, ‘People of the Stars’) are those exalted three kindreds (Vanyar, Noldor, and Teleri) which made the Great Journey across Middle-earth long before the first dawning of the sun. Most of them settled for a time in Aman (the Undying Lands), or along the shores of now-sunken Beleriand. Only the Noldor (High-elves) and Sindar (Greyelves, who are a group of the Teleri) remained in Middleearth following the War of Wrath that ended the First Age. All other Elven kindreds are accounted as Avari (Q. ‘the Unwilling’, ‘the Refusers’). They refused to join the westward march from Cuiviénen. Also known as Silvan Elves, the Avari constitute the majority of the Firstborn. All of the Elves who are not Eldar are Avari, and all of the Avari are Moriquendi (Q. ‘Dark Elves’), although not all Moriquendi are Avari (i.e., the Sindar, Nandor, and Laiquendi). NOTE: Depending on his style of game, a Turambar may wish to restrict the number of Elven characters in his group, because Elves generally do not care for the troubles of the world outside their hidden and well-protected refuges. In addition, Elves are far more powerful than Men or even Dwarves. But as a Turambar must ensure that all characters have a personal stake in

TIME SETTING

T

he choice of races described in this core rulebook primarily aims at tales set at the end of the Third Age, the time depicted in The Hobbit and The Lord of the Rings. However, most descriptions can easily be adjusted to different time settings—for instance, Edain characters of the First Age would be created according to the Dúnedain’s description, though maybe with even greater attribute adjustments and a longer lifespan.

ELVES

E

lves were the first of the Children of Ilúvatar to awaken and venture into Middle-earth. Possessing great nobility and power, they are the only people never to have willingly served the Shadow. Elves stand as tall as Men—taller than some—though they are of slighter build and greater grace. Their features are surpassing fair, evoking awe among the lesser peoples. Male Elves are always beardless. Feeling no bite of cold, Elves wear light garb, often sewn with great skill. They revel in the wonders of nature, the beauty of songs and tales, the glimmer of the stars, and the voice of the waters. But in their hearts, they also possess great sadness, knowing that all things pass, and that they cannot preserve them. Elves do not age, nor do they die, unless wounds, grief, or some artifice of the Enemy takes hold of them and ends their existence in Middle-earth. To other peoples they seem at once aged and ageless, possessing the lore and wisdom of experience together with the joyful nature of youth. All the Elves who do pass away are gathered in the Halls of Mandos, the Place of Awaiting, in the far west of Aman (Valinor). There they await the End of the World, or are released back into the world to replace another of their line who has perished. In a sense, Elves are often reborn as descendants of themselves.

34

the outcome of the story, he may opt to disallow Elven player characters altogether. After all, it could be detrimental to a player’s motivation if he feels that his character is inferior to the Elven characters of the group. But obviously, what may become a problem for one group must not necessarily lessen the enjoyment of another.

bue the objects they create with minor, but often quite useful, enchantments. They automatically have the edge Artificer (see page 150). They only need a Craft skill at 9+ to use it, and they can create more powerful items than a non-Elven craftsman can. See ‘Enchanted Items’ on page 319 for more details on how to create such items. BEAST-SKILL: Elves have great rapport with good animals, such as horses and eagles. They can sense their feelings and thoughts, and call on them for service at need. They receive a +4 bonus with Ride and other animal-related tests. COMFORT: Elves feel no discomfort in hot or cold weather, and they suffer no ill effects (either test penalties or damage) from it. ELVEN-SLEEP: Elves do not sleep as other peoples do. They can obtain all the rest they need through simple relaxation or by letting their minds wander ‘in the strange paths of Elvish dreams’. They recover lost Weariness Levels within but one third of the time a mortal needs to rest (see page 238). FAIR: All Noldor start with two levels of the Fair talent. FARSIGHTEDNESS: Elvish eyes see farther and better than the eyes of Men, Dwarves, or Hobbits. All Elves have the Keen-eyed talent at level two. Moreover, they can discern detail—such as the number and armament of riders—at up to ten leagues (30 miles) away, if nothing blocks their view. GHOST-SCORN: The ghosts of Men hold no terror for the Elves, who are immune to any fear effects they create. LIGHTFOOTEDNESS: The Elves move swiftly (+4 bonus to Run tests) and silently, even when running (+4 bonus to Sneak tests, with none of the standard penalties for moving faster than a walk). They step lightly (–4 penalty to Track tests made to follow them) and can walk on such fragile surfaces as snow, unbent grass, and narrow branches without difficulty. Moreover, they have superb balance, rarely falling off even the slenderest branches or narrowest ledges (+4 bonus to Acrobatics (Balance) tests). NOLDORIN LORE: A Noldo receives a +2 bonus to any one Lore or Craft skill. During character creation, you must choose the skill to which you will apply this bonus. INNER LIGHT: Because the Noldor have lived among the Valar across the Sea, ‘against both the Seen and the Unseen they have great power’. Noldor are able to see the wraith world, and can clearly be seen by ghosts and wights (as was the case with Frodo on Weathertop, when he was wearing the Ring). They also receive a +4 bonus on all tests to resist or oppose the powers of the Shadow. This includes withstanding the fear caused by the Nazgûl, making attempts to Intimidate Sauron’s servants, and the like. However, it does not include tests to attack or defend against foes such as Orcs or evil Men. A Noldo born in Middle-earth after the Noldor returned from Valinor does not have this ability. STAR-SIGHT: Elves see as well on a star-lit night as Men would at the height of the day. This ability allows an Elven character to ignore any modifiers for partial darkness, but it does not work in absolute darkness, or when no light of the stars or the Moon (or some light made out of it, like the phial of Galadriel) is available. SWIFT HEALING: Elves heal with great speed. They all have the Swift Recovery talent. Also, they do not become sick or catch illnesses.

THE NOLDOR The Noldor (Q. ‘The Wise’, sing. Noldo) are often called ‘High Elves’, ostensibly because they are considered the most noble of the Elven races in Middle-earth. In reality, the Noldor are so named because they are the only Elves dwelling in Endor who have ever resided in the Blessed Realm of Aman across the Sea. This exalted status is accentuated by their close ties with the Valar, a relationship which accounts for their unique cultural and linguistic roots. Other names for the Noldor include Deep-elves, Golodhrim or Gelydh (Sindarin labels), and Nómin (Adan label). Powerful and learned, they have great love of lore and the arts of making, and hence are superior crafters whose skills surpass all other peoples’ abilities, even those of the Dwarves. The Three Rings of Power worn by Galadriel, Elrond, and Gandalf are among the many precious and potent artefacts crafted by Noldorin smiths and artisans. Finwë was the first King of the Noldor, who are counted among the Eldar as the Second Kindred. Finwë’s sons— Fëanor, Fingolfin, and Finarfin—produced the three traditional lines which compose the whole of the Noldor. Following the rebellion against the Valar, led by the great Noldo craftsman Fëanor, they left Aman to settle in Middle-earth. By the end of the Third Age, most Noldor had returned to Valinor via the Grey Havens, leaving only a few Wandering Parties or lords of Elven-kingdoms, who yet preferred to remain in their lands.

RACIAL ADJUSTMENTS AND ABILITIES REQUISITE: It is recommended that only experienced players with merits in character-play be allowed to create an Elven character. ADJUSTMENTS: +4 Deftness, +2 Nimbleness, +1 Strength, +2 Vigour, +3 Awareness, +3 Bearing, +3 Insight, +2 Wits. THE ART: All Elves possess ‘magical’ qualities, though they do not think of them in those terms. These qualities are simple, natural abilities most often used for crafting and joy, not domination and power over people and things. The Art of the Elves is delivered from many of the limitations of Sorcery and passes into all that they make, such as lembas, miruvor, ithildin, cloaks, ropes, boats, and the like. What is more, the Art allows them to achieve almost any magical effect that Sorcery could produce, but it is nearly effortless and untainted. A Noldo may acquire any desired rank, up to his Fëa score, in any realm of the Art. Upon completing initial character creation, he gets to add 7 free ranks to the Art of Thought, Speech, and Perception and starts with Mind-speech and Sense Power in his repertory. See Chapter Eleven for details. Furthermore, when using Craft skills, all Elves can im-

35

CHAPTER NINE: ADVENTURING

PHYSICAL CHARACTER

LANGUAGE, LORE, AND HOBBY SKILLS

BUILD: Of all Elves, the Noldor are the strongest and

Each character receives a number of skill ranks which he may assign to any culturally appropriate skills of his choice. The exact number of ranks he may distribute depends on his Wits and is specified in the description of each race under ‘Languages & Hobbies’. Appropriate skills include

sturdiest of build, although they are still slimmer than Men. Males average 175 pounds at a height of 6’6”; females weigh about 145 pounds at 6’1”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Most are dark haired and have greyish eyes which betray a proud demeanour. Descendants of Fingolfin and Finarfin are often fair haired and blue eyed, for their blood contains Vanyar influences. ENDURANCE: They avoid carrying great burdens, but are capable of travelling 16 to 20 hours a day. LIFESPAN: Like all Elves, the Noldor are immortal and will only die due to violence or if they get weary of life and lose the will to live. Their immortality is reflected in the time it takes them to reach adulthood: ‘Not until the fiftieth year did the Eldar attain the stature and shape in which their lives would afterwards endure, and for some a hundred years would pass before they were full-grown’ (J.R.R. Tolkien, Morgoth’s Ring, p.210). When allowing a player to create a Noldo who is even older than a hundred years, the Turambar must be aware that he might qualify for receiving a tremendous (and maybe unbalancing) amount of additional development picks (see page 74).

 the listed native tongues (depending on the general level of education, 6 to 8 ranks represent the normal speaking level of the population, as described on page 99),  other Lore skills related to the character’s people (such as History and Culture Lore) or places where he has lived (for example, Region Lore), or  any other skill that adds some ‘flavour’ to the character but has no great relevance in game play and may be considered a ‘hobby’. Many Artistic, Craft, Lore, and Outdoor skills may qualify as a hobby skill, but frequently tested or important skills, such as Ride or Survival, as well as any complex skills requiring lots of professional expertise (such as Weaponsmith, Shipwright, or Act) do not normally qualify. The Turambar has the final say on what skills may be considered a character’s hobbies. These bonus skill ranks are in addition to those acquired with development picks during your character’s youth and apprenticeship (see Chapter Four). Hobby skill ranks cannot be used to raise the rank of a non-language skill above the number indicated in Table 4.2 on page 73, but you may acquire additional ranks with your apprenticeship picks. Therefore, it is generally recommended to allot any hobby skill ranks before apprenticeship development, or perhaps even before youth development, provided the character acquires a particular hobby that early. The rank limit for language skills varies and is specified in the description of each race.

CULTURE CLOTHING & DECORATION: They favour rich clothing and fine craftsmanship, and often have the appearance of great wealth. FEARS & INABILITIES: As a group, the Noldor suffer from no particular weaknesses. LIFESTYLE: Of all the Elves of Middle-earth, the Noldor are the most ordered. While their brethren are content to wander or mark time in quiet diffusion, the Noldor seek to build communities or states in beautiful, guarded places. MARRIAGE PATTERN: ‘The Eldar wedded once only in life, and for love or at the least by free will upon either part. [...] [They] wedded for the most part in their youth and soon after their fiftieth year. [...] although the wedded remain so for ever, they do not necessarily dwell or house together at all times; for without considering the chances and separations of evil days, wife and husband, albeit united, remain persons individual having each gifts of mind and body that differ. [...] it came to pass that the Eldar brought forth few children; and also that their time of generation was in their youth or earlier life, unless strange and hard fates befell them. [...] There were seldom more than four children in any house, and the number grew less as ages passed’ (J.R.R. Tolkien, Morgoth’s Ring, p.210-213). BELIEFS: There is no formal religion among the Noldor (or, indeed, any of the Eldar). Therefore, the Noldor’s ritual customs are centred on informal communal celebration and personal meditation. Like the Dwarves, the Noldor are fiery craftsmen who are fast friends of Aulë. The Smith of the Valar imbued them with a heightened respect for physical objects. It is not surprising, then, to find that the Noldor revere Aulë more than any other Vala, save Varda herself. Like all other Elves, they worship her, Elbereth, as kindler of stars.

OTHER FACTORS DEMEANOUR: Regardless of the line, all Noldor are noble of bearing and carry themselves with assurance. They are haughty and often appear to be arrogant. Of all the Elves, they are the most inquisitive and passionate, being full of a desire for experience and expertise in the arts and the ways of the world. Because of this thirst for knowledge, the Noldor have often fallen prey to avidity, impatience, and strife. LANGUAGES & HOBBIES: Multiply your Noldorin character’s Wits by 4 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the above box for details on what skills may qualify as a hobby. Native Tongues: The Noldorin tongue is called Quenya (Q. ‘The Speech’), and they embrace it as their true tongue (no limit on ranks), but largely confine its use to their own environs. It is still the exclusive language of ceremonies, writings, and oral traditions, regardless of circumstances. For speech outside of their own quiet territory, the Noldor employ the language of their more numerous Sinda cousins, Sindarin (no rank limit). When dealing with Men or peoples unacquainted with Sindarin, they rely on the Common Tongue of Westron (no rank limit), or, more rarely, the Adûnaic of the Númenóreans (up to rank 6). Foreign Tongues: Depending on their homeland, Noldor also have the opportunity to learn Labba, or the tongue of the Eastern Wood-elves, Bethteur, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks.

36

the Sea-longing does not die. Although considered less powerful and wise than the Noldor, the Sindar remain more numerous in the Third Age, and they are renowned for their gifts of music and song.

PREJUDICES: The Noldor hate Orcs, Trolls, and Dragons above all creatures. Due to their pride, they tend to look down to non-Dúnadan Men. RESTRICTIONS: Consciously or not, all Elves ‘know’ about, or rather feel, the tainted and corrupting nature of Sorcery. Since the fëar (Q. ‘souls’) of the firstborn Children of Ilúvatar are strong enough to practise a different form of magic—the Art—they do not normally learn any spells of Sorcery. Generally, an Elf neither needs to take up an occupation to earn his living, nor does he usually enjoy to limit himself to but a single trade. Therefore, Elves rarely acquire occupational training packages (see page 320 on occupations).

RACIAL ADJUSTMENTS AND ABILITIES REQUISITE: It is recommended that only experienced players with merits in character-play be allowed to create an Elven character. ADJUSTMENTS: +2 Deftness, +3 Nimbleness, +1 Strength, +2 Vigour, +3 Awareness, +1 Will, +2 Bearing, +2 Insight, +1 Wits. THE ART: All Elves possess ‘magical’ qualities, though they do not think of them in those terms. These qualities are simple, natural abilities most often used for crafting and joy, not domination and power over people and things. The Art of the Elves is delivered from many of the limitations of Sorcery and passes into all that they make, such as lembas, miruvor, ithildin, cloaks, ropes, boats, and the like. What is more, the Art allows them to achieve almost any magical effect that Sorcery could produce, but it is nearly effortless and untainted. A Sinda may acquire any desired rank, up to 80% of his Fëa score, in any realm of the Art. Upon completing initial character creation, he gets to add 6 free ranks to the Art of Thought, Speech, and Perception and starts with Mind-speech and Sense Power in his repertory. See Chapter Eleven for details. Furthermore, when using Craft skills, all Elves can imbue the objects they create with minor, but often quite useful, enchantments. They automatically have the edge Artificer (see page 150). They only need a Craft skill at 9+ to use it, and they can create more powerful items than a non-Elven craftsman can. See ‘Enchanted Items’ on page 319 for more details on how to create such items. BEAST-SKILL: Elves have great rapport with good animals, such as horses and eagles. They can sense their feelings and thoughts, and call on them for service at need. They receive a +4 bonus with Ride and other animal-related tests. COMFORT: Elves feel no discomfort in hot or cold weather, and they suffer no ill effects (either test penalties or damage) from it. ELVEN-SLEEP: Elves do not sleep as other peoples do. They can obtain all the rest they need through simple relaxation or by letting their minds wander ‘in the strange paths of Elvish dreams’. They recover lost Weariness Levels within but one third of the time a mortal needs to rest (see page 238). FAIR: All Sindar start with two levels of the Fair talent. FARSIGHTEDNESS: Elvish eyes see farther and better than the eyes of Men, Dwarves, or Hobbits. All Elves have the Keen-eyed talent at level two. Moreover, they can discern detail—such as the number and armament of riders—at up to ten leagues (30 miles) away, if nothing blocks their view. GHOST-SCORN: The ghosts of Men hold no terror for the Elves, who are immune to any fear effects they create. LIGHTFOOTEDNESS: The Elves move swiftly (+4 bonus to Run tests) and silently, even when running (+4 bonus to Sneak tests, with none of the standard penalties for moving faster than a walk). They step lightly (–4 penalty to Track

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Dagger, Longknife, Longsword, Bastard Sword, Shield; Melee, Class B: Greatsword, Mace, Falchion, Quarterstaff, Lance; Ranged, Class A: Longbow, Composite Bow; Ranged, Class B: Javelin, Dagger. ARMOUR: Although Noldor are known to wear any kind of armour, they prefer relatively light armour of superior make, like delicate chainmail or hardened leather. CLOTHING: Males: Fine linen, cotton, or silk shirt or blouse often pure white in colour; jewel-hued velvet or silk tunic (sapphire, emerald, ruby, amethyst, topaz), sometimes with slashed sleeves revealing the shirt beneath, sometimes sleeveless, usually embroidered or appliquéd with geometric or weapon-inspired motifs; velvet or brocade mantle with wide sleeves, cape-like body, and varying in length from the hip to the ankles or as high as the knees. Females: Fine linen, cotton, or silk shift often pure white in colour; jewel-hued silk or velvet gown, sometimes with slashed sleeves to reveal the sleeves of the shift underneath, sometimes sleeveless, often embroidered or appliquéd at the neck, hem, sleeves; belt of silk, velvet, or decorative cord that encircles the waist and the hips to be knotted or otherwise secured in front; soft slippers or ankle boots; velvet or brocade mantle with wide sleeves, cape-like body, and hanging to the ankles. Females who leave the Elven havens for travelling often don garb similar to that worn by males. STARTING WEALTH: Equipment and valuables worth a total of 4d10 silver pieces (SP). See page 180 for modifications due to Social Rank.

THE SINDAR Known as the Grey Elves, the Sindar are Eldar and were originally part of the great kindred called the Teleri. Although they began the journey to Aman, the Sindar chose not to cross over the Sea to Aman, but to remain in Beleriand and the West of Middle-earth. They, like the Nandor and Avari, are therefore counted among the Moriquendi, the Dark Elves who never saw the Light of Valinor. Although their love for the wide lands of Middle-earth is strong, since the end of the First Age they have slowly been departing for the Uttermost West. Once awakened in them,

37

CHAPTER NINE: ADVENTURING tests made to follow them) and can walk on such fragile surfaces as snow, unbent grass, and narrow branches without difficulty. Moreover, they have superb balance, rarely falling off even the slenderest branches or narrowest ledges (+4 bonus to Acrobatics (Balance) tests). MUSICAL GIFTS: Grey Elves receive a +3 bonus for Dance, Musician, and Sing tests. STAR-SIGHT: Elves see as well on a star-lit night as Men would at the height of the day. This ability allows an Elven character to ignore any modifiers for partial darkness, but it does not work in absolute darkness, or when no light of the stars or the Moon (or some light made out of it, like the phial of Galadriel) is available. SWIFT HEALING: Elves heal with great speed. They all have the Swift Recovery talent. Also, they do not become sick or catch illnesses.

after their fiftieth year. See the Noldor’s description for more details on marriage customs and child-birth. BELIEFS: There is no formal religion among the Sindar. Therefore, their ritual customs are centred on informal communal celebration and personal meditation, just as those of other Elves. Like the Noldor, they revere Eru Ilúvatar and see Varda as their patron Vala. Given their love for sailing and the sea, they also have a special respect for Ulmo, the Lord of Waters.

OTHER FACTORS DEMEANOUR: Of the three Elven races of Middle-earth, the Sindar are the quietest and calmest, and appear to be the most content. They are less frivolous and playful than the Silvan Elves, and are less fiery and passionate than the Noldor. Sindar feelings are deep and not easily aroused, but when they are, they cannot be stayed. This is the root of their Sea-longing. LANGUAGES & HOBBIES: Multiply your Sindarin character’s Wits by 3.5 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: Their own speech Sindarin has become the principal speech of all the Elves of North-western Middle-earth and has heavily influenced Mannish tongues. Nonetheless, the Sindar know Westron (no rank limit), Bethteur or Silvan Elvish (up to rank 8), and some Quenya (up to rank 6). Foreign Tongues: Depending on their homeland, Sindar also have the opportunity to learn Adûnaic, Atliduk, Logathig, Nahaiduk, or Rohirric up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: The Sindar are great friends of most races and have remained particularly close to Dwarves. Their chief enemies are Orcs, Wargs and Dragons. RESTRICTIONS: Consciously or not, all Elves ‘know’ about, or rather feel, the tainted and corrupting nature of Sorcery. Since the fëar (Q. ‘souls’) of the firstborn Children of Ilúvatar are strong enough to practise a different form of magic—the Art—they do not normally learn any spells of Sorcery. Generally, an Elf neither needs to take up an occupation to earn his living, nor does he usually enjoy to limit himself to but a single trade. Therefore, Elves rarely acquire occupational training packages (see page 320 on occupations).

PHYSICAL CHARACTER BUILD: Thin when compared to Men, the Sindar are nearly as tall as the Noldor but are generally slighter of build. They are more muscular than the Avari. Males average 162 pounds at a height of 6’3”; females weigh about 137 pounds at 5’11”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Most have fair hair and pale blue or grey eyes. Like the Noldor, they have light skin. ENDURANCE: They do not carry great burdens, but are capable of travelling 16 to 20 hours a day. LIFESPAN: Like all Elves, the Sindar are immortal and will only die due to violence or if they weary of life and lose the will to live. Not before the age of fifty do they reach maturity, and for some a hundred or more years must pass before they are fully grown. When allowing a player to create a Sinda who has long passed the typical starting age, the Turambar must be aware that he might qualify for receiving a tremendous (and maybe unbalancing) amount of additional development picks (see page 74).

CULTURE CLOTHING & DECORATION: Sinda clothing is exceedingly well made, yet subtle and utilitarian. They do not favour the rich garb of their Noldor cousins. Greys and silvers are their chosen colours. FEARS & INABILITIES: As a group, the Sindar suffer from no particular weaknesses. LIFESTYLE: The Sindar are the most open and cooperative of Middle-earth’s Elves. They are great teachers and borrowers and have an interest in the works of all races. This is in contrast to the more inquisitive Noldor, who are quick to scoff at things which are subtle or modest in appearance or utility. Grey Elves are a settled people and enjoy the company of others. Unlike the Silvan Elves, they build towns and havens and gather in close-knit communities. Many of the Sindar feel a kinship to the sea. They build superb ships and are renowned sailors. MARRIAGE PATTERN: Like all Elves, the Sindar wed once only in life, and for love or at the least by free will upon either part. They marry for the most part in their youth and soon

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Dagger, Longknife, Longsword, Bastard Sword, Shield; Melee, Class B: Greatsword, Morningstar, Quarterstaff, Spear; Ranged, Class A: Longbow, Javelin, Spear; Ranged, Class B: Composite Bow, Javelin, Dagger. ARMOUR: Although Sindar are known to wear any kind of armour, they prefer relatively light armour of superior make, like delicate chainmail or hardened leather. CLOTHING: Smock of gauze or light silk; close-fitting waistcoat or tunic of fine linen, cotton, or heavy silk; tunics

38

vary in length from short garments barely extending below the waist to long ones slit up the sides for freedom of movement; leather or metal belt or a sash of linen or silk; closefitting hosiery or a sarong skirt of lucent cloth or heavy silk reaching from mid-calf to the ankles; boots or decorative open sandal's; hip-length cape. The colours of the garments are all variations on white and grey: cream, eggshell, ivory, pearl, lemon, charcoal, taupe, blue-grey, rose-grey, greengrey, smoke, silver, beige, and so on. Embroidery and appliqué are used sparingly, usually to create texture or pattern (as with white on white or cream on lemon) rather than for contrast (white on charcoal or blue-grey on ivory). STARTING WEALTH: Equipment and valuables worth a total of 3d6 silver pieces (SP). See page 180 for modifications due to Social Rank.

THE ART: All Elves possess ‘magical’ qualities, though they do not think of them in those terms. These qualities are simple, natural abilities most often used for crafting and joy, not domination and power over people and things. The Art of the Elves is delivered from many of the limitations of Sorcery and passes into all that they make, such as lembas, miruvor, ithildin, cloaks, ropes, boats, and the like. What is more, the Art allows them to achieve almost any magical effect that Sorcery could produce, but it is nearly effortless and untainted. A Silvan Elf may acquire any desired rank, up to 60% of his Fëa score, in any realm of the Art. Upon completing initial character creation, he gets to add 5 free ranks to the Art of Thought, Speech, and Perception and starts with Mindspeech and Sense Power in his repertory. See Chapter Eleven for details. Furthermore, when using Craft skills, all Elves can imbue the objects they create with minor, but often quite useful, enchantments. They automatically have the edge Artificer (see page 150). They only need a Craft skill at 9+ to use it, and they can create more powerful items than a nonElven craftsman can. See ‘Enchanted Items’ on page 319 for more details on how to create such items. BEAST-SKILL: Elves have great rapport with good animals, such as horses and eagles. They can sense their feelings and thoughts, and call on them for service at need. They receive a +4 bonus with Ride and other animal-related tests. COMFORT: Elves feel no discomfort in hot or cold weather, and they suffer no ill effects (either test penalties or damage) from it. ELVEN-SLEEP: Elves do not sleep as other peoples do. They can obtain all the rest they need through simple relaxation or by letting their minds wander ‘in the strange paths of Elvish dreams’. They recover lost Weariness Levels within but one third of the time a mortal needs to rest (see page 238). FAIR: All Silvan Elves start with one level of the Fair talent. FARSIGHTEDNESS: Elvish eyes see farther and better than the eyes of Men, Dwarves, or Hobbits. All Elves have the Keen-eyed talent at level two. Moreover, they can discern detail—such as the number and armament of riders—at up to ten leagues (30 miles) away, if nothing blocks their view. GHOST-SCORN: The ghosts of Men hold no terror for the Elves, who are immune to any fear effects they create. LIGHTFOOTEDNESS: The Elves move swiftly (+4 bonus to Run tests) and silently, even when running (+4 bonus to Sneak tests, with none of the standard penalties for moving faster than a walk). They step lightly (–4 penalty to Track tests made to follow them) and can walk on such fragile surfaces as snow, unbent grass, and narrow branches without difficulty. Moreover, they have superb balance, rarely falling off even the slenderest branches or narrowest ledges (+4 bonus to Acrobatics (Balance) tests). MUSICAL GIFTS: Silvan Elves of Telerin origin receive a +2 bonus for Dance, Musician, and Sing tests. STAR-SIGHT: Elves see as well on a star-lit night as Men would at the height of the day. This ability allows an Elven character to ignore any modifiers for partial darkness, but it does not work in absolute darkness, or when no light of the stars or the Moon (or some light made out of it, like the phial of Galadriel) is available.

THE SILVAN ELVES Also known as Wood-elves and East-elves, these are the Elves who, like the Sindar, did not undertake the journey across the Sea, preferring to remain in Middle-earth. Those of the Teleri who ceased their journey before even crossing the Misty Mountains became known as the Nandor (Q., said to mean ‘those who turn back’); some of the Nandor later pressed on as far as Ossiriand (the Laiquendi). Others altogether refused to seek the light of Aman and were labelled as the Avari (Q. ‘the Unwilling’, ‘the Refusers’) when the Eldar departed from the original Elven homeland during the Elder Days. Collectively, the Nandor and Avari are also known as Moriquendi (Q. ‘Dark-elves’) because they have never seen the Light of the Two Trees. The Moriquendi were left to fend for themselves during the days when Morgoth’s Shadow swept over the East. In these dark times they were forced into the secluded safety of the forests of eastern Middle-earth, where they wandered and hid from the wild Men who dominated most of the lands. Hence, they became known as Silvan or Wood-elves. Accounted of less wisdom, learning, and majesty than either the Noldor or the Sindar, the Wood-elves outnumber their cousins. During the Third Age they often live in realms, such as Lórien, ruled by Noldorin or Grey Elves. NOTE: When creating a Wood-elven character of Avarin or mixed Avarin-Nandorin origin, use the racial adjustments and physical description given below. If you wish to create a Nandorin Wood-elf (i.e., one hailing from the Teleri), use the Sindar’s racial adjustments and physical description (page 37). However, for any other aspects (i.e., racial abilities, culture, youth development, and so on) refer to the information presented below. Note that by the Third Age, most Silvan Elves are of mixed ancestry and should be created according to the below guidelines.

RACIAL ADJUSTMENTS AND ABILITIES REQUISITE: It is recommended that only experienced players with merits in character-play be allowed to create an Elven character. ADJUSTMENTS: +2 Deftness, +3 Nimbleness, +2 Vigour, +3 Awareness, +1 Will, +2 Bearing, +2 Insight.

39

CHAPTER NINE: ADVENTURING SWIFT HEALING: Elves heal with great speed. They all have the Swift Recovery talent. Also, they do not become sick or catch illnesses. WOODSY: Silvan Elves receive a +2 bonus for Hunt, Survival: Forest, Weather-sense, and Track tests.

informal communal celebration and personal meditation, just as those of other Elves. Like all Elves, they worship Varda as giver of light and maker of the stars. The principal difference is their strong attachment to the Vala Oromë, the Huntsman and Tamer of Beasts.

PHYSICAL CHARACTER

OTHER FACTORS

BUILD: Most Wood-elves of Avarin descent are slight of build, and all are thin by mannish standards. Males average 145 pounds at a height of 5’11”; females weigh about 122 pounds at 5’7”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Ruddy of complexion, with sandy hair and blue or green eyes. Generalisations are difficult, however, since they are many groups of Silvan and there is wide variation among them. ENDURANCE: They do not carry great burdens, but are capable of travelling 16 to 20 hours a day. LIFESPAN: Like all Elves, the Silvan Elves are immortal and will only die due to violence or if they weary of life and lose the will to live. Not before the age of fifty do they reach maturity, and for some a hundred or more years must pass before they are fully grown. When allowing a player to create a Wood-elf who has long passed the typical starting age, the Turambar must be aware that he might qualify for receiving a tremendous (and maybe unbalancing) amount of additional development picks (see page 74).

DEMEANOUR: The Wood-elves are a fun-loving but guarded folk. Outward mirth often hides their grim intentions. They tend to distrust strangers and outsiders, at least until they get to know them. LANGUAGES & HOBBIES: Multiply your Silvan Elf’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: Silvan tongues, which are often called Wood-speech (Bethteur) are their favoured languages. The Silvan Elves of Mirkwood and places further west, however, generally use Sindarin as their native tongue. Because all Elvish has a song-like quality, however, the slightly unique Silvan vocal pattern betrays their racial origin, even when they employ the tongues of the Eldar. Most know Westron (up to rank 8), and a little Quenya (up to rank 4). Foreign Tongues: Depending on their homeland, Silvan Elves also have the opportunity to learn Adûnaic, Atliduk, Logathig, and Nahaiduk up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: The Silvan Elves seclude themselves more readily than the Eldar, for they have a less friendly history of relations with Men. They despise Orcs, dislike Dwarves, and are suspicious of Men. RESTRICTIONS: Consciously or not, all Elves ‘know’ about, or rather feel, the tainted and corrupting nature of Sorcery. Since the fëar (Q. ‘souls’) of the firstborn Children of Ilúvatar are strong enough to practise a different form of magic—the Art—they do not normally learn any spells of Sorcery. Generally, an Elf neither needs to take up an occupation to earn his living, nor does he usually enjoy to limit himself to but a single trade. Therefore, Elves rarely acquire occupational training packages (see page 320 on occupations).

CULTURE CLOTHING & DECORATION: Their preferred clothes are usually forest green, grey, or brown, and range from functional designs to fanciful expressions of individual creativity. Their garments lack the formality and pomp typical of Noldo garb. FEARS & INABILITIES: As a group, the Silvan Elves suffer from no particular weaknesses. LIFESTYLE: The culture of the Silvan Elves is best characterised as unstructured and rustic by Elven standards, but rich and relatively advanced when compared to the ways of Men. They have always been independent, but as of late many have settled in kingdoms ruled by the Noldor or Sindar. Still, all the Silvan folk enjoy a good journey or adventure and most look at life much as a game to be played. Music and trickery are their favourite pastimes. The Silvan Elves are also masters of the wood and know much of wood-craft and wood-lore. MARRIAGE PATTERN: Like all Elves, the Moriquendi wed once only in life, and for love or at the least by free will upon either part. They marry for the most part in their youth and soon after their fiftieth year. See the Noldor’s description for more details on marriage customs and child-birth. Rumours have it that in the Elder Days, when Men and Silvan Elves lived close to one another in parts of Middle-earth, there have been a few unions between Wood-elves and the noblest houses of the Edain. Refer to page 48 for creating Elvenblooded characters. BELIEFS: There is no formal religion among the Moriquendi. Therefore, their ritual customs are centred on

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Dagger, Longknife, Longsword, Shortsword, Shield; Melee, Class B: Hatchet, Broadsword, Spear, Whip; Ranged, Class A: Long Bow, Short Bow; Ranged, Class B: Dagger, Javelin, Spear. ARMOUR: Silvan Elves are a varied group. Some favour light leather armour (which often is enchanted), while others prefer to go without a protective garb, instead relying on their surpassing reflexes. CLOTHING: Weapon-users: Silk or cotton blouse (white, beige, pale green, or pale grey); trim-fitting tunic (length varies from mid-calf to mid-thigh) of heavy silk and cotton or leather, worked so finely as to drape like fabric (bark brown, leaf green, storm grey); bandoliers crossing the chest, belt around the waist, straps around the limbs to accommodate weapon sheaths; leggings of sturdy canvas or supple leather;

40

sandals or soft boots. Non-weapon-users: Flowing gauze blouse or smock (white, beige, pale green or pale grey fabric with embroidery from a similar colour spectrum), sometimes restrained by a gauze or silk sash, otherwise hanging free; silk leggings, flowing gauze pants similar to a divided skirt, or a many-gored gauze skirt (matching blouse or smock, or bark brown, leaf green, storm grey); heavy silk or gauze mantle fashioned like a cloak with sleeves or elongated (shoulder to waist) arm openings, usually falling to the ankles, often embroidered all over to create a leafy texture; sandals ornamented with gems or carved wood. STARTING WEALTH: Equipment and possessions worth a total of 2d6 silver pieces (SP). See page 180 for modifications due to Social Rank.

NATURE: As the Seven Houses vary in nature, history, and attitude, so do their racial adjustments. Therefore, this section provides a brief description of each of their Houses, followed by a general overview of their common features. Note that a Dwarven character from North-western Middleearth usually hails from one of the first three Houses. For more information on Dwarves, please refer to Dwarves of Middle-earth: Seven Houses of the Khazâd, a book contained in the Moria boxed set published by Decipher, Inc.

THE LONGBEARDS The Dwarf-kindred best known to Elves and Men of the Westlands of Middle-earth is Durin’s folk. Also called the Longbeards—not only for the length of their beards, but also for their peculiar longevity—Durin’s people are the most physically diverse of the Seven Houses. This is in part because of their eclectic origin and in part due to later influxes of other kindreds into their number, most notably from Ûri’s and Linnar’s folk. They pride themselves less on the purity of their breed than on the aura of reverence they enjoy thanks to their illustrious ancestor. Still in the days of Durin the Deathless, yet long after they had begun the vast delving of Khazad-dûm (Moria), the Longbeards colonised all the mountains encompassing Rhovanion: east from Gundabad to the Iron Hills, and south as far as the Dimrill Dale. By the late Third Age, most of these lands have been lost. Only Erebor and the Iron Hills remain to them. Following the desolation of Moria by the Balrog, many of Durin’s folk have also migrated west to the safety of the Blue Mountains, though no great mansions were delved there. ADJUSTMENTS: +1 Deftness, +3 Strength, +3 Vigour, +2 Will, +1 Bearing.

DWARVES

D

warves (or Khazâd in their own tongue) are a short and stocky folk, standing between four and five feet tall, by the measure of Men. Strong and hardy, they endure pain, fatigue, and suffering more readily than other races. At need, they can push themselves hard to cross rough terrain quickly or to come to grip with a foe. The Dwarves are descendants of the Seven Fathers, the original lords crafted from the earth by the Vala Aulë. He is the Smith of the Valar, the giver of mountains and master of crafts, and the Dwarves call him Mahal (Khuzdul for ‘Maker’). They were created first, but Eru forced his servant Aulë to delay their awakening until after the coming of the Elves. The Seven Fathers awoke from sleep in pairs, even as the Maker had laid them, beneath tall mountains in far-sundered places across the Northlands of Middle-earth. All, that is, except for Durin, the Eldest of the Dwarf-kings. He awoke alone, before the others, and wandered the as yet nameless and unpeopled world under the wheeling stars of heaven. In the course of his wanderings, Durin chanced upon others of his kind, now awakened as he was. These are the names of the Six, given, according to the later custom of Durin’s folk, in the ancient northern speech of Men: Úri and Linnar, who awoke in the Blue Mountains of the West; Sindri and Thulin in the Far North; Var and Vigdís in the East of East. With each of the Fathers Durin also found others gathered, both male and female, whereas to Durin there were none he could call his own. Glad was the meeting of the Dwarves, and the folk revered Durin as First and Eldest. Some, indeed, took leave of their own Fathers to join Durin in his wanderings, and in time they grew into a great following. Thus it came to pass that the Seven Houses of the Dwarves were established. Although these Seven Houses have since spread across Middle-earth, each delving mansions for their own abode, they have remained close and have spawned a universal reputation for ruggedness, practicality, and unwavering loyalty. Most groups favour the rocky highlands and deep caverns of the mountains, for the Dwarves, perhaps more than any race, remember their origin and heritage.

THE FIREBEARDS The kindred of Úri are instantly recognisable by the fiery hue of their beards. Úri’s folk take great pride in their beards, weighting them with silver ornaments that clink and chime as they walk, making themselves all the more conspicuous. The weighting of beards is a mark of status among this tribe, and strict rules of precedence and honour are observed in the matter of their comportment. Beard-weights denote age, lineage, and deeds of renown, and they can only be bestowed by the king or the eldest living male of a household. Dwarves of Úri’s folk whose beards are so weighted suffer a –1 test modifier to Hide and Sneak tests per 5 points of Renown (or fraction thereof) they have. Úri woke from sleep alongside Linnar, the father of the Broadbeams, in the northern reaches of the Blue Mountains, and his descendants have always called that range home. His people have a temper to match their appearance: quick, haughty, and vengeful, all beyond the normal share of these vices apportioned to the Khazâd. At their worst, Úri’s folk embody the worst that Dwarves are capable of, as was seen in their murder of Thingol and their war with the Elves of

41

CHAPTER NINE: ADVENTURING Doriath. Yet, the boastfulness of the Sons of Úri is not empty of content. Their house has produced the greatest bladesmiths in Middle-earth, and their axes have won glory upon many battlefields in defence of the Free Peoples. ADJUSTMENTS: +2 Deftness, +4 Strength, +3 Vigour, +1 Will, –1 Insight.

their western kindred the unwelcome appellation of ‘Gutterdwarves’. In the latter, they command the fear and respect of the wild Easterlings. Both postures help them mask a past they would rather forget. ADJUSTMENTS: +1 Deftness, +1 Nimbleness, +4 Strength, +3 Vigour, +1 Will.

THE BROADBEAMS

THE STIFFBEARDS

Dwarves, as a race, tend to be heavily set. This is doubly true for Linnar’s folk. The Sons of Linnar take corpulence to new levels, gluttony being their only apparent vice. (Bombur was one of the Broadbeams.) This makes them the butt of many Dwarf-jokes, but they take it in stride. They have little reason to fear public disgrace from other houses, for Linnar’s people are the greatest armourers the Dwarves have ever produced. Despite their unwieldy girth, the Broadbeams do not shirk their duties either in peace or in war. No less forward than their fire-bearded neighbours and friends, Linnar’s warriors merely advance with slower steps. In fact, if the Khazâd were made immovable in will, Linnar’s folk are but the physical embodiment of Dwarf-nature. During the Elder Days, the smiths of Belegost wove matchless mail for the Elves of Doriath and forged visored helms that would defy Dragon-fire. Even in later times, after dire affliction had befallen them, the descendants of Linnar (who gathered under the lordship of Dáin in the Iron Hills) still continued to forge armour equal to that created in ages before. ADJUSTMENTS: +2 Deftness, –1 Nimbleness, +4 Strength, +3 Vigour, +2 Will, –1 Insight.

It is said among the Khazâd that Thulin’s folk dwell so far north that their beards grow stiff from the cold. The tale may be apocryphal, but the severity of the arctic climes in which the Sons of Thulin make their home can hardly be exaggerated. The Stiffbeards tread the uttermost North of Middle-earth, clad in the furs of beasts, wearing little or no metal, which burns the skin when so chill. For the most part, their ornaments are carved from wood or bone, bound with sinew. Taller than most Dwarves and slighter of build, Thulin’s folk are well adapted to trudging across snowdrifts or weaving through tangled taiga in pursuit of prey: of necessity, the Stiffbeards, alone of the Seven Houses, procure their own food. Their beards are wispy and grey, their skin pale s bone and tough as hide. ADJUSTMENTS: +3 Strength, +4 Vigour, +1 Awareness, +2 Will.

THE BLACKLOCKS The Sons of Var are dark and brooding, not only in mood but also in appearance. Dwarves of Var’s kindred are readily distinguished by the hue of their beards: black as coal and thick as wire, often left tangled and unkempt, as if the Dwarves are in a state of perpetual mourning. Indeed, the Blacklocks have much to lament, as their history has been tainted by dealings with the Enemy. This was, however, a crime of the distant past, yet one that continues to haunt them. (More about their implacable feud with the Stonefoots that tempted them into alliance with the Dark Lord is said in Dwarves of Middle-earth: Seven Houses of the Khazâd, published by Decipher, Inc.) After the Blacklocks renewed their alliance with the Stonefoots, they have, in pursuit of their redemption, taken to a life of wandering throughout the lands of the East and even the deserts of the South and make war against the dominion of Mordor. ADJUSTMENTS: +2 Deftness, +3 Strength, +3 Vigour, +1 Awareness, +1 Will, –1 Bearing.

THE IRONFISTS In build and bearding, the Dwarves of Sindri’s house closely resemble their northern cousins beyond the Frozen Sea, the Stiffbeards: tall (for Dwarves), gaunt, and grey. But unlike the Stiffbeards (or most other Dwarves), Sindri’s folk succumbed to the Shadow when the Dark Lord offered them gold in payment for arming his minions. In the aftermath of the Last Alliance, the Dwarves of the Westlands universally branded the Ironfists as renegades and turncoats, and ever since Fate has punished them for their treachery: The cataclysm of Númenor’s downfall ruined their chief city in the Spine of Arda—the great central mountain chain of Middleearth—, and in the mid-Third Age, winged Dragons finally drove out the leaderless remainder of Sindri’s folk from their ancient homelands, scattering the Ironfists across Middleearth. As they found themselves shunned or at best ignored by the western kindreds, the Sons of Sindri settled, for the most part, among Easterling tribes. Only by continuing to dwell among the enemies of the West do they have any hope of a stable existence. Depending on where their itinerant wanderings carry them, the Ironfists may don the indistinct garb of the travelling tinker, or the ritual paraphernalia of the wizened shaman. In the former guise, they have earned from

THE STONEFOOTS The peoples of the East refer to Vigdís’ folk as ‘Red Dwarves’, an appellation alluding to their penchant for staining their skin and beards with a pigment extracted from the red stone that abounds in the Orocarni, their mountainous homeland in the East of East. As the origin of this custom is a well-kept secret, it has given rise to much unfound speculation by Men and Elves, such as the belief that Dwarves are

42

born from stone or that they eat rock for food. The Sons of Vigdís humour such idle fancy, preferring to remain enigmatic and mysterious. Besides that strange custom, the Stonefoots, a brave folk of fell warriors, are known for having devised a blasting fire which they used to battle the Dragons that besieged their ancient holds. This ingenious defence was contrived with the aid of the—not yet corrupted—White Wizard Curunír (Saruman), who later turned it to wicked purposes of his own. ADJUSTMENTS: +1 Deftness, +4 Strength, +3 Vigour, +3 Will, –1 Bearing, –1 Insight.

and other forms of domination, including magical attempts to subjugate them. MINE-LORE: Dwarves receive a +3 bonus to any tests pertaining to mines and caverns, including Survival: Underground (Orienteering) or Wisdom tests to find their way through unexplored caverns or unknown mines.

PHYSICAL CHARACTER BUILD: Short, stocky, strong, with exceptionally strong limbs. Males average 125 pounds at a height of 4’6”; females weigh about 115 pounds at 4’3”. See page 28 for the guidelines on determining an individual character’s height and weight. When creating a Broadbeam, you must either take the flaw Corpulent or roll with 4d10 (instead of 2d10) to determine your character’s weight. The average height of an Ironfist or a Stiffbeard is 55” (instead of 52”). COLOURING: Black, red, or dark brown hair. Fair to ruddy skin. ENDURANCE: Tremendous. They can carry great burdens over long distances with little rest. LIFESPAN: Dwarves become ‘war-worthy’ (able to fight and engage in hard labour) at about age 30. By 40, they have an appearance of age (by the standards of Men) that belies their vitality and strength. They live for 200 years or more, with Durin’s line having the greatest longevity; a Dwarf who has 240 or more winters is thought old, and becomes swiftly weaker as time passes. A few Dwarves reach an age of 300. See page 67 to learn more about age and aging.

ALL DWARVES In general, the following information applies to all Dwarves, regardless of the House they belong to. However, what is said about Dwarvish culture and like factors holds particularly true for the three Houses of the Westlands.

RACIAL ABILITIES REQUISITE: Normally, Dwarven player characters must be male. Dwarf-women seldom walk abroad except at great need, but if they must go on a journey, they are in appearance and voice so like to the dwarf-men that other peoples cannot tell them apart. During their youth skill development (see page 72), all Dwarves must at least acquire a total of six ranks in any skills from the Craft skill category. ANIMAL AVERSION: Dwarves get along poorly with animals. They do not even keep dogs. They suffer a –3 penalty to Ride tests and other tests for dealing with animals. THE ART: Only the mastersmiths of the Noldor rival the most gifted Dwarven craftsmen in forging weapons and armours, or in cutting gems. Dwarves owe this remarkable facility with materials they delve from the very hearts of their mountain strongholds to the same capability as the Elves: They are allowed to acquire any desired rank, up to their Fëa score, in the Art of Enchantment by spending an appropriate amount of picks, but their skills at this Art is limited to working metals and stone. Dwarves may also acquire the edges Masterwork and Artificer at a discount—both the pick costs and the requisite skill ranks are reduced by one third. CRAFTSMANSHIP: The Dwarves practise their crafts obsessively and possess many secrets of making that are unknown to other peoples. They receive a +2 bonus to all skills of the Crafts category that involve forging (for example, Armoursmith and Weaponsmith), and to Stonecraft. FEAR OF WATER: Dwarves fear open water and Ulmo, the Lord of Waters. They suffer a –10 penalty to all tests involving open or running water, like Swimming or Seafaring. FIRESTARTING: Dwarves have great skill at starting fires, even in rainy weather. They receive a +2 bonus to all Survival (Start Fires) tests. HARDNESS OF BODY: Dwarves receive a +2 bonus to their Stamina. Rarely falling ill, they receive an additional +5 bonus to Stamina tests or other tests to resist disease. HARDNESS OF MIND: Dwarves are strong-willed, and they steadfastly resist any efforts to control them. They receive a +2 bonus to any Fortitude and Will tests to withstand Fear

CULTURE CLOTHING & DECORATION: Dwarves (of both sexes!) grow thick, luxuriant beards in which they take great pride, often colouring, forking, or braiding them. FEARS & INABILITIES: Dwarves fear open water and the Vala Ulmo, and they have a hard time dealing with animals. See the respective ‘Racial Abilities’ above for more details. LIFESTYLE: Dwarves are superb miners and craftsmen, and unsurpassed stoneworkers. They live in tightly-knit groups and favour underground cities which are usually cut into rugged hills or mountains. MARRIAGE PATTERN: Monogamous. Only a third of the race is female. They guard their women and children with fierce jealousy and protectiveness. The line is traced through the male. BELIEFS: Dwarves believe that each lineage has a common spirit which permeates them all and ties them together. They revere their ancestors above all other things but Mahal their maker, and believe that in each King exists a part of his predecessors. Those of the House of Durin, the Dwarves of Moria and the highlands of Wilderland, believe their Kings to all be one Dwarf—Durin the Deathless.

OTHER FACTORS DEMEANOUR: Dwarves are a hardy folk, as hardy in mind as they are in body. They are stern, often stubborn and proud, and resist any attempt to dominate or sway them. They rarely forget insults or wrongs done to them or their families, even over centuries, and they take the burdens of

43

CHAPTER NINE: ADVENTURING vengeance (and other obligations) placed upon them seriously. But they never forget a favour or kindness, either, and thus the old adage proves true: ‘No friend ever did a Dwarf a favour, no enemy a wrong, without being repaid in full.’ LANGUAGES & HOBBIES: Multiply your Dwarven character’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: Among themselves, Dwarves speak Khuzdul, a harsh-sounding, guarded tongue known by virtually no one but themselves. When in public or about in the wild, Dwarves speak Westron (up to rank 8), the Common Speech, or one of the Elvish tongues: Sindarin or Bethteur (up to rank 5). Foreign Tongues: Depending on their homeland, Dwarves also have the opportunity to learn Atliduk, Dunael, Logathig, or Nahaiduk, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Orcs, Wargs, and Dragons are the sworn enemies of all Dwarven-kind. Above all other races, they despise these the most, although they are extremely suspicious of Elves and sorcerers, too. No Dwarf will ever forget the sly words of Sauron, one whose conjuring enslaved many of their great lords. RESTRICTIONS: Dwarves are excellent craftsmen, hence they prefer to take up occupations (see page 320) related to forging, stoneworks, and mining. For the same reason, Dwarves usually do not bother to learn spells of Sorcery. By virtue of their skill at engineering complex machinery and crafting tools, they simply do not need to adopt themselves to this prosaic form of magic. Nevertheless, although Dwarves are incapable of employing the Art at the same scope as the Elves, their most gifted smiths do craft items of remarkable magical quality while singing in the deepest smithies of their mountain halls.

STARTING WEALTH: Dwarven coinage worth the equivalent of 3d6 silver pieces (SP). See page 180 for modifications due to Social Rank.

HOBBITS

H

obbits have an unclear origin, although it appears they arose in the east in the First Age, at about the same time as Men. Indeed, they are said to be distantly akin to Men, though they are shorter and less stocky than Dwarves, with a height between two and four feet. Hence they are known as ‘Halflings’ among Men. Their habits, however, are unique: they burrow and dig and reside in ‘holes’; thus their name Kuduk, which means ‘hole-dweller’ (from the ancient Rhovanion Hobbitish kûd-dûkan). NATURE: Hobbits define three strains among their people, each identifiable by common preferences, habits, and qualities:

FALLOHIDES The least numerous type of Hobbit, Fallohides are taller and slimmer and have fairer skin and hair than their brethren. They also have more skill with language and song than with craftwork. Oft possessing a streak of boldness and a sense of adventure unusual in Hobbits, they love trees and woodlands and enjoy the company of Elves. Like Bilbo and Frodo, both of whom had a strong Fallohide strain in their ancestry, they often become leaders among their people. ADJUSTMENTS: +2 Deftness, +2 Nimbleness, –6 Strength*, +3 Vigour, +2 Awareness, +2 Will, –1 Insight. NOTE: A Hobbit’s total Strength score cannot drop below his basic Strength divided by 2 due to racial and gender adjustments.

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Hatchet, Battleaxe, Warhammer, Mace, Shield; Melee, Class B: Dagger, Shortsword, Club, Spear; Ranged, Class A: Hatchet, Dagger; Ranged, Class B: Shortbow. ARMOUR: Dwarves seem to have a natural facility with any kind of armour, and they are equally gifted at making them. Yet, they favour chainmail the most. While travelling, they prefer lighter armours made of soft and/or hardened leather. Due to their size, rather small shields are the most common choice among Dwarves who wield one-handed weapons. When great battles are ahead, some rely on Wall Shields instead. CLOTHING: Outer Garb: Detachable hood with flaps sewn into it, permitting the face to be covered; heavy cloak fastened with a decorated brooch; tall boots of heavy leather; these garments are bright solid colours—scarlet, forest green, blue, golden yellow, royal purple. Inner Garb: A leather jerkin or woollen tunic of a deep hue (maroon, pine green, navy blue, brownish black); a wool or linen shirt (usually a deep hue, sometimes white); closefitting trousers of deep-hued leather or wool; shoes or inner-boots of soft leather.

HARFOOTS The most numerous of the Hobbits, Harfoots tend to be short than most of their folk, with browner skin. Their neat and nimble fingers make them good at craftwork, and they have better relations with Dwarves than other hobbits do. They favour highlands and hillsides, and they have retained the old Hobbit custom of living in holes and tunnels. ADJUSTMENTS: +3 Deftness, +3 Nimbleness, –7 Strength*, +2 Vigour, +2 Awareness, +2 Will, –1 Bearing.

STOORS Broader and heavier than other Hobbits, and with larger feet and hands, Stoors are most common in the Marish and Buckland. They have less shyness of men than their cousins do, and they are the only Hobbits who know aught of swimming, boats, and fishing. They prefer to live in flatlands and beside rivers.

44

less, the most distinguishing features of Stoors are their huge hands and feet (large even by Hobbit standards) and frequent beard growth. ENDURANCE: Hobbits have a subtle ruggedness which is akin to that of Dwarves and Orcs. When pushed, they can travel long distances over tough terrain, despite the fact that their normal routine requires frequent meals and relaxation. LIFESPAN: Hobbits have long childhoods, coming of age at 33; they refer to the carefree and irresponsible twenties as the ‘tweens’. Birthdays are an occasion of much celebration in which the ribadyan (celebrant) both receives and gives away presents, often mathoms, objects Hobbits have no use for but do not wish to throw away. Most Hobbits live longer than ordinary Men, but still a Hobbit older than 100 is considered quite elderly and respectable. See page 67 on age and aging.

ADJUSTMENTS: +2 Deftness, +3 Nimbleness, –6 Strength*, +3 Vigour, +2 Awareness, +2 Will, –1 Bearing.

ALL HOBBITS Hobbits of all types share the following characteristics:

RACIAL ABILITIES SIX MEALS A DAY: All Hobbits automatically start off with 4 ranks in the skill Cook: Food. Additional ranks must be acquired as usual, though. SOFT-FOOTED: Hobbits move swiftly and silently, often disappearing so quickly that it seems like magic to the Big Folk (Men). They receive a +4 bonus to Sneak tests, and any who try to track them suffer a –3 penalty to the Track test. SURE AT THE MARK: Hobbits’ accuracy with thrown objects and shot weapons is legendary among those who know them. They receive a +3 bonus to hit targets with Bows and Throw tests. TOUGH AS OLD TREE-ROOTS: Though unused to hard labour or dangers, Hobbits possess a curious toughness and resistance to domination. They receive a +3 bonus to Fortitude tests. WANDERING SONGS: Although they are not aware of it, Hobbits are capable of working minor magic by humming tunes while they are wandering. If a Hobbit succeeds with a TN 20 Sing test and is still within the boundaries of the Shire, he and any Hobbit friends who listen to him or join him singing accumulate only half the normal amount of weariness points for walking at an easy pace. Outside the Shire, a party of singing Hobbits accumulates but three quarters of the normal amount of weariness points for walking. Under normal conditions, the effect of one such Wandering Song lasts for a four hours.

CULTURE CLOTHING & DECORATION: They wear comfortable linen or wool clothes in bright colours, particularly yellow and green, and they bear curly dark hair both on their heads and on the tops of their leathery feet, on which they rarely wear shoes. Occasionally, they don hats. FEARS & INABILITIES: Hobbits shy away from the bizarre or unusual, but otherwise have normal dispositions. LIFESTYLE: Generally good-natured, peaceful, hospitable, filled with laughter, and possessing a great love of good food and drink (they consume six meals a day), Hobbits keep to themselves in the land they call the Shire, though a number of them lives in Bree and its neighbouring villages as well. They are capable craftsmen, but are not friends of complex machines or magic. Their vices are few: six hefty meals a day, pipe weed smoking, and bright apparel. Still, regardless of this dull and insular lifestyle, the Hobbits’ steady approach to life has proved successful; in the face of wars, plagues, and famines, they have survived relatively undisturbed. Some Hobbits are curious enough to travel or adventure a bit, and the Fallohides have produced a considerable number of rather bold individuals. Each Hobbit tribe has its own favourite locale: Fallohides enjoy woodlands found in cool northern climes; Harfoots favour hillsides and highlands; and Stoors prefer riversides and flatlands. Accordingly, their preferences have had an effect on their living patterns. The conservative Harfoots, for instance, have always had sites for their traditional smials or Hobbit-hole houses, while the Stoors and Fallohides have begun relying on surface dwellings of wood, brick, or stone. All the Hobbits enjoy the simple life of farmers, millers, and craftsmen. Workshops and sheds dot their territories, uniformly low structures, for the Halflings hate towers and rarely build above the first story. The Hobbits of the Shire recognise the authority of a leader they call the Thain, though he does little actual governing, it rarely being needed. The chief of the Took family holds this office. Their largest town, Michel Delving, has a mayor elected every seven years. A group of Hobbits called the Watch, or the ‘Shirriffs’, keeps the peace and rounds up stray animals. Three Shirriffs patrol each farthing, and several ‘Bounders’ keep undesirables from crossing the borders.

PHYSICAL CHARACTER BUILD: Smallest of the speaking people, Hobbits average between two and four feet in height, and tend to be fat or podgy. They have large and hairy feet—to the point of being furry. The Fallohides are the tallest (average: males, 3’6”, 63 pounds; females 3’1”, 50 pounds). The Harfoots are the smallest in size (average: males, 2’11”, 47 pounds; females 2’8”, 41 pounds) The Stoors are the stockiest Hobbit folk and often appear shorter than some of the Harfoots because of their wide profile. Generally, however, they are taller than Harfoots and shorter than Fallohides (average: males, 3’4”, 60 pounds; females 2’11”, 41 pounds). See page 28 for guidelines on determining an individual Hobbit character’s height and weight. COLOURING: The Fallohides have fair skin and, of all the groups, resemble Men the most. The most common Hobbits, the Harfoots, are the darkest in colour, having brown skin and hair. Neat and uniformly beardless, they are in many ways the picture of the average Hobbit. The Stoors’ colouration is somewhat of a compromise, for they have curly brown hair which resembles that of the Harfoots. Nonethe-

45

CHAPTER NINE: ADVENTURING CLOTHING: Males: White or cream linen shirt; colourful (royal blue, scarlet, grass green) waistcoat or jerkin, often embellished with embroidery or made from an ornate brocade; leather belt with a pewter, gold or brass buckle; loose woollen trousers with legs that reach anywhere from just below the knee to just above the ankle, often stripped (bright yellow, blue, orange), always vibrantly dyed. Females: White or cream linen blouse and petticoat; dirndl-styled woollen jumper in a bright hue (lemon yellow, fuchsia pink, sky blue, apple green turkey red), reaching to mid-calf; bodice (in a contrasting colour) that laces up the front; lace or crocheted shawl knotted around the top of the shoulders; white or cream linen apron. STARTING WEALTH: 5d6 silver pennies of Arnorian mint. See page 180 for modifications due to Social Rank.

MARRIAGE PATTERN: Hobbits are monogamous, and bachelorhood (like that of the Ringbearers) is rare: most marry. Having a fondness for genealogy, Hobbits typically trace family lines both paternally and maternally, although Stoors trace their lines only through the maternal side. BELIEFS: as might be expected, Hobbitish religion is extremely folksy and mundane. The whole of it, not unlike the Elves, is spent in an uncomplicated celebration of the wonders and gifts of nature, although Hobbits are not likely to know the names of the Valar. They simply play games, write happy poems, and dance. But unlike Elves, Hobbits do not feel that they have celebrated until they have finally eaten so much that they can do nothing but sit and chuckle, which is in truth the favourite Hobbitish sport. In short, Hobbits are born, live, and die in joyful harmony with their world, maintaining a delightfully child-like relationship with the powers.

MEN

OTHER FACTORS DEMEANOUR: Hobbits are basically cheery, conservative, unassuming, and peaceful folk. Ambition is not part of their makeup. Most are conformists who avoid the unknown and shun adventure, preferring instead to stay within the comforts of neat, humble villages. LANGUAGES & HOBBIES: Multiply your Hobbit’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongue: All Hobbits speak Westron, with some Hobbit words specific to themselves. These words come from their original Kuduk tongue, which was abandoned when they migrated out of Rhovanion in the 13th and 14th centuries of the Third Age. Foreign Tongues: Some Hobbits also have the opportunity to learn Sindarin or Adûnaic, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Fallohides are the most prone to mingle with the Big Folk. Stoors rarely deal with other races and the Harfoots, for the most part, prefer to interact with the grim Dwarves. All Hobbits share in hating Wargs and Orcs. RESTRICTIONS: Hobbits are more disinclined to use magic than any other race. They are a superstitious lot, fearing what they do not know or understand. Besides, Hobbits simply are not interested in the complexity of the theory, philosophy, and alchemy of Sorcery—but maybe it is their very innocence that makes them recoil from its tainted nature. Therefore, the rare example of a Hobbit ‘magician’ would probably concentrate on spells useful for comfort and entertainment. Hobbits favour occupations (see page 320) related to cooking, farming, gardening, and similar activities.

T

he most numerous and diverse of the Free Peoples in the Third Age, but also among the most numerous and powerful of the Dark Lord’s servants, Men live throughout Middle-earth—from the farthest East to western Eriador, from the jungles and deserts of Harad to the northern wastes. Some are short and ill-favoured, others tall and broad-shouldered. Some speak in harsh dialects, others with fair words. Some honour the spirit of the Valar, while others heed only Sauron. Men were the Secondborn and first arose in the Far East during the First Age. There, in a land called Hildórien, they awoke to find a wild continent, and it was some time before they first encountered the Firstborn, or Elves. The Eldar gave them the name Hildor (E. ‘Followers’), although they are now more commonly called Atani (Q.) or Edain (S.) which both mean ‘Second People’. Men differ from the Elves in many ways, the least subtle of which is their ‘Gift of Death’. Men are mortal and live their brief lives with a fire and passion unlike any other race. They are also more varied in nature and often flawed and vulnerable. Unlike the Firstborn, they are quite susceptible to disease and temperature extremes. At the same time, however, they rarely weary of life. There are two greater groupings of Men: the High Men, who are commonly called Edain (sing. Adan); and the Common Men, those who did not ally themselves with the Elves in the wars against Morgoth. Some speak of the Northmen as a third group, Middle Men, who are racially close to the Edain, but did not benefit from any contact or alliance with the Elves. Blessed by their faith in Eru Ilúvatar and his Vala servants, the Adan line is special. High Men are exceptionally large; their great bones and musculature gives them a grand appearance, and only the Noldor Elves rival their strength. They are not as nimble or resilient as the Elves, however. The hair of the Edain is dark brown or coal-black—their eyes blue, grey, or black—and they tend toward fair skin. In the Elder Days, those of pure blood lived as long as 250 to 300 years, with their nobles sometimes reaching an even higher age.

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Dagger, Club; Melee, Class B: Shortsword, Hatchet; Ranged, Class A: Dagger, Knife, Shortbow, Stones; Ranged, Class B: n/a. ARMOUR: Hobbits usually wear no armour at all, but sometimes (especially in the cold seasons) they don clothes that can be considered soft leather or quilted armour.

46

Common Men are more numerous and less blessed. Stocky and relatively short, they have produced a wide variety of types. Their hair and skin colours vary from the deepest brown and blacks to the lightest shades of blond and cream. Unlike the Edain, many wear beards and moustaches. From their ranks come the vast majority of Middle-earth’s Mannish lines. NATURE: By the reckoning of the Men of Gondor in the late Third Age, there are four types of Men: The Dúnedain (described immediately below), the Middle Peoples (pages 52 to 57), the Men of Darkness (pages 59 to 64), and the Wild Men (pages 65 to 66).

princely houses of the Dúnedain, (for example, Stewards like Denethor II. and Princes like Imrahil of Dol Amroth), as well as their direct descendants (for example, Rangers like Aragorn). As a rule of thumb, Social Rank +5 or greater is a requisite for creating a pure-blooded Dúnadan. Even several hundred years before that time, a Turambar may require that a character has Social Rank +3 or greater to create a pure-blooded Dúnadan. Thus, the vast majority of characters with a Dúnadan ancestry are lesser Dúnedain or ordinary Gondorians and Eriadorians, respectively. ADJUSTMENTS: +1 Deftness, +1 Nimbleness, +2 Strength, +2 Vigour, +1 Awareness, +1 Will, +2 Bearing., +1 Insight, +1 Wits. ASTUTE: Like all Men, Dúnedain excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. FAIR: All pure-blooded Dúnedain start with one level of the Fair talent. SKILLED: With minds capable of unwavering focus, Dúnedain have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly crucial to the specific Dúnadan culture he was brought up in, like Seafaring for Corsairs, Black Númenóreans, and coastal Gondorians, Survival for the Rangers of the North, or History for a young Anórien noble. TIRELESS: All Dúnedain start with one level of the Tireless edge.

THE DÚNEDAIN

T

hese are the Men descended from the Edain who were given the island of Númenor, but who later returned to Middle-earth, either during the days of the rule of Westernesse there, or with Elendil and his sons after the Downfall. They founded the realms of Arnor and Gondor, and rule Gondor still. Though a mingling with lesser Men has much diminished their blood, a few of pure heritage, or in whom the qualities of the Númenóreans live again, still remain by the end of the Third Age, such as the Rangers of the North, or Faramir of Gondor. Some Dúnedain, known as the Black Númenóreans, long ago went to live in the South and East, where they founded realms among lesser Men and became followers of Sauron. Yet another group of Dúnedain are the Corsairs of Umbar, the descendants of Castamir (‘the Usurper’) of Gondor and his followers, the Captains who fled Gondor in the latter days of the Kin-strife. NATURE: Among all three branches of Dúnedain, individuals of pure or merely faintly diminished Númenórean heritage have become exceedingly rare over the course of the Third Age. Therefore, the physical character and the racial abilities of two categories of Númenóreans—the pureblooded and the lesser Dúnedain—are described separately. Following these two articles, the three distinct Dúnadan cultures are presented: the Faithful Dúnedain of Gondor and Arnor, the Corsairs, and the Black Númenóreans.

PHYSICAL CHARACTER BUILD: Strong and imposing, males average 190 pounds at a height of 6’2”; females weigh about 140 pounds at 5’8”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: The Faithful and the Corsairs: Fair skin and black or dark brown hair. They have grey, hazel, blue, or green eyes. Black Númenóreans: After long years in the hot South, they have tanned, grey-brown skin, and black hair. Their piercing eyes are various shades of grey. ENDURANCE: Considerable; most Dúnedain can obtain all the rest they need by sleeping but five to six hours a night. LIFESPAN: Due to their (by Mannish standards) extraordinary long lifespan, the Dúnedain do not reach adulthood long before their twenty-fifth year. In the early days of Númenor, when they did not yet doubt the Gift of Death, the Dúnedain frequently lived to more than two hundred years. Their descendants likewise have a longer lifespan and greater vigour than lesser Men, but even those benefits have dwindled, so that one such as King Elessar, who dies at 210, is unique. See page 67 on age and aging.

PURE-BLOODED DÚNEDAIN Regardless of to which group they belong, all pureblooded Dúnedain share the following characteristics:

RACIAL ADJUSTMENTS AND ABILITIES REQUISITE: After around mid-Third Age, this category of Men should only be used for the members of the royal and

47

CHAPTER NINE: ADVENTURING

THE ELVEN-BLOODED Only three times have Men joined with Noldor, or Sindar of high rank, and the histories of those unions and their offspring are well-known. But some houses of Men, such as the princely house of Dol Amroth, show signs of ancient Elvish ancestry, likely from the Elder Days when Men and Silvan Elves lived close to one another in parts of Middle-earth. While no player character could truly be Half-elven – like Elros Tar-Minyatur or his brother Elrond – without changing the history of Middle-earth, some could be Elven-blooded like Prince Imrahil. Elven-blooded Men are fair of feature (having the Fair talent at level 1 as a racial ability) and always beardless like their Elven ancestors. They sometimes have other abilities associated with Elves as well and may acquire Accurate, Keen-eared, Keen-eyed, or Night-eyed (at level 1), for example. An Elven-blooded character must have the following minimum basic attribute scores: Nimbleness 14, Vigour 12, Awareness 14, Bearing 13, Insight 13, Wits 12. In addition, a Social Rank of at least +6 will normally be required to create an Elven-blooded character. If a character qualifies, he should then take the racial adjustments of the Dúnedain, but otherwise develop his skills as for his chosen Mannish culture.

LIFESPAN: The lesser Dúnedain reach maturity at around the age of twenty. If not slain in battle, taken by illness, or laid low by mischance, most of them live about ninety to one hundred years. See page 67 on age and aging.

LESSER DÚNEDAIN Regardless of to which group they belong, all lesser Dúnedain share the following characteristics:

THE FAITHFUL

RACIAL ADJUSTMENTS AND ABILITIES

During the Second Age, the Dúnedain of Númenor returned to explore, trade with, colonise, and later conquer many areas along the western, southern, and eastern coasts of Middle-earth; so great was their power and glory that many of the lesser Men they subjugated believed they were gods. Unfortunately, the Dúnedain’s hubris and desire for power led them to attempt an invasion of the Velar’s Undying Lands. As a result, Eru (the One) destroyed their home island in S.A. 3319. Those called the ‘Faithful’ opposed the policies and jealous Elf-hatred that prompted the Downfall of Númenor. The Faithful, led by Elendil the Tall and his sons Isildur and Anorian, were saved when Westernesse sank, sailing east to North-western Middle-earth. There they founded the ‘Realms in Exile’, the kingdoms of Arnor and Gondor. YOUTH SKILL DEVELOPMENT: For a Dúnadan hailing from Arnor or one of its successor realms (Arthedain, Cardolan, and Rhudaur), the number of skill ranks he can obtain during his youth development should be looked up in the entry labelled ‘Dúnedain, Inland’ of Table 4.2 (page 73). For a Gondorian Dúnadan, select the entry which is more appropriate for him (i.e., choose between ‘Dúnedain, Coastal’ and ‘Dúnadan, Inland’).

REQUISITE: Even lesser Dúnedain become increasingly ra-

re as the Third Age passes. Thus, a Social Rank of at least +3 is normally required to create a lesser Dúnadan character. If a character neither qualifies for being a pure-blooded nor a lesser Dúnadan, use the physical characteristics, adjustments, and abilities of Gondorians, Eriadorians, or—in case of Black Númenóreans from diminished lines— Haradrim instead. For the purpose of youth skill development and determining their cultural outlook, you can still refer to the Dúnadan groups described below. ADJUSTMENTS: +1 Strength, +2 Vigour, +1 Awareness, +1 Will, +2 Bearing. ASTUTE: Like all Men, lesser Dúnedain excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. SKILLED: With minds capable of unwavering focus, the lesser Dúnedain have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly crucial to the specific Dúnadan culture he was brought up in, like Seafaring for Corsairs, Black Númenóreans, and coastal Gondorians, Survival for the Rangers of the North, or History for a young Anórien noble.

SPECIAL RACIAL ABILITIES THE ART: Unlike any other Men, some gifted Faithful Dúnedain are capable of wielding the Art, the subtle and untainted form of magic favoured by the Elves. Although this hints at a distant relationship between the Elves and some houses of the Dúnedain, a Dúnadan character can never master the Art like the Elves do. Instead, this racial ability simply allows him to acquire any desired rank, up to one third of his Fëa score, in (1) the Art of Enchantment and (2) the Art of Thought, Speech, and Perception by spending an appropriate amount of picks. (Among the Black Númenóreans and the Corsairs, hardly anyone can wield the Art because both groups renounce the legacy of the ancient friendship between the Elves and the High Men of Númenor.)

PHYSICAL CHARACTER BUILD: Strong of build, males average 175 pounds at a height of 6’; females weigh about 136 pounds at 5’7”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: The Faithful and the Corsairs: Fair skin and black or dark brown hair. They have grey, hazel, blue, or green eyes. Black Númenóreans: After long years in the hot South, they have tanned, grey-brown skin, and black hair. Their piercing eyes are various shades of grey. ENDURANCE: The Corsairs do not get seasick.

48

CHAPTER THREE: RACES AND CULTURES

CULTURE

OUTFITTING OPTIONS

CLOTHING & DECORATION: Gondor: Rich and well made, with elaborate collars. The Dúnedain of lowland Gondor wear light tunics and often go without leggings. Those of colder areas wear more. They favour feathers and white symbols on dark fields. Men grow their hair to their shoulders, women to their waist. Arnor: Traditionally simple and elegant among the Arthedain. Cardolani and Rhudaurans favour more functional clothing. Leggings and tunics are the norm. FEARS & INABILITIES: The Dúnedain descended from the Faithful do not so much fear death as dread the ending of their works upon Arda, but their obsession with burial rites is seen by most other peoples as a fear of death. LIFESTYLE: Well organised, comfortable, and centred around cosmopolitan cities and towns. MARRIAGE PATTERN: Monogamous. The line is traced through the male. While the Dúnedain of Gondor and Arnor often marry folk of other races, the Black Númenóreans avoid to do so. BELIEFS: There is no formal religion among the Dúnedain of Gondor and Arnor. Therefore, their ritual customs are restrained and personal. They revere Eru Ilúvatar and all the Valar, especially Manwë, Oromë and Varda. They have elaborate burials involving preservation of the body.

FAVOURED WEAPONS: Melee, Class A: Broadsword, Longsword, Shortsword, Bastard Sword, Halberd, Spear, Shield; Melee, Class B: Battleaxe, Dagger, Greatsword, Morningstar, Mace, Warhammer; Ranged, Class A: Composite Bow, Spear; Ranged, Class B: Dagger, Longbow. ARMOUR: Dúnedain warriors have access to some of the best armour made, as well as the powerful physique necessary to feel comfortable in the heavier types. CLOTHING: Arnorian Males: Linen, silk or woollen undershirt, in a rich colour (maroon, celestial blue, purple, navy blue), with close fitting sleeves; woollen under-hose; silk or woollen outer hose; flowing silk, or woollen tunic (rich hues) with wide, flowing sleeves ornamented with fine embroidery and appliqué; decorative leather belt often set with precious stones; silk or woollen collar covering the shoulders and often the neck, decorative bands of embroidery at the top and bottom edges; soft slippers; stout outer boots; quilted cape with generous hood and wide sleeves; fur over-cloak. Arnorian Females: Linen, silk or woollen undershift, in a rich colour (royal blue, deep red, sky blue, violet, midnight blue), with close fitting sleeves; woollen under-hose; silk or woollen outer hose; flowing silk, or woollen gown (rich hues) with wide, flowing sleeves ornamented with fine embroidery and appliqué; decorative leather belt or girdle often set with precious stones; silk or woollen collar covering the shoulders and often the neck, decorative bands of embroidery at the top and bottom edges; headpiece of lace or embroidered fabric, crescentshaped, with one point hanging onto the forehead; soft slippers; leather ankle boots; quilted cape with generous hood and wide sleeves; fur over-cloak. Gondorian Males: Silk or linen undershirt, usually white or a pastel; rich hued silk or linen waistcoat with elaborate sleeves (gathered, slashed, multiple puffs), close-fitting bodice, and wide skirt pieces; belt of finely dyed leather and gold or silver links; decorative collar, elaborately embroidered, covering the shoulders but revealing the neck; sandals or soft shoes; quilted cape with generous hood and wide sleeves. Gondorian Females: Silk or linen undershift, usually white or a pastel, often sleeveless; rich hued silk or linen gown with elaborate sleeves (gathered, slashed, multiple puffs), closefitting bodice; silk sash or girdle; decorative collar, elaborately embroidered, covering the shoulders but revealing the neck and chest; sandals or soft shoes; quilted cape with generous hood and wide sleeves. STARTING WEALTH: 2d6 silver pieces (SP), modified according to a character’s Social Rank (see page 180).

OTHER FACTORS DEMEANOUR: Noble, confident, impatient, proud, and often haughty. Many see themselves as teachers and guides to the lesser Men of Middle-earth. LANGUAGES & HOBBIES: Multiply your Dúnadan’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: Their original tongue was Adûnaic (up to rank 7), but nowadays Westron is their mother tongue. Many also speak Sindarin (up to rank 7) and a little Quenya (up to rank 2). Foreign Tongues: Gondorians also have the opportunity to learn Haradaic and Rohirric, and Arnorians may learn Dunael or Labba, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: The Dúnedain of Gondor hate the Corsairs, for they blame them for the Kin-strife, Gondor’s civil war. They also despise the Black Númenóreans. Dunlendings, Haradrim, Wargs and Orcs have always been their enemies, as were the Angmarrim for their northern brethren. RESTRICTIONS: None, although most Dúnedain will, due to their superior rank in society, usually only acquire guilded or noble occupational packages (see page 320).

49

CHAPTER THREE: RACES AND CULTURES

CORSAIRS

hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: The first tongue of the Corsairs is Adûnaic, since they identify it with Númenor and the line of the Dúnedain. All of them speak Gondor’s Common Speech, Westron (up to rank 8), as well as the Haradaic (up to rank 7) of Umbar’s citizenry. Foreign Tongues: Corsairs also have the opportunity to learn Apysaic, Varadja, or other languages of Far Harad, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: The Corsairs are a military group and are locked in constant struggle with their allies, the Black Númenóreans and the Haradrim. They look upon both groups with suspicion and some disdain. The Black Númenóreans, like the Faithful Dúnedain, have in many cases married subject peoples and the Corsairs consider this a sign of weakness. They view the Haradrim as yet another inferior race, one which must be tolerated. Their greatest enemy is the Northmen (Rohirrim, Woodmen, Beornings, and other folks), because they are held to blame for the Kinstrife. RESTRICTIONS: Despite of their obsession for Death and their familiarity with Black Númenórean traditions, the Corsairs are neither more nor less inclined to practise Sorcery than most other Mannish peoples. Due to their superior rank in society, most Corsairs will only acquire guilded or noble occupational packages (see page 320).

The Corsairs are descendants of the Dúnadan rebels who fled from Gondor in the wake of the Kin-strife of T.A. 1432–47. Most settled in Umbar in T.A. 1447 and began a long struggle for control with the stronger Haradan and Black Númenórean elements. After they had seized control of Umbar, the followers of Castamir the Usurper became associated with maritime raiding and were labelled ‘Corsairs’. Since that time, modest inbreeding with the locals has created a somewhat distinct group, although their Dúnadan roots remain strong. Their heritage as sailors and merchantmen from southern Gondor still influences their culture and lifestyle. They long to reclaim Gondor as their own. NOTE: The term ‘Corsairs’ later became associated with any pirates based in Umbar or along the coasts of Harad. Thus, you may use the guidelines for the Corsairs’ youth skill development (see Table 4.2 on page 73) for creating any Haradan buccaneer.

SPECIAL RACIAL ABILITIES MARINER: Of all the peoples who trace back their origin to the Men of Westernesse, the Corsairs remain closest to the naval tradition of Númenor. Consequently, they may acquire any edges directly related to seafaring at half their normal pick cost (i.e., the edges Corsair, Diver, Rope-mastery, Sailor’s Eye, Sea Legs, Ship, and Wind-mastery).

CULTURE

OUTFITTING OPTIONS

CLOTHING & DECORATION: Corsairs favour purple, red, and gold clothing made from silk or fine linen. They wear tunics and only rarely don leggings. Men wear gold collars, while women are well-adorned with jewellery. FEARS & INABILITIES: The Corsairs are scared of disease and illness, and their own natural mortality. LIFESTYLE: Corsair culture reflects the conservative elements found among Gondor’s aristocracy, only it is carried to an extreme. The warm coastal influence of Umbar has added some additional influences, most Black Númenórean, and the result is a throwback to the ancient marine culture of Númenor. MARRIAGE PATTERN: Monogamous. The line is traced through the males. BELIEFS: Corsair religion is preoccupied with Death and Darkness, and largely revolves around ancestor and hero worship. Great Númenórean kings are revered as godlike. Ceremonies dwell on the perpetuation of the life of the individual and, more importantly, the lineage. The dead are buried with elaborate fanfare and are laid to rest in a preserved state, one of pronounced splendour. Some revere Námo, the Keeper of the Dead, or Varda.

FAVOURED WEAPONS: Melee, Class A: Falchion, Scimitar, Longsword, Shortsword, Halberd, Shield; Melee, Class B: Battleaxe, Dagger, Broadsword, Bastard Sword, Greatsword, Morningstar, Mace, Warhammer, Spear; Ranged, Class A: Composite Bow, Longbow, Shortbow; Ranged, Class B: Dagger, Spear. ARMOUR: All types of armour are commonly used by the Corsairs. The wealthy adorn their armour with gold chasing or engraving. Some favour wearing a modified version of the old karma helm. CLOTHING: Males: Silk or linen blouse in the rich colours favoured by the Corsairs (scarlet, purple, gold), usually with embroidered borders at the wrists and neck; silk or linen tunic (also in a rich hue), often worn without a shirt, reaching to anywhere between the ankles and just above the knee, possessing an elaborate hem (fringed, crenellated, scalloped); belt of heavy gold plates; sandals or leather boots. Females: Silk or linen blouse with revealing neckline often worn off the shoulder, usually in the rich colours favoured by the Corsairs (crimson, violet, gold); ankle-length silk or linen underskirt, often pleated or gathered into a yoke at the hip, again in rich hues; short over-skirt of silk or damask, falling to midthigh or to the knee, with an elaborate hemline (crenellated, fringed, scalloped); bodice with showy laces; ornamental gold belt; sandals or silk slippers. STARTING WEALTH: 2d6 silver pieces (SP), modified according to a character’s Social Rank (see page 180).

OTHER FACTORS DEMEANOUR: Aggressive, haughty, determined, embittered—Corsairs have the attitude of royalty in unjust exile. LANGUAGES & HOBBIES: Multiply your Corsair’s Wits by 3 and assign the total in skill ranks to language, lore, and

50

CHAPTER THREE: RACES AND CULTURES

 BLACK NÚMENÓREANS

BELIEFS: Organised religion is the norm among Black Númenóreans. The most important cults are those pertaining to death and the afterlife, for these old Númenóreans concerns have been perpetuated and modified. Mummification is the norm. Námo is the only Vala accorded respect. Most revere their own local heroes or gods associated with war, power, terror, and the unknown. They see the untamed Darkness as the only frontier they cannot master; therefore they worship it. Those few that still worship the Valar favour Tulkas the Strong, the greatest master of arms and deeds. It is the always laughing Tulkas who best embodies the spirit of raw strength, for he is quick to make war, weak of counsel, forthright, and sworn of passion and honour.

The term ‘Black Númenórean’ is used to describe Men of Dúnadan stock who are descended from the ‘Unfaithful’ Númenórean colonists and conquerors who came to Middleearth during the middle and late Second Age. These Unfaithful had broken with the Elves and the Valar who had bequeathed them the island kingdom of Númenor at the beginning of the Second Age. Many worshipped their own idols or revered the Dark Lord Sauron. Gradually, the Unfaithful came to control Númenor and its colonies, the greatest of which was centred around the Havens of Umbar. When Númenor was destroyed by Eru Ilúvatar in S.A. 3319, many of the Unfaithful survived in their refuges in Middleearth. Black Númenóreans are very similar in physical and cultural character to the other Dúnadan groups. Certain changes have occurred after their centuries of separate development, but they have actively sought to remain relatively pure and true to their origins. Still, having served the Shadow for millennia, they make a poor choice for player characters. YOUTH SKILL DEVELOPMENT: Typically, Black Númenóreans are created according to the ‘Dúnedain, Coastal’ entry of Table 4.2 (page 73).

OTHER FACTORS DEMEANOUR: They are generally haughty and selfcentred—rash, confident, and full of pride. Black Númenóreans believe in their own superiority and support the view that it is the destiny of their race to rule Middle-earth. Their views have made them quick to strike a blow; warlike and single-minded, they enjoy a fight. When in a superior position they will rarely offer quarter. LANGUAGES & HOBBIES: Multiply your Black Númenórean’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: They have a strong passion for tradition and have, therefore, maintained the Adûnaic tongue of Númenor in a relatively pure form. Many also know Westron and Haradaic (both up to rank 8). Foreign Tongues: Black Númenóreans also have the opportunity to learn Apysaic, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in Apysaic can only be acquired with development picks. PREJUDICES: Black Númenóreans are biased against nearly every other people, but their prejudices against the Elves and the Faithful Dúnedain are particularly vehement. RESTRICTIONS: None although most Black Númenóreans will, due to their superior rank in society, usually only acquire guilded or noble occupational packages (see page 320). Most of the sorcerers in the service of the Dark Lord are of Black Númenórean ancestry.

SPECIAL RACIAL ABILITIES DARK LORE: Owing to their ancient alliance with the Dark Lord, the Black Númenóreans are more inclined to practise Sorcery and even Necromancy than any other breed of Men. While a Turambar generally ought to be very careful about how many and which spells he allows a character to pick, a Black Númenórean could be granted access to a broader array of spells.

CULTURE CLOTHING & DECORATION: Black and gold are their favoured colours. They wear rich clothing made of dyed silk and linen. Gems and feathers add elaboration. The Karma —Númenor’s famous overlapping scale helm surmounted by a coloured leather fish crest—is still in use. FEARS & INABILITIES: They fear death, but not in battle. Confidence and passion lead them to believe they can overcome any known physical enemy. LIFESTYLE: Their culture reflects a rigid slant. Black Númenórean societies are well-ordered and ruled by force of personality, backed by harsh law. Dictators and oligarchs hold sway over the people, most of whom are subject races who serve and pay tribute to the Black Númenórean upper class. Warriors are considered the elite, and most men serve in the army at one time in their lives. This has enabled them to almost always be at war. Superb craftsmen and fighters, the Black Númenóreans are experts at ship-building and naval warfare. MARRIAGE PATTERN: Monogamous. The line is traced through the male. While the Dúnedain of Gondor and Arnor often marry folk of other races, the Black Númenóreans avoid to do so.

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Falchion, Scimitar, Shortsword, Greatsword, Mace, Shield; Melee, Class B: Dagger, Broadsword, Morningstar, Flail, Spear, Lance, Battleaxe; Ranged, Class A: Composite Bow, Spear; Ranged, Class B: Dagger. ARMOUR: All types of armour are known among the Black Númenóreans, but they prefer scalemail armour. CLOTHING: Males: Silk or linen blouse of rich hue (wine, purple, cobalt, absinthe) with beadwork ornamenting the neck (seed pearls; beads of jade, carnelian, malachite, agate, or lapis lazuli); tabard or over-tunic of silk, black or gold preferred, ornamented with embroidery in metallic thread (gold, electrum, bronze); wrist bracers of gold or bronze with geometric engraving; belt of metal or leather with extensive me-

51

CHAPTER THREE: RACES AND CULTURES tallic ornamentation; silken hose; leather slippers decorated with metallic embroidery; cloak of spangled gauze or of feathers. Females: Silk or linen gown of rich hue (burgundy, violet, indigo, cerulean) with beadwork ornamenting the sleeves, neck and hemline (seed pearls; beads of jade, carnelian, malachite, agate, or lapis lazuli: gemstone spangles of diamond, ruby, emerald, topaz, etc.); tabard or over-tunic of silk, black or gold preferred, ornamented with embroidery in metallic thread (gold, electrum, bronze) and gold, onyx, or black opal beadwork; belt of metal or leather with extensive metallic ornamentation; leather slippers with beadwork or embroidery over their entire surfaces; cloak of spangled gauze or of feathers. STARTING WEALTH: 2d6 silver pieces (SP), modified according to a character’s Social Rank (see page 180).

tack a Beorning unless actively provoked. For those Beornings who are Skin-changers, the bonus is +4. ASTUTE: Like all Men, Beornings excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. BEAR-SKIN: Only a few noble Beornings have inherited the gift of Skin-changing. To qualify for this racial ability, a character must either have Grace 16 or higher, or he must at least acquire Social Rank +4. The effects of this ability are described immediately below the ‘Outfitting Options’. HAMMERHAND: All Beornings start with one level of the Hammerhand edge (see page 142).

PHYSICAL CHARACTER BUILD: Physically, the Beornings are the largest of the Northmen, and all are strong of build and bone structure. Men are exceedingly hairy; they average 190 pounds at a height of 6’1”. Women average 150 pounds at 5’8”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Their complexions are fair, but unlike most Northmen (who are usually blond), the majority has reddish hair. ENDURANCE: Beornings need sleep only twice every three days. LIFESPAN: Being of Edain stock, Beornings reach maturity at around the age of eighteen. If not slain in battle, taken by illness, or laid low by mischance, most Beornings live about eighty years. See page 67 on age and aging.

THE MIDDLE PEOPLES

T

hese Men are descended from the same peoples from whom the Dúnedain came, but who did not go to Númenor—and perhaps not even into Beleriand—in the Elder Days. The vast majority of Gondorians also fall into this category, due to centuries of intermarriage with the preNúmenórean peoples of the region. The Rohirrim, most Men of Gondor and Eriador, and the Beornings and other Men of the North are all Middle Men.

BEORNINGS Also called Beijabar, Berninga, or Bajaegahar, this dispersed group of large Men has a confused origin. They are a Northman branch related to the Wood-men, Lake-men, and Dale-man of Rhovanion, although they apparently became distinct in elder times, probably before the Northman migrations out of Eriador. Supposedly by the beginning of the Third Age, they had retreated into the high foothills and passes of the Northern Misty Mountains and the Nan Anduin (S. ‘Anduin Valley’). The Beornings observe a covenant with the bears of the Misty Mountains which forbids them to hunt other mammals for food or fur. It is believed that the bears taught some of the Beorning chieftains the art of Skin-changing in return, enabling them to take on the form of a bear at will. Not all Beornings master this latent gift, but those that do are greatly revered by their kinsfolk and feared by their enemies. Their numbers have always been few, and some have distinguished them as a clan rather than a separate people. Culturally, and to some degree physically, however, they are unique.

CULTURE CLOTHING & DECORATION: They are extremely hairy, and their tendency to wear furs gives them an ‘animal-like’ appearance. Favouring rugged tunics, capes, and woollen pants with leggings, they rarely wear any traditional armour. FEARS & INABILITIES: They shy away from civilised areas. LIFESTYLE: Beornings have traditionally lived in small groups or single families on well-tended ‘manors’. Some, like Beorn’s line, have favoured relative lowlands, while the majority reside in the passes and foothills of the Misty Mountains or Grey Mountains. In each case, their presence is extremely subtle. Beorning families tend both themselves and their surrounding manors with the aid of a wide variety of friendly animals, members of the household which appear tame to the outsider (in Atliduk, these animals are called ‘Galaistadiuza’). They do not eat their animal friends, but rely on fish, reptiles, and fowl for food. Males leave their manors for extended periods in order to conduct military, religious, or social affairs. MARRIAGE PATTERN: Monogamous. The line is traced through the male. BELIEFS: Beorning religion centres on the ancient Cult of the Bear (old Rhovanic ‘Bairakyn’). The head of the cult, or Waildanbair (Rh. ‘Ruling Bear’), is also the hereditary lord of the whole Beorning clan and is the foremost of the famous Skin-changers. During their secluded ceremonies, these men take the form of bears and recreate their ancient legends and

RACIAL ADJUSTMENTS AND ABILITIES ADJUSTMENTS: –1 Deftness, +2 Strength, +2 Vigour, +1

Insight.

BEAST-MASTERY: Beornings have great rapport with the animals they keep and herd. They have a deep understanding of their beasts’ feelings and receive a +2 bonus with all skills related to animals, except for Ride. Wild animals will not at-

52

CHAPTER THREE: RACES AND CULTURES epics using complex dance rituals. These gatherings occur at specific holy places which have some connection to their patron, the Vala Oromë (whom they call Araw).

STARTING WEALTH: Goods to be bartered or exchanged for coinage, worth the equivalent of 5d6 silver pennies. See page 180 for modifications due to Social Rank.

OTHER FACTORS

BEORNING SKIN-CHANGERS

DEMEANOUR: Beornings are loners by nature, but enjoy their rare moments with others. Generous and normally quiet and introspective, they can become jovial and explosive when in social situations. Their deep, thundering laughter is legend. As warriors, Beornings are fierce and often uncontrollable. This is particularly true of the rare Skin-changers, for they have a tendency to transform into bears when outraged or overly stimulated. Once bears, they can attack with tremendous force, but they have little more than singleminded instinct to work upon. LANGUAGES & HOBBIES: Multiply your Beorning’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: Beornings generally use two forms of communication: their standard language Atliduk and the system of Nature-signals called Waildyth (i.e., a special form of the Signal skill in which they can acquire up to 5 ranks during their youth). The latter can be used to speak over long distances without betraying one’s presence, since the sounds are merely variations on the noises of the wild—beasts, the wind, and the like. Most Beornings also know Westron and the Woodman tongue Nahaiduk (both up to rank 7). Foreign Tongues: Beornings also have the opportunity to learn Labba or Sindarin, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Beornings hate Orcs, Wargs, Trolls, Giants, and Dragons. RESTRICTIONS: Beornings never use Sorcery, and they may only take up unguilded or non-urban occupations (see page 320).

REQUISITE: As explained above, a Beorning must at least have Grace 16 or Social Rank +4 to qualify for the Bear-skin ability. EFFECT: The Skin-changer can assume the shape of a large brown bear. The transformation back or forth normally requires a full minute (i.e., 10 action rounds). However, in dramatic situations the Turambar may call for a TN 15 Fortitude test; each LoS (beyond LSF ±0) decreases the transformation time by one round, while each LoF increases it. Any inorganic objects worn or carried must be put off before the transformation, or they will remain on the spot where the transformation took place. In Bear-form, a Skin-changer’s skill ranks and mental attributes all remain unchanged (although he may partially lack the ability to use them properly), but his physical attributes are adjusted as described below. Note that a penalty cannot reduce an attribute below 1, and make sure to re-calculate any affected derived attributes (i.e., Stamina, Swiftness, Health, and Prowess) and the attribute bonuses of crucial skills. Jot down the most important new numbers on the Character Sheet. ATTRIBUTES: Deftness –5, Nimbleness –3, Strength +10,

Vigour +6, Awareness +3

SIZE: Large; Stature 15, Girth 42 MOVEMENT RATE: 16 yards/round SKILLS: You may learn Unarmed Combat: Natural Weapons

(Paws) and Intimidate (Fear) as additional skills

SPECIAL ABILITIES: Armour (treat like hardened leather), Bear

Hug, Berserk, Natural Weapon (Paws, damage code 2B/3E/1.5P, attack AP cost: 6 (4), block AP cost: 5 (4). BEAR HUG: On a LoS +2 or greater with a Paws attack, you may grab your target, squeezing for 6 additional points of damage (1 AP, no discrete turn required). The victim is also considered grappled (see page 259). BERSERK: On every full moon, or any time you sustain a Minor injury, you must succeed in a TN 20 Fortitude test or take on bear form until all enemies are beaten. The TN for the Fortitude test is 25 if you receive a Serious injury from a single blow, and 30 when sustaining a Grievous injury. This involuntary change takes only one or two rounds to complete (roll 1d2). If the Fortitude test yields LoF –3 or worse, you totally lose control of yourself and continue attacking everyone, even your fellows and allies, until no one remains able to fight.

OUTFITTING OPTIONS FAVOURED ATTACKS: Melee, Class A: Hatchet, Battleaxe, Club, Unarmed Combat; Melee, Class B: Broadsword, Mace, Shield; Ranged, Class A: Shortbow; Class B: Dagger. ARMOUR: Rarely, if ever, do the Beornings wear armour made of leather. CLOTHING: Males: Soft or suede leather tunic (with sleeves reaching from mid-forearm to the wrist) trimmed with fur (rabbit, beaver, mink, marten, sable) at the neck, waist, wrists and hem; leggings of soft or suede leather; stout leather boots; cloak made from a dear, bear or cougar pelt. Females: The same garments described above with the addition of a full suede skirt (falling to mid-calf or the ankles) trimmed with furs at its hem; or a caftan-styled gown of soft leather with its pleats hanging from a yoke and possessing long wide sleeves. Varying shades of tan, brown, and red are the favoured colours for Beorning garments. Small spots of yellow, white, or sky blue occasionally are used ornamentally in a yoke at neck or waist. Women who go adventuring often wear leggings without a skirt if they must be prepared for combat.

INJURIES: If a character is wounded and changes his shape, he retains the Health Level he has been in immediately before the change took place. Any damage in the current Health Level is transferred on a 1:1 basis, to a maximum number of wound points equal to his Health score (i.e., it takes at least one more wound point of damage before the character drops to next lowest Health Level). The Injury Level of any critical injury also remains the same, regardless of which form the Skin-changer assumes.

53

CHAPTER THREE: RACES AND CULTURES

ERIADORIANS (RURAL FOLK)

FEARS & INABILITIES: None, aside from local superstitions. LIFESTYLE: These rural folk are mostly farmers and herd-

ers with little contact with areas outside their village or region. MARRIAGE PATTERN: Monogamous. The line is commonly traced through the male. BELIEFS: Variations of subdued rituals are the common form of their infrequent religious services. Most have reverence for local spirits, although the principal worship focuses on Eru Ilúvatar and the Valar. Araw (Oromë) is their patron spirit. As farmers, they often pray to Yavanna, the Queen of the Earth. They call her ‘Dalam’ or ‘Ardalam’.

This is a generalised label for the rural folk of Eriador, the Middle Men inhabiting the lands that once comprised the kingdom of Arnor. Eriadorians contain varying degrees of Daen, Northman, and Dúnadan blood. They bear close resemblance to the rural inhabitants of Gondor, save that many rural Gondorians possess some diluted Haradan lineage. However, the material presented below applies equally well to the rural folk of both Eriador and Gondor. NOTE: Use this category for characters who are not of pure Dúnadan blood, but are born and raised among the farms, grazing lands, and small hamlets of Arthedain, Rhudaur, Cardolan, and Gondor.

OTHER FACTORS DEMEANOUR: Practical, hard-working, quiet, loyal, and

often shy.

RACIAL ADJUSTMENTS AND ABILITIES

LANGUAGES & HOBBIES: Multiply your rural Eriadorian’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: The Common Speech, Westron, is their mother tongue (no rank limit). Foreign Tongues: Depending on their homeland, Eriadorians also have the opportunity to learn Dunael, Blarm, Sindarin, Rohirric, or Labba, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Eriadorians are suspicious of most outsiders and might be in awe of some. They hate no race, aside from the Orcs and Wargs. RESTRICTIONS: Being a rural folk, the Eriadorians usually enter unguilded or non-urban occupations (see page 320). If an Eriadorian should ever master a few spells, they would likely concentrate on magic concerned with nature and farming, crafting, and entertainment.

ADJUSTMENTS: +1 Strength, +1 Vigour, +1 Awareness. ASTUTE: Like all Men, Eriadorians excel in learning skills

at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. SKILLED: With minds capable of unwavering focus, the Eriadorians have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the culture of Arnor’s rural folk. TIRELESS: Used to hard toiling and travelling afoot, all rural Eriadorians start with one level of the Tireless edge.

PHYSICAL CHARACTER BUILD: All types, but normally medium. Males average 150 pounds at a height of 5’7”; females weigh about 120 pounds at 5’2”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Variations of fair to tan skin. All colours of hair and eyes. ENDURANCE: Considerable. LIFESPAN: Eriadorians reach maturity at around the age of sixteen. If not slain in battle, taken by illness, or laid low by mischance, most rural Men live about sixty to seventy years. See page 67 on age and aging.

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Hatchet, Club, Dagger; Melee, Class B: Broadsword, Quarterstaff, Spear, Shield; Ranged, Class A: Shortbow, Javelin; Ranged, Class B: Dagger. ARMOUR: Soft leather or no armour. CLOTHING: Warm Regions: Knee-length tunic and wide leather belt or short tunic belted over a full, linen skirt; boots; short wool cape. Cool Regions: Linen shirt under a woollen tunic; wide leather belt; woollen breeches or full woollen skirt over wool leggings; boots; long, hooded, wool cloak. Linens are undyed, unbleached soft white. Woollens are subdued green, grey or brown. STARTING WEALTH: 4d6 silver pennies in livestock or other possessions which may be sold (for example, a milk cow, sheep, goats, or geese). See page 180 for modifications due to Social Rank.

CULTURE CLOTHING & DECORATION: Practical wool and linen garb, including cloaks, boots, and so on. Tunics are worn in warmer areas; shirts belted over pants or skirts and leggings predominate in cooler locales.

54

CHAPTER THREE: RACES AND CULTURES

GONDORIANS (URBAN FOLK)

LIFESTYLE: Urban folk are a varied, rather cosmopolitan lot. Many hail from mercantile or guild backgrounds. MARRIAGE PATTERN: Monogamous. The line is ordinarily traced through the male. BELIEFS: Variations of subdued rituals with some organised cults and shrines predominate. Most have reverence for local or community spirits, although the principal worship focuses on Eru Ilúvatar and the Valar, with Araw (Oromë) being the most popular. Many of the elite revere Varda, and people from ports honour Ulmo and Manwë alike.

The town folk of Gondor are representative of all Middle Men dwelling in the cities of North-western Middle-earth. The information summarised below applies to the ordinary residents of Calembel, Dol Amroth, Linhir, Pelargir, Osgiliath, and Minas Tirith. Arnorians, people from Annúminas, Fornost, Bree, and Tharbad also fit this description. These folk contain varying degrees of Daen, Northman, Haruze, and Dúnadan blood.

OTHER FACTORS

NOTE: Use this category for characters who are not of pure Dúnadan blood, but are born and raised in any of the major cities of Arthedain, Cardolan, or Gondor.

DEMEANOUR: Practical, aggressive, hard-working, and in-

quisitive.

at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. CONTACTS: Having grown up in one of Gondor’s large cities, you know many people in that town and can call upon them for information or for help in acquiring it, as well as for other minor favours. You receive two ranks and your choice of any two specialties in the Locate skill for free. SKILLED: With minds capable of unwavering focus, the Gondorians have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the culture of Gondor’s urban folk.

LANGUAGES & HOBBIES: Multiply your urban Gondorian’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: The Common Speech, Westron, is their mother tongue. Foreign Tongues: Gondorians also have the opportunity to learn Adûnaic, Rohirric, Haradaic, or Sindarin, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Although the common folk of Gondor are worldly enough to deal with most outsiders, they share the Dúnedain’s hatred for the Corsairs and the servants of the Enemy. RESTRICTIONS: The Gondorians normally take up occupations that are in great demand in cities (see page 320). Sorcerers are—despite the Gondorians’ academic interests— extremely rare, particularly outside of the largest cities.

PHYSICAL CHARACTER

OUTFITTING OPTIONS

RACIAL ADJUSTMENTS AND ABILITIES ADJUSTMENTS: +1 Deftness, +1 Strength, +1 Bearing. ASTUTE: Like all Men, Gondorians excel in learning skills

FAVOURED WEAPONS: Melee, Class A: Broadsword, Longsword, Shortsword, Dagger, Halberd, Shield; Melee, Class B: Battleaxe, Spear, Mace, Morningstar, Greatsword; Ranged, Class A: Composite Bow; Ranged, Class B: Javelin, Longbow, Dagger. ARMOUR: Any. Inhabitants of the larger cities (for example, Minas Tirith, Tharbad, or Fornost) have more reliable access to chainmail and types of heavy armour than do those in towns or small cities. CLOTHING: Warm Locale: Knee-length tunic (fine linen or silk, often finely embroidered) and wide leather belt or short tunic belted over a full skirt (linen or silk); boots; short wool cape. Cool Locale: Shirt (linen or silk) under a tunic (wool or silk); leather belt; woollen breeches or full skirt (wool or silk over a wool petticoat) over wool or silk leggings; boots; long, hooded, wool cloak. Colours depend on the wealth of the wearer. Poorer folk wear linens an undyed, unbleached soft white and woollens of a subdued green, grey, or brown. Wealthier individuals display snow-white linens and woollens and silks tinted with expensive dyes—maroon, purple, forest green, deep brown, indigo. STARTING WEALTH: 5d6 silver pennies of Gondorian (or Arnorian) mint. See page 180 for modifications due to Social Rank.

BUILD: All types, but normally medium. Males average

155 pounds at a height of 5’8”; females weigh about 121 pounds at 5’3”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Variations of fair to tan or olive skin. All colours of hair and eyes. ENDURANCE: Average. LIFESPAN: Gondorians reach maturity at around the age of sixteen. If not slain in battle, taken by illness, or laid low by mischance, most live about sixty-five to seventy-five years. See page 67 on age and aging.

CULTURE CLOTHING & DECORATION: Various types of elaborate or practical wool and linen garb, including cloaks, boots, and so on. Tunics are worn in warmer areas; shirts and pants or leggings are worn in cooler locales. Some imported silks and fine linens are in evidence. Hairstyles imitate those of the Dúnedain, men have shoulder length hair and women waist length bound in a net or kerchief for convenience. Most males sport some degree of facial hair. FEARS & INABILITIES: None, aside from local superstitions.

55

CHAPTER THREE: RACES AND CULTURES

LAKE-MEN

LIFESTYLE: Their towns are ruled by Masters who are elected by all male citizens ‘in good standing’. The once predominant clans and tribes are still recognised, but they have no effect on how social affairs are handled any more. Instead, the Edfreahir (No. ‘Associations’, ‘Guilds’) of merchants and craftspeople nowadays play an important role in politics. Owing to this type of government, there is little unity beyond each individual town, and a general feeling of friendly competition exists among nearby settlements. MARRIAGE PATTERN: Lake-folk lineage is traced through the father, and couples generally settle with the husband’s family, although exceptions of convenience do occur. Marriage occurs freely outside of traditional clans or tribes (within an Edfreahar, for example), and is sometimes used to seal important commercial agreements. BELIEFS: Religions of the Lake-town region are typical of Northron culture—centring on sects based on water and land and sources of subsistence. Nearby the Long Lake and the River Running, the Viscnakyn (No. ‘The Cult of the Fish’) predominates.

While the inhabitants of Esgaroth and the area surrounding the Long Lake are typically Northron in many respects, the Lake-men differ from their kin in their greater emphasis on commerce. Nevertheless, the information given below can easily be adjusted to create a Dale-man. The forefathers of the Lake-men enjoyed a close association with the Dúnedain of Arnor before migrating from Eriador during the first millennium of the Third Age, and thus maintained relatively sophisticated urban living habits in their new homeland.

RACIAL ADJUSTMENTS AND ABILITIES ADJUSTMENTS: +1 Deftness, +1 Strength, +1 Vigour. ASTUTE: Like all Men, the Lake-men excel in learning

skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. CONTACTS: Having grown up in Esgaroth, Dale, or another Northron town of the region, you know many people in that town and can call upon them for information or for help in acquiring it, as well as for other minor favours. You start with two ranks and two specialties in the Locate skill. SKILLED: With minds capable of unwavering focus, the Lake-men have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the Lake-folk’s culture, like Seafaring (Boats), Fish, or Debate (Bargain).

OTHER FACTORS DEMEANOUR: Modesty is not an especially valued trait among the Lake-men, and clumsy or shy people are often ridiculed. Well-versed in public speaking, they often strike people from other cultures (such as Gondor) as boastful. LANGUAGES & HOBBIES: Multiply your Lake-man’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: The Lake-men’s mother tongue is Westron, but some words of their original Northron form of Westron and other Northmen tongues which were abandoned at about mid-Third Age are still in use. Foreign Tongues: The Lake-men also have the opportunity to learn Logathig, Nahaiduk, and Sindarin, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Like all Northmen, the Lake-men hate the Wargs and Orcs that sometimes raid their villages; due to their dire experiences, they have also developed an utter hatred of Dragons. RESTRICTIONS: None, although they rarely produce any sorcerers. Professionals of almost all kinds are known and soughtafter among the Lake-men (see page 320 on occupations).

PHYSICAL CHARACTER BUILD: Lake-men are tall, the men averaging 5’11” and weighing about 170 pounds. Women weigh about 128 pounds at a height of 5’5”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Although the Lake-men are more mixed than other Northron groups, blond hair and blue or green eyes are especially common. ENDURANCE: Average. LIFESPAN: Lake-men reach maturity at around the age of sixteen. If not slain in battle, taken by illness, or laid low by mischance, most Lake-men live about sixty-five to seventyfive years. See page 67 on age and aging.

OUTFITTING OPTIONS

CULTURE

FAVOURED WEAPONS: Melee, Class A: Broadsword, Longknife, Spear, Shield; Melee, Class B: Hatchet, Battleaxe, Warhammer; Ranged, Class A: Spear, Composite Bow; Ranged, Class B: Knife, Longknife (–3 penalty), Shortbow. ARMOUR: Each member of the drihten (No. ‘Standing Town Guard’) owns a chain- or scalemail short and a reinforced leather pot helm; wealthier individuals may possess a full-length hauberk and an open helm with an embellished nose guard. STARTING WEALTH: Local coinage worth the equivalent of 5d6 silver pennies. See page 180 for modifications.

CLOTHING & DECORATION: Although they are not particularly hairy, the men usually sport well-trimmed beards. Their medium-length britches or (for women) short shifts with leggings, tunics, and cloaks are made of linen, wool, or a combination of the two (linsey-woolsey); they are worn with stitched soft leather shoes. FEARS & INABILITIES: The inhabitants of Esgaroth are afraid of floods and fires devastating their town. The equally well-founded fear of Dragons does not become an issue until the coming of Smaug in T.A. 2770.

56

CHAPTER THREE: RACES AND CULTURES chainmail and carry shields bearing the symbol of their folk, a white horse on a green field. FEARS & INABILITIES: As a group, the Rohirrim suffer from no particular weaknesses, although they are suspicious of any wielders of dwimmer-craft. LIFESTYLE: Herders and horse-masters, they spend much of their year living in various semi-permanent camps set out on a circuit of pastures. They return to their permanent homes for the winter. Some garden or farm. Most Rohirrim are also accomplished hunters and fishermen. MARRIAGE PATTERN: Monogamous. Their lines (in which they take great pride) are traced through the males. BELIEFS: Rohir religion is—compared to the customs of most other peoples—surprisingly formal. Their rituals celebrate life, fertility, and the cycles of the seasons. Most are held atop hills in mountain vales or at the base of the peaks. They revere Eru Ilúvatar and the Valar and, in particular, Araw (Oromë). The ancient Cult of the Stag and Cult of the Earth are maintained.

ROHIRRIM The Rohirrim (S. ‘Masters of Horses’) are the Northman Riders of Rohan and have a complex ancestry. They settled in Rohan (then Calenardhon) about T.A. 2510 at the request of Cirion, the Steward of Gondor. The grant was a reward for the Northmen’s aid in the defeat of the Easterling Balchoth. Between T.A. 1977 and 2510, the ancestors of the Rohirrim—then called the Éothéod—lived in the Northern Anduin Valley. During the period T.A. 1857 to 1977, these Northmen lived further south in the Anduin Valley, between the Old Ford and the Gladden Fields. Prior to T.A. 1857 they were called the Éothraim of Rhovanion and lived south and east of Mirkwood. The Rohirrim call Rohan the ‘Riddermark’.

RACIAL ADJUSTMENTS AND ABILITIES ADJUSTMENTS: +1 Nimbleness, +1 Strength, +1 Vigour,

OTHER FACTORS

+1 Bearing.

ASTUTE: Like all Men, the Rohirrim excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. BORN TO THE SADDLE: The Rohirrim have a natural gift for riding horses and can coax greater effort from them without causing them harm. The effects of this ability are identical to the talent of the same name (see page 134), but every Rohir has it automatically. HORSEMASTER: The Rohirrim have a special rapport with horses. Whenever a Rohir succeeds with an Ambar test to improve a Ride test, he receives a +9 bonus instead of the normal +5. (Note that this ability is identical with the talent of the same name.) SKILLED: With minds capable of unwavering focus, the Rohirrim have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the Rohir culture.

DEMEANOUR: Practical, rugged, straightforward and somewhat loud. They enjoy celebration, physical games and battle. LANGUAGES & HOBBIES: Multiply your Rohir’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: They speak Rohirric, the descendant of the older Eothrik tongue of Rhovanion. Most also speak Westron (up to rank 8). Foreign Tongues: The Rohirrim also have the opportunity to learn Dunael, Sindarin, Atliduk, or Nahaiduk, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: The Rohirrim hate the Dunlendings and consider the Woses to be lesser beings. They also have an age-old hatred of Orcs, Wargs, Easterlings and Dragons. RESTRICTIONS: Most Rohirrim prefer to enter outdoor trades, but in Edoras and other major villages, guilded occupations are also held in high esteem (see page 320). Both their straight-forwardness and the wariness they show in their dealings with people who they suspect of practicing magic make Rohir sorcerers more than unlikely.

PHYSICAL CHARACTER BUILD: Average to stocky and strong. Men average 170 pounds at a height of 5’11”; women weigh about 130 pounds at 5’5”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Blond, with fair skin and blue eyes. ENDURANCE: Average, although they can ride as long as their mounts can endure, and as long as they can stay awake. LIFESPAN: The Rohirrim reach maturity at around the age of sixteen. If not slain in battle, taken by illness, or laid low by mischance, most Rohirrim live about sixty to eighty years. See page 67 on age and aging.

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Broadsword, Spear, Lance, Shield; Melee, Class B: Longknife, Halberd, Hatchet; Ranged, Class A: Spear, Composite Bow; Ranged, Class B: Knife, Longknife (–3 penalty), Hatchet. ARMOUR: Chainmail with helmet and shield. CLOTHING: Males: Long-sleeved linen shirt, wool jerkin and trousers, high boots or shoes, woollen cloak or surcoat. Females: When riding, their garb resemble the males’. At home, they wear low shoes and cotton or woollen gowns. STARTING WEALTH: 5d6 Rohirric penings (equivalent in value to Gondor’s silver pennies). See page 180 for modifications due to Social Rank.

CULTURE CLOTHING & DECORATION: Linen or woollen shirts, medium length pants and leggings. Warriors commonly wear

57

CHAPTER THREE: RACES AND CULTURES

WOODMEN

FEARS & INABILITIES: As a group, the Woodmen suffer from no particular weaknesses. LIFESTYLE: They are an independent lot who have no formal political structure. Living off the gifts of the forest, they reside in small, close groups secluded from other races. They interact with few other than the Beornings and Silvan Elves. Utterly at home in the woodlands, their tracking, climbing, hiding, hunting, and foraging techniques are superb. MARRIAGE PATTERN: Monogamous. The line is traced through the male. Marriage is outside the family but within the clan. The wife resides with her husband’s family. BELIEFS: Religious practices are mostly personal and occur within the family or band. Female Wuitan (N. ‘Knowing Ones’) serve as shamans who act as seers, healers, and spiritual leaders. They manage the ancient Cult of Growing (N. ‘Alanakyn’) which meets for rare tribal ceremonies. The Vala Araw (Oromë) is revered above all others.

The Woodmen are descendants of the Eriedain (Second Age Eriadorians), who migrated eastward over the Misty Mountains under pressure from Númenórean colonists, during the Second Age. They have long dwelt under the eaves of Western Mirkwood, the great forest of Rhovanion. They are a loose tribe of hunters and gatherers who live in or below the trees as extended families, bands, or clans. They are Northmen and thus related to the Beornings in the nearby Anduin Vales and the foothills of the Grey Mountains; the Rohirrim and the Lake-men are their distant kin as well.

RACIAL ADJUSTMENTS AND ABILITIES ADJUSTMENTS: +1 Nimbleness, +1 Strength, +1 Vigour, +1 Awareness. ASTUTE: Like all Men, Woodmen excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. SKILLED: With minds capable of unwavering focus, the Woodmen have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the Woodman culture. TREE-FOLK: Among all children of Ilúvatar, maybe only the Silvan Elves and the Woses rival the Woodmen’s skill at living in forests. Consequently, they may acquire any edges related to manoeuvring in woodlands at half their normal pick cost (for example, Camouflage, Walk Without Trace, or Woodcrafty), but their effects are limited to forests. However, when a Woodman has long enough lived in a different type of wilderness, he may expand an edge’s effect to that kind of environment by spending another quarter of its pick cost (once its full pick cost has been spent, the edge applies to all environments).

OTHER FACTORS DEMEANOUR: Quiet, independent, and reclusive. LANGUAGES & HOBBIES: Multiply your Woodman’s Wits

by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: They speak the Rhovanion tongue Nahaiduk. Some also speak a little Westron and Sindarin (up to rank 6). Foreign Tongues: Woodmen also have the opportunity to learn Atliduk or Logathig, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Woodmen hate Orcs, Wargs, Trolls, and Giant Spiders. RESTRICTIONS: Woodmen may only take up unguilded or non-urban occupations (see page 320). Their (rare) female shamans concentrate on sorceries dealing with wilderness and nourishment.

OUTFITTING OPTIONS

PHYSICAL CHARACTER

FAVOURED WEAPONS: Melee, Class A: Club, Hatchet, Quarterstaff; Melee, Class B: Dagger, Shortsword, Shield; Ranged, Class A: Longbow, Shortbow, Hatchet; Ranged, Class B: Dagger, Javelin. ARMOUR: None or soft leather. CLOTHING: Smock of beige or soft white wool; short tunic of buff, moss green, or grey wool, ornamented with contrasting crewelwork across the shoulders, chest and at the lower hem; woollen leggings and full trousers ending at the knee, gather into a cuff or full trousers gathered at the knee into a narrow sheath extending to the ankle; short woollen coat in subdued colours; long woollen cloak with hood; fur hat; fur boots, soft but strong for excellent traction on tree limbs. STARTING WEALTH: Goods (like indigenous herbs) to be bartered or exchanged for coinage, worth 4d6 silver pennies. See page 180 for modifications due to Social Rank.

BUILD: Average to stocky, with strong but angular features. The men possess large amounts of facial hair and average 175 pounds at a height of 5’11”; women weigh about 130 pounds at 5’3”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Fair skin with reddish highlights. They have blond hair and blue or green eyes. ENDURANCE: Average. LIFESPAN: Woodmen reach maturity at around the age of sixteen. If not slain in battle, taken by illness, or laid low by mischance, most Woodmen live about sixty-five to eighty years. See page 67 on age and aging.

CULTURE CLOTHING & DECORATION: They wear crude woollen tunics and short pants with leggings. Most favour coats, cloaks, and fur hats.

58

CHAPTER THREE: RACES AND CULTURES

THE MEN OF DARKNESS

PHYSICAL CHARACTER BUILD: Dorwinrim are slightly larger than most other Men of Darkness. Males average 150 pounds at a height of 5’7”; females weigh about 112 pounds at 5’1”. See page 28 for the guidelines on determining an individual character’s height and weight. Overall, they are somewhat stocky and have wide features; narrow noses and eye slits are the only exception. COLOURING: Their fair, slightly yellowish complexion is unique. They have subdued eyes which are usually brown (like their straight hair), although some are blue or green. ENDURANCE: Average. LIFESPAN: Dorwinrim reach maturity at around the age of sixteen. If not slain in battle, taken by illness, or laid low by mischance, most Dorwinrim live about sixty to seventy years. See page 67 on age and aging.

T

he Easterlings are Men who came late to Beleriand, did not belong to one of the Three Houses of the Edain, and who for the most part fell under the dominion of Morgoth and, later, Sauron. As the name records, they came from the East (and South), and live there still in the Third Age, having many realms, kingdoms, and tribes. The Wainriders and the Balchoth are of this stock, as are the Haradrim (Southrons) and the Variags of Khand. The Dunlendings, descendants of Men who once lived in the White Mountains and worshipped dark idols, are also commonly counted among the Men of Darkness. Compared to the Dúnedain and Middle Men, they are shorter, broader, darker haired and darker eyed, and they usually have swart or sallow skin, from the duskier shades of the Men of Rhûn to the black of the southernmost Haradrim. The Men of Gondor often refer to these Men as ‘wild’. Most Men of Darkness, having lived long under the sway of the Shadow, bear no love for the Men of the West and war against them frequently. Thus, this type of Man makes a poor choice of player characters for most tales. Only the Men of Dorwinion trade peacefully with the West. (In the Fourth Age, King Elessar makes peace with many, but not all, Easterling and Southron realms.)

CULTURE CLOTHING & DECORATION: A wide variety of wools and linens. They wear shirts and pants and adorn themselves modestly. FEARS & INABILITIES: As a group, the Dorwinrim suffer from no particular weaknesses, although they are always anxious about how their vintage is going to be. LIFESTYLE: They are traders and river-men who abandoned their nomadic past in favour of an urban, albeit rustic life. Dorwinion is known for its fine wines and strong oils. Hardy vines cover the land and provide the principal sources of income: grapes and wine. Trees produce olives and olive oil. Additional revenue comes from the Sea of Rhûn: shellfish products, food, and dyes bring good money to the Dorwinrim. MARRIAGE PATTERN: Monogamous. The line is traced through the male as often as through the females. BELIEFS: Dorwinadan religion is a prominent and stable element. It is a unifying force among a people who have no formal law and equate authority with power. Donu, a local manifestation of Yavanna, is the Queen of their pantheon. She is their one ‘Mother Goddess’. Worship centres around the clannish totems (L. ‘Igana’), holy symbols which represent deified heroes blessed by Donu. The heroes are believed to have power over the places they influenced during life and hold sway over their descendants. Therefore, a family or clan guards its territory religiously. The totems are also crucial, since they are believed to have real power and are the sole means of communication with the hero they represent.

DORWINRIM The Dorwinrim occupy the lower Carnen and Uldona valleys and the hilly region running south from the Redwater to the northwest shore of the Sea of Rhûn—the land called Dorwinion. They are a mixture of Northman and Easterling stock.

RACIAL ADJUSTMENTS AND ABILITIES ADJUSTMENTS: +1 Vigour, +1 Insight. ASTUTE: Like all Men, the Dorwinrim excel in learning

skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. ELOQUENT: All Dorwinrim start with one level of the Eloquent edge. SKILLED: With minds capable of unwavering focus, the Dorwinrim have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the Dorwinrim, like Cook: Potables (Wine). TOLERANT STOMACH: The Dorwinrim are able to take tremendous amounts of wine and other spirits before they get sick. However, their occasionally abusive drinking habits have also resulted in a general tolerance against any drugs. They receive a +5 bonus to Stamina tests to resist poisons.

OTHER FACTORS DEMEANOUR: The Dorwinrim are known for their hardy, hospitable character. Most favour strong drink and storytelling and never shy away from celebration. Their distinct rolling laughter and physical closeness (for instance, hugging) adds to their reputation of friendliness, although it is somewhat deceiving; a Dorwinadan may appear closer than he

59

CHAPTER THREE: RACES AND CULTURES really is. The Dorwinrim are amazingly loyal to friends, and distinctly short or cruel with enemies. LANGUAGES & HOBBIES: Multiply your Dorwinadan’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: The Dorwinrim are well-versed in the commercial tongues of northwest and north-central Middleearth. They speak fluent Westron (up to rank 8) and Logathig, the latter their own home tongue. Since they frequently deal with the Silvan Elves of Mirkwood, many have acquainted themselves with Sindarin (up to rank 6). Foreign Tongues: Dorwinrim also have the opportunity to learn Atliduk, Bethteur, Haradaic, Labba, Nahaiduk, and Varadja, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Renowned as explorers, traders, and travellers, they have learned much of the spirit of others and enjoy dealing with a wide variety of Elves and Men alike. RESTRICTIONS: The Dorwinrim have need of a wide range of occupations (see page 320), but sorcerers are exceedingly rare.

DUNLENDINGS Also called ‘Hillmen’, this group of Men traditionally lives in the hills and highlands west of the Anduin valley. Many have become settled farmers and herders and make up majority populations in Eriador. Others remain pure and live in the foothills and mountain vales.

RACIAL ADJUSTMENTS AND ABILITIES ADJUSTMENTS: +1 Nimbleness, +1 Strength, +1 Vigour,

–1 Wits.

ASTUTE: Like all Men, Dunlendings excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. HARD MARCH: Dunlendings are accustomed to journeying through hard lands and can travel through them as swiftly as ordinary men cross unbroken ground. Identical to the edge of the same name, this racial ability exclusively applies when travelling through hills and mountains, though. It allows to reduce the travelling difficulty by one level (for example, from ‘Rough ground’ to ‘Average ground’). SKILLED: With minds capable of unwavering focus, the Dunlendings have learned much lore (which they hand down orally) and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the Dunlendings’ culture.

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Battleaxe, Broadsword, Scimitar, Dagger, Shield; Melee, Class B: Club, Polearm, Quarterstaff, Greatsword; Ranged, Class A: Javelin, Dagger; Ranged, Class B: Longbow, Shortbow. ARMOUR: Any. Dorwinrim prefer the lighter types of armour, although a warrior garbed in a full suit of chain- or scalemail is not unknown. CLOTHING: Males: Linen shirt or blouse, usually cream or white; short woollen waistcoat, sometimes cut straight, usually with panels of fabric in contrasting earthy hues (rust and black, soft brown and dull yellow, brick and dark brown, etc.); loose woollen trousers in subdued colours (black, dark grey, tan, sienna, bone, taupe, umber, and the like); linen sash or leather belt; wooden clogs or sturdy leather boots; long, full coat, often with quilting and trapunto to provide protection in the severe weather that visits the area in winter. Females: Linen shirt or blouse, usually cream or white; woollen vest, usually more form-fitting on women of marriageable age, looser on children and matrons, with panels of fabric in contrasting earthy shades (orange and charcoal, black and bone, taupe and dark brown, and the like); full woollen skirt in subdued colours (rust, dark grey, tan, sienna, brick, dull yellow, umber, and the like); linen sash or leather belt; wooden clogs or sturdy leather boots; long, full coat, with elaborate quilting and trapunto. STARTING WEALTH: Local coinage worth the equivalent of 3d10 silver pennies. See page 180 for modifications due to Social Rank.

PHYSICAL CHARACTER BUILD: They are of medium to stocky build and rugged, with little body hair. Males average 143 pounds at a height of 5’6”; females weigh about 120 pounds at 5’2”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: They have a tanned or ruddy complexion and brown hair. ENDURANCE: They are superb mountaineers and handle tough terrain with little additional effort. LIFESPAN: Dunlendings reach maturity at around the age of fifteen. Even if they are not slain in battle, taken by illness, or laid low by mischance, most Dunlendings live but fifty to sixty-five years. See page 67 on age and aging.

CULTURE CLOTHING & DECORATION: Crude wool and hide tunics with leggings. They also wear rough over-coats, short cloaks, and fur hats. The woollens are woven in bright plaids, the colours indicating the wearer’s family lines and clan. Ritual tattooing is widespread. FEARS & INABILITIES: Numerous superstitions, notably a fear of darkness centring around the spirits in the earth and plants which come forth at night.

60

CHAPTER THREE: RACES AND CULTURES scalp like a fistful of daggers. Females: Linen or wool shirt (usually white or cream); full woollen skirt (vibrant stripes or plaid); woollen bodice (sometimes a solid colour); woollen jacket or cape worn over one shoulder; soft leather footgear or stout boots; fur over-coat and hat; hair worn long, usually in multiple braids which are then woven together to form elaborate buns or twists. STARTING WEALTH: Goods to be bartered or exchanged for coinage, worth the equivalent of 3d6 silver pennies. See page 180 for modifications due to Social Rank.

LIFESTYLE: Hillmen are herders, hunters, and gatherers who live in extended families and reside in villages and fortified clan-holds. Extremely theatrical, they are gifted poets, musicians, singers, and storytellers. Pugnacious, they often settle disputes by raiding, fighting, or even warring on one another (and of course others). MARRIAGE PATTERN: Monogamous, but one must marry outside the family. Political marriages are common. The line is traced through the female. BELIEFS: Superstitious rituals devoted to a complex grouping of vengeful petty deities predominate. Many are vaguely based on the Dunlendings peculiar interpretations of the Valar. Oral traditions are crucial to the keeping of histories and law. Sacrifices are widespread and the clergy are both revered and feared.

EASTERLINGS This term refers to a collection of peoples who live in north-central Middle-earth, the area to the east of the western shore of the Sea of Rhûn. These nomadic confederations are ever in search of territory and wealth and periodically invade the lands of their neighbours. The Balchoth and Wainriders are two such peoples. Each group has its own subculture and language, although most are related. The following is a general description; where specifics are mentioned, the discussion centres on the westernmost Easterling people— the Sagath.

OTHER FACTORS DEMEANOUR: Suspicious and self-centred, yet vocal and animated. They love to talk, laugh, sing, and scream. LANGUAGES & HOBBIES: Multiply your Dunlending’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: Most only speak their native tongue Dunael, though some have picked up a little Westron (up to rank 7). Even fewer have adopted one of the Elvish or Dwarvish scripts to write in Dunael, but Dunnish society places a premium on oration and the performing arts anyway. Foreign Tongues: Dunlendings also have the opportunity to learn Rohirric or one of the many dialects of Dunael (like Blarm), up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Dunlendings generally hate the Rohirrim and Woses above all, although many also despise the Dúnedain, Dwarves, and Orcs. RESTRICTIONS: Outside their few major villages, most Dunlendings take up unguilded or non-urban occupations (see page 320). Even though the Dunlendings have associated themselves with the Shadow frequently, they hardly produce any accomplished sorcerers.

RACIAL ADJUSTMENTS AND ABILITIES ADJUSTMENTS: +1 Deftness, +1 Nimbleness, +1 Vigour, –1 Bearing, +1 Insight, –1 Wits. ASTUTE: Like all Men, the Easterlings excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. SKILLED: With minds capable of unwavering focus, the Easterlings have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the Easterlings’ culture, like Ride (Horses). HORSEMASTER: The Easterlings have a special rapport with horses. Whenever an Easterling succeeds with an Ambar test to improve a Ride test, he receives a +9 bonus instead of the normal +5. (Note that this ability is identical with the talent of the same name.) WAINRIDER: While most people can hardly keep their balance in a fast-moving wain or a charging chariot, the Easterlings experience no such problems. They do not suffer the –3 (or greater) penalty to physical tests that other do when riding such a vehicle, and never have to make Stamina tests to resist sickness.

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Broadsword, Hatchet, Spear, Shield; Melee, Class B: Club, Dagger; Ranged, Class A: Hatchet, Javelin; Ranged, Class B: Dagger, Shortbow. ARMOUR: None or soft leather. Some elite warriors fight naked. CLOTHING: Males: Woollen (vibrant plaid in a variety of colours: forest green, scarlet, royal blue, white, yellow, dark blue, orange, and the like) or hide-tunic; breeches or a short skirt of wool or hide; short woollen jacket or cape worn over one shoulder; stout leather belt; decorative torque around the neck; hide leggings; soft leather footgear permitting superb manoeuvring in rough terrain; fur over coat and hat; hair worn in a braid or many small braids or bleached with a limewash causing it to clump in spikes standing away from the

PHYSICAL CHARACTER BUILD: Compact and agile. Men average 139 pounds at a height of 5’5”; women weigh about 108 pounds at 5’1”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Swarthy, with a tan or yellowish quality. ENDURANCE: Normal, although they can ride horses, wains, or chariots for long periods without tiring.

61

CHAPTER THREE: RACES AND CULTURES LIFESPAN: Easterlings reach maturity at around the age of sixteen. Even if they are not slain in battle, taken by illness, or laid low by mischance, most Easterlings live but forty-five to fifty-five years. See page 67 on age and aging.

ARMOUR: Easterlings normally do not don any armour, but they wear helmets and bear shields. CLOTHING: Males: Woollen or linen tunic (white, cream, lemon, or buff with bright crewelwork on the collar and along the front opening) with long, close fitting sleeves, stand-up collar, a back vent for ease on horseback, opening in front from neck to hem with buttons or individual ties at intervals to secure it closed; leather weapons belt; leather pants; soft, unfitted, knee-high leather boots with lacing on the outside calf to snug them to the leg; colourful linen cloak pieced together from scraps dyed a variety of colours (red, blue, green, yellow); fur hat with ear flaps. Females: Woollen or linen ankle-length smock (white, cream, lemon, or buff with bright crewelwork on the collar and along the front opening) with long, close-fitting sleeves, stand-up collar, with buttons or individual ties at intervals to secure it closed; soft, kneehigh leather boots with lacing on the outside calf to snug them to the leg; colourful linen cloak pieced together from scraps dyed a variety of colours (red, blue, green, yellow); fur hat with ear flaps. STARTING WEALTH: Draught-kine or other livestock worth the equivalent of 4d6 silver pennies. See page 180 for modifications due to Social Rank.

CULTURE CLOTHING & DECORATION: Colourful linen cloaks, woollen tunics, leather pants, and lower leg armour. They also wear fur hats with ear flaps, or fur-covered pot helms. Some groups paint their upper bodies and faces. FEARS & INABILITIES: The Easterlings fear the darkness and thunderstorms. LIFESTYLE: They are nomads who live in mobile camps and move their camps using great wains (waggons). Warriors all, they also herd horses and cattle. The leaders travel in, and fight from, rugged war chariots. MARRIAGE PATTERN: Men may take more than one wife, but this is rare and costly since they must pay a bride-price. The line is traced through the male. BELIEFS: Their religion centres around superstitious rituals concerning nature spirits and heroic ancestral deities. Many worship Darkness and Morgoth.

OTHER FACTORS

HARADRIM

DEMEANOUR: Cold, determined, brave to the point of foolhardiness. They relish, or are at the least unconcerned with, death in battle. LANGUAGES & HOBBIES: Multiply your Easterling’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: Asdradja is the mother tongue of the Asdriags who occupy portions of the central and eastern Talath Harroch, just east of Dagorlad; the Balchoth speak Ioradja; Logathig and its various dialects are spoken by the Sagath and the Wainriders; the language of the inhabitants of the northern basin of the Talathrant river is Tyran; many of the Easterlings who dwell near the Westlands also know a smattering of Westron (up to rank 5). Foreign Tongues: Depending on their homeland, Easterlings also have the opportunity to learn the tongues of their neighbouring tribes (see above), Haradaic, Varadja, and the Black Speech Morbeth, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Easterlings have little regard for anyone except their own people. They hate the Dúnedain. RESTRICTIONS: A nomadic people, the Easterlings normally take up unguilded, non-urban occupations (see page 320). Their relatively primitive culture rarely produces accomplished sorcerers.

This is a collective name for the peoples who occupy the great arid and semi-arid lands south of Harondor and Mordor, the land called Harad. Since this is rough and unblessed territory, their greatest populations lie beside the seacoast, rivers, bays, and myriad oases. However, Harad contains little true desert, and sparse groups settle or roam the whole region. Haradrim (S. ‘Southmen’) are also called ‘Southrons’ or ‘Haradwaith’ (a term also referring to the land). The Haruze (H. ‘Godly People’) are the northernmost of the people the Dúnedain call Haradrim. After Gondor retreated from Harondor, the Haruze occupied the dry land between the Poros and Harnen rivers. Their cities hold sway over the rich arable lands of the Harnen and Ode Pezar river valleys.

RACIAL ADJUSTMENTS AND ABILITIES ADJUSTMENTS: +1 Nimbleness, +1 Awareness, +1 Will,

–1 Bearing.

ASTUTE: Like all Men, the Haradrim excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. DESERT-EYES: Their eyes are attuned to extremely bright light, and they are unaffected by brilliant displays which might blind others. SKILLED: With minds capable of unwavering focus, the Haradrim have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the Haradan culture your character hails from.

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Spear, Lance, Scimitar, Shield; Melee, Class B: Shortsword, Longsword, Dagger; Ranged, Class A: Javelin, Shortbow; Ranged, Class B: Dagger, Longbow.

62

CHAPTER THREE: RACES AND CULTURES

PHYSICAL CHARACTER

OTHER FACTORS

BUILD: North and Central Desert: Most groups are small and wiry, particularly those of the open country. Males average 133 pounds at a height of 5’5”; females weigh about 110 pounds at 5’. Coastal Areas and Far Harad: Most are related to the Men of Mûmakan, and are tall and wiry. Males average 165 pounds at a height of 6’; females weigh about 140 pounds at 5’8”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Northern groups have greyish or brown skin, straight black hair, and dark brown eyes. Southern groups have dark grey, brown, or black skin, straight or curly black hair, and dark brown or black eyes. ENDURANCE: Haradrim can travel great distances in hot climes and need little water. They are slowed only slightly by sand, but manoeuvre poorly in the cold. LIFESPAN: Generally short-lived, the Southrons reach maturity at around the age of sixteen. Even if they are not slain in battle, taken by illness, or laid low by mischance, most Haradrim live but fifty-five to sixty-five years. See page 67 on age and aging.

DEMEANOUR: Passionate, fiery, and instilled with a fierce but peculiar honour. Some consider them cruel and vengeful, especially since life is not particularly valued. LANGUAGES & HOBBIES: Multiply your Haradan’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: The home tongue of the northern groups is Haradaic; quite a few speak a little Westron and Apysaic as well (up to rank 6). The southern groups normally use Apysaic, but some are also familiar with Haradaic (up to rank 6). Foreign Tongues: Depending on their homeland, a Haradan also has the opportunity to learn Westron, Varadja, and Logathig, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: Most hate Dúnedain, Elves, Dwarves, and anyone who looks particularly different—although they are suspicious of most peoples. RESTRICTIONS: The Haradrim’s choice of favoured occupations (see page 320) largely depends on their home region: some dwell in big cities, others live at the edge of the endless deserts. Note that particularly Nomadic sorcerers have access to but a few spells.

CULTURE CLOTHING & DECORATION: Red, purple, and gold are favoured colours, although white and black are used in practical cases. Both men and women wear their wealth, mostly in the form of gold. They favour silk or cotton blouses and breeches, loose on the form but closed at the wrists to keep damp air around the body. Over this, to further keep in precious moisture and keep out the dust, they wear voluminous robes, broad cloth sashes, and a torft, an elaborately wrapped headdress that covers the neck and ears and can be drawn up to mask the face. Shirts and leggings are either white or black, but outer garments are brilliant reeds, purples, and gold, most of them with intricate embroidery and tassels. FEARS & INABILITIES: The Haradrim suffer from no particular weaknesses. LIFESTYLE: Laughter, partying, and violent games are common. Although some groups are nomads, most are used to urban life. Generally well travelled, they are used to interaction with foreign men. Many are or were involved with the caravan trade, and most ride well: horses and camels in northern Harad, horses and elephants in southern Harad. There is a distinct separation between males and females and very strong bonds between members of families and clans. MARRIAGE PATTERN: Men may take more than one wife, but this is expensive since it involves a bride-price. The line is traced through the male. BELIEFS: Religion plays an important role in most Haradan societies; their elaborate rituals centre on service to idols which represent various ‘High Gods’. Altars for household gods are carried everywhere.

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Scimitar, Falchion, Dagger, Shield; Melee, Class B: Shortsword, Spear; Ranged, Class A: Shortbow, Javelin, Dagger. ARMOUR: Most of the time, the Haradrim restrain from wearing armour due to the climatic conditions of their homelands. Sometimes, however, their elite warriors wear corslets of small, overlapping brazen plates for protection (i.e., scalemail armour). Though not as strong as steel mail, this kind of armour is lighter and more comfortable to wear in the fierce Southron sun. CLOTHING: Long-sleeved cotton, silk, or gauze blouse (white or cream) with embroidered (red, purple, gold) neck yoke and wrist cuffs; cotton pants with leather panels on the inner leg for riding protection; stout leather boots; loose cotton tunic (white or black) falling to the knees or ankles ornamented with tassels and embroidery at the neck opening, across the shoulders, at the wrists of the wide sleeves; leather weapons belt; cotton head-wrap with trailing portions that protect the neck from the sun; gold bracelets and torques. STARTING WEALTH: Gold bracelets, local coinage, or other valuables worth the equivalent of 4d6 silver pennies. See page 180 for modifications due to Social Rank.

63

CHAPTER THREE: RACES AND CULTURES

VARIAGS

MARRIAGE PATTERN: Woman take more than one mate, and there is no marriage. A woman’s brother helps raise the children. The line is traced through the female. BELIEFS: Variags worship a pantheon of cruel gods and have elaborate night time ceremonies; sacrifices abound. The Lord of Darkness is the strongest deity, and is actually a modified incarnation of Morgoth or Sauron. Female priests interpret laws.

The Variags live in the region of Khand, a semi-arid plateau which lies southeast of Mordor. They are a distinct race, but are occasionally confused with the Haradrim of Far Harad. In reality, they have as many ties to the Easterlings. Brutal and semi-nomadic, they have long been influenced by Mordor and the constant wars with their neighbours.

OTHER FACTORS

RACIAL ADJUSTMENTS AND ABILITIES

DEMEANOUR: Confident, fearless, jealous, abrupt, impulsive and cold hearted. LANGUAGES & HOBBIES: Multiply your Variag’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: Their mother tongue is Varadja. Some also speak Haradaic (up to rank 6). Foreign Tongues: Variags also have the opportunity to learn Westron, Logathig, and, occasionally, Morbeth, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: The Variags despise all Men except those who have recently defeated them in battle. They have grudging respect for the races of Mordor, but generally hate all non-Mannish folk. RESTRICTIONS: A primitive and martial people, the Variags favour rough outdoor occupations (see page 320). Some of their cunning priestesses are said to be cruel necromancers.

ADJUSTMENTS: +1 Nimbleness, +1 Strength, +1 Vigour,

+1 Awareness, –1 Will, –1 Wits. ASTUTE: Like all Men, Variags excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. BORN TO THE SADDLE: The Variags are superb riders and handle horses and camels equally well. They can coax greater effort from their mounts without causing them harm. The effects of this ability are identical to the talent of the same name (see page 134), but every Variag has it automatically. SKILLED: With minds capable of unwavering focus, the Variags of Khand have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the Variags’ culture.

PHYSICAL CHARACTER BUILD: Of medium build, men average 153 pounds at a height of 5’8”; women weigh about 117 pounds at 5’2”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Extremely dark brown or black skin, straight black hair and red or reddish brown eyes. ENDURANCE: Variags can travel for extreme periods on horseback with little or no rest. LIFESPAN: Generally short-lived, the Variags reach maturity at around the age of sixteen. Even if they are not slain in battle, taken by illness, or laid low by mischance, most Variags live but fifty to sixty-five years. See page 67 on age and aging.

OUTFITTING OPTIONS FAVOURED WEAPONS: Melee, Class A: Greataxe, Scimitar, Spear; Melee, Class B: Dagger, Shield; Ranged, Class A: Javelin, Shortbow, Sling, Dagger. ARMOUR: Light armours made of soft or hardened leather, as well as scalemail armour, is commonly donned by the Variags. They also use small, reinforced oval shields and layered leather helms. CLOTHING: Males: Short or long-sleeved tunic (red or black) spun from camel hair; leather tunic, its front and back surfaces entirely covered with the stylised image of a beast’s snarling face; leather belt; breeches (red or black) spun from camel hair; leather riding greaves covering the inner surfaces of the thigh and calf; sandals; helmet of layered leather with brightly hued tassels and plumes; black camel-hair cloak, its surface entirely encrusted with gold embroidery and metallic red and purple appliqué. Females: Short or long-sleeved tunic (red or black) spun from camel hair; camel hair overtunic, loose flowing sleeves, hem at the ankles; black or red tabard, its surface entirely encrusted with gold embroidery and metallic red and purple appliqué; camel hair breeches (red or black); leather riding greaves covering the inner surfaces of the thigh and calf; sandals; head dress, taking the stylised form of a bat, serpent, lizard, hawk, wild cat, or horse. STARTING WEALTH: One or more spare mounts (usually camels) that may be traded in for goods worth the equivalent of 4d6 silver pennies. See page 180 for modifications.

CULTURE CLOTHING & DECORATION: Variags favour black and red clothing and wear richly adorned garb. Their armour is designed around hideous, frightening beast designs. They carry gold or gilded weapons. Many wear gold trinkets in their ears, noses, cheeks or lips. Ornate, ritual scarring (as opposed to tattooing) is frequently present. FEARS & INABILITIES: Variags fear darkness (but not the night) and illness or infirmity—anything that might infringe upon their physical prowess. LIFESTYLE: Always at war, Variags live a brutal and exciting life. Most are herders and raid the stocks of their enemies. Elite warriors and the female priesthood control life.

64

CHAPTER THREE: RACES AND CULTURES

THE WILD MEN

CULTURE CLOTHING & DECORATION: Fur, leather, and sea mammal hides. Some posses one colourful, patterned coat made of spun fabric and lined with fur. All wear colourful, lined conical hoods. FEARS & INABILITIES: Many fear the darkness of the long arctic night. LIFESTYLE: The Lossoth are poor, nomadic hunters and gatherers. They use stonework, bone and limited amounts of wood and metal (mostly copper). Most are primarily fisher folk, employing light (but steady), ocean-ready boats called ‘meriki’. Some herd reindeer and all make use of hunting dogs. Furry horses or reindeers draw their sleighs, although the dog sledge is used in areas of extreme cold. Extended families and bands are normally the largest groups. MARRIAGE PATTERN: Monogamous. The line is traced through the female. BELIEFS: They worship nature spirits who they believe to be akin to enchanted or godlike beasts. Dance and storytelling rituals make up the bulk of ceremonial life.

A

few races of Men, called by the Gondorians ‘wild’, truly fit that term. Short, squat, and ugly, living rudely in the wilds with strange customs and equally strange speech, they nevertheless possess a certain nobility and powers of their own. They include the Drúedain (Woses) who live in the Drúwaith Iaur, and the Lossoth (the Snowmen of Forochel) who inhabit the Northern Waste.

LOSSOTH The Lossoth live in the Far North of western Middleearth and are often called ‘Snowmen’ or ‘Forodwaith’ (the latter is also a name for their land). They are a sparsely settled, nomadic folk who move with the seasonal migrations of big game and rarely interact with other peoples.

RACIAL ADJUSTMENTS AND ABILITIES

OTHER FACTORS

ADJUSTMENTS: +2 Vigour, +1 Awareness, +1 Will, –1

Bearing, +1 Insight, –1 Wits. ASTUTE: Like all Men, the Lossoth excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. KEEN-NOSED: The Lossoth have an acute sense of smell and start with two levels of the talent of the same name. Thus, they receive a +2 bonus for Observe (Smell & Taste) and Track (Scent) tests. Additionally, this racial ability enables them to pick up a man’s scent a mile downwind and one hundred feet upwind (1000’ otherwise). SKILLED: With minds capable of unwavering focus, the Lossoth have learned much lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the Lossadan culture. TIRELESS: All Lossoth start with one level of the Tireless edge. However, this bonus only applies in cold climates and turns into a penalty in hot regions.

DEMEANOUR: Generous, quiet, slow-paced, reserved, and shy—but fearless and persevering. LANGUAGES & HOBBIES: Multiply your Lossadan’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: The Lossoth speak Labba, but do not have a script. Some speak a little Westron or Sindarin (both up to rank 4). Foreign Tongues: The Lossoth also have the opportunity to learn Atliduk or Tyran, up to the number of ranks indicated in Table 4.2 on page 73. Ranks in these tongues can only be acquired with development picks. PREJUDICES: They hate Wargs, Dragons, Giants, and Trolls above all things. Those that know of Orcs hate them as well. RESTRICTIONS: Due to their dire living conditions, their choice of occupations is very limited; Fishermen, Herdsmen, and Hunters make up the majority of the Lossoth (see page 320 on occupations). The rare shaman exclusively uses the riimut runes to achieve magical effects.

PHYSICAL CHARACTER

OUTFITTING OPTIONS

BUILD: Stocky and hard, with pronounced muscles. They have wide features and large, podgy hands and feet. Men average 150 pounds at a height of 5’4”; women weigh about 140 pounds at 5’2”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Fair, with reddish highlights. They have pale blue eyes and fair hair. ENDURANCE: They are extremely rugged and can travel great distances with little or no rest. LIFESPAN: The Lossoth reach maturity at around the age of eighteen. If not slain in battle, taken by illness, or laid low by mischance, most male Lossoth live about fifty to sixty years. Women frequently live much longer, usually dying at an age of seventy. See page 67 on age and aging.

FAVOURED WEAPONS: Melee, Class A: Knife, Spear; Melee, Class B: Hatchet, Shield; Ranged, Class A: Javelin, Shortbow; Ranged, Class B: Hatchet, Knife. ARMOUR: Their normal clothing acts as soft leather armour. Besides these clothes, they never wear any armour. CLOTHING: Soft, suede tunic decorated with beadwork; soft, suede pants also boasting beadwork; females wear a beadwork suede skirt over plainer pants; soft, leather moccasins; heavy, fur-lined leather or wool coat trimmed with designs embroidered using animal hair, fringed leather, and beadwork; heavy, fur-lined leather outer pants; animal (snow hare, snow fox, rodent) pelt pouch (sometimes skinned so

65

CHAPTER THREE: RACES AND CULTURES that the beasts mouth serves as the opening) on a leather thong or strap worn over the shoulder; thick, fur-lined outer boots; heavy fur-lined mittens attached at the wrist to a cord which passes through the sleeves and body of the coat, preventing the loss of a mitten; conical, fur-lined hood with elaborately beaded, fringed, and embroidered exterior surface. STARTING WEALTH: Goods which may be bartered or exchanged for coinage in markets of lower lands, totalling 3d6 silver pennies. No modifications due to Social Rank apply.

half the normal pick cost, but they are limited to enchanting Púkel-men. Individual spells may need to be altered to fit this limited purpose, and others may by totally inappropriate. The statues crafted by their most skilful ancestors have endured many Ages of the World. SKILLED: With minds capable of unwavering focus, the Woses have learned much wilderness-lore and developed a great body of skills. After you have completed your character’s youth development, add +2 ranks to one skill, or +1 rank to each of two skills. The(se) skill(s) should be particularly important to the Drughu culture. TREE-FOLK: The Woses may acquire any edges related to manoeuvring in woodlands at half their normal pick cost (for example, Camouflage, Walk Without Trace, or Woodcrafty), but their effects are limited to forests.

WOSES Of all Men, none surpass the Woses in the arts of woodlore and wood-craft. This very ancient and diminutive race has long been tied to the forests and has remained the greatest lot of woodland warriors ever produced by the Secondborn. Their skills have in fact guarded their narrow survival, for they are considered ugly by Men and Elves alike and have been hunted and persecuted since the days of the First Age. The Woses are few in number, and their clans are only found in the region of Andrast, the high regions of the Ered Nimrais, and the ancient forest of Drúwaith Iaur in Anórien. It is rumoured that an isolated clan survives in the Rast Vorn. The Woses have many names. They call themselves Drughu. Drúedain is the label given them by the Elves, while men use various terms: Púkel-men, Wild Men, Drûgs, or Woses. Orcs fear the Woses and have named them Oghorhai.

PHYSICAL CHARACTER BUILD: Woses generally have a broad, stumpy profile marked by wide, flat features, and deep-set eyes. Short, thick legs, heavy lower bodies, and pronounced brows help give them an eerie character—unlike any other Men. This uniqueness is accentuated by their peculiar hair growth, for few Wose Men have any hair below eye level. Those that do are revered, although even they have no more than a slender patch of black chin hair which lies well below their wide mouths. Nearly all Wose Men are bald from the forehead to the back centre of their squat skulls, but take pride in the hair they have along the flanks of the head. Men average 130 pounds at a height of 4’7”; women weigh about 100 pounds at 3’11”. See page 28 for the guidelines on determining an individual character’s height and weight. COLOURING: Ruddy skin, black hair, and black eyes. Because the Woses have guarded eyes which are dark and set with black pupils, they appear to gaze from shadowy pools which might be mistaken at a distance for a pair of cavities. One must get quite close to a Wose to notice any eye movement at all, much less any subtle distinctions in the eyes themselves. This haunting feature is made even more unsettling when a Wose is angry; then the pupils glow with a fiery red hue. ENDURANCE: Average. LIFESPAN: An extremely short-lived race, the Woses reach maturity at around the age of fourteen. Even if they are spared by ill chances, most Woses live but thirty to fifty years. See page 67 to learn more about age and aging.

RACIAL ADJUSTMENTS AND ABILITIES ADJUSTMENTS: +1 Nimbleness, –1 Strength, +2 Vigour, +2 Awareness, +1 Will, –2 Bearing, +1 Insight, –1 Wits. ASTUTE: Like all Men, the Woses excel in learning skills at a young age. Their astute nature merits a one time bonus of 10 apprenticeship development picks which may be spent on any appropriate skills. KEEN SENSES: The wide noses of the Woses are the most sensitive found in Men. Even in an open field, they can smell an Orc before another man can see him. They start with three levels of the Keen-nosed talent. Together with their strong eyesight, they can track better than almost any hunting hound. Only running water will stay their pursuit. This is even true at night, since the Woses also start with one level of the Night-eyed talent and the Keen-eyed talent. PÚKEL-MAN: The Woses have the ability to sit for days on end without movement. With legs crossed, hands on their laps or knees, and eyes closed or facing downward, they can remain silent as a statue. This affords them peace and allows for recall or meditation. Unfortunately, it apparently does nothing to lengthen their years, for the Woses generally die at a young age. However, mastering this state of meditation is a prerequisite for carving the guardian statues (Púkel-men) the Woses are famous for. These watch-stones (usually depicting Drughu in deep meditation) are crafted and animated by using the Art of Enchantment. Woses can acquire any desired rank in this realm of the Art, up to their Fëa score, at

CULTURE CLOTHING & DECORATION: They often braid their hair, pulling it back to join behind in multiple tails. Woses wear little or no clothing or adornments. Instead, they prefer to go about relying on their rugged bodies, using pigments to create imagery. Those that are most acquainted with other Men occasionally don hide leggings and a breechcloth, and in rugged terrain they employ a distinct high, thick-soled laced shoe. Beyond these trappings, they have little use for the costumes of other Men.

66

CHAPTER THREE: RACES AND CULTURES for, nor familiarity with, traditional runes or scripts, the Woses have developed their own system of pictographic signs—most quite simple—which they utilise for the most practical purposes, notably to mark paths or signal their brethren while out in the wood (i.e., use the Signal skill). PREJUDICES: Woses hate Orcs, Wargs, and Rohirrim. The latter group has occasionally made sport of hunting them. RESTRICTIONS: All trades that are needed by the Woses centre around their woodland home; thus, only a few occupations are appropriate for Wose characters (see page 320 on occupational packages). Despite the fact that some show a remarkable talent for the Art of carving enchanted Púkelmen, the Woses produce no other wielders of magic.

FEARS & INABILITIES: Woses do not like towns or cities. LIFESTYLE: Woses are hunters and gatherers. They live in

clans of thirty to forty individuals, made up of four to six family groups. Wose culture revolves around the forests and plants they hold so dear. They are frugal and eat little, even in the best of times, and they partake of no drink but water. Being exclusively vegetarian, they live on the gifts of the woodlands and are quick to acquire an understanding of the nature and location of nearly every plant in an area – regardless of its size. Only the Elves and Ents exceed their skills in carving and plant-lore. It is for their stone sculpture that the Woses are best known. They carve a variety of motifs and beasts, and employ a particular form in the making of life-like ‘watch-stones’ (Púkel-men). These are guardian statues which they place to protect paths, entries, crossroads, and the like. Legends surround the watch-stones, most of which are true. It is clear that they are enchanted. Orcs fear them most of all, and with good cause, since the Woses can communicate with watchstones of their making and can derive knowledge from the carvings ‘experiences’. Some very powerful watch-stones actually come to life in order to guard their posts—acting instead of their creators—although in such a case, the Wose sculptor will feel all the pain of his creation. They place these watch-stones and hideous statues around the borders of their lands and at various sensitive sites. Some are used to do no more than dishearten their foes. MARRIAGE PATTERN: Monogamous, producing few young. The line is traced through the female. BELIEFS: Many of the watch-stones stand over the Wose holy sites. Unlike many of the other men, particularly the Dunlendings with whom the Woses are often associated, the Woses have a strong tradition of organised worship. This is a pronounced animism which revolves around a reverence for nature. They hold Eru and the Valar in proper awe, although they have their own view of the nature of the masters of the world. Of all the Valar, they worship none more than Yavanna, the Giver of Fruits and Queen of the Earth, whom they call Mâm-ugu-Mâm (Pu. ‘First Mother’). It is she who presides over the kelvar (Q. ‘Plants’), and it is the plants which breath life into the world of the Woses.

OUTFITTING OPTIONS FAVOURED WEAPONS: Most weapons of Wose make possess stone blades or tips and wooden hafts. Any such primitive weapons suffer a –1/LoS penalty to their damage code. However, the Woses compensate the inferiority of their arms quite effectively by smearing poison on them. Melee, Class A: Club, Spear, Quarterstaff; Melee, Class B: Dagger, Hatchet, Mace, Shield; Ranged, Class A: Shortbow, Javelin; Ranged, Class B: Hatchet, Dagger. ARMOUR: Woses rarely wear armour, but tortoise shell, eel hide, and bark strips are the favoured types when it is required. This kind of makeshift-armour usually offers protection equivalent to that of a leather garb. CLOTHING: Hide leggings; suede breechcloth; suede collar covering the shoulders and falling to the lower ribs; swirling designs in body paint on the face, arms, thighs, and stomach; knee-high shoe with thongs along the outer side of the leg. STARTING WEALTH: Indigenous herbs worth the equivalent of 4d6 silver pennies if bartered for goods. No modifications due to a character’s Social Rank apply.

AGE

T

o all but the Elves and Ents, who remain ageless by mortal standards, life is short. As the winters accumulate, one by one, Dwarves, Hobbits, and Men become feebler, though perhaps wiser through experience. At the beginning of the game, you must decide what age your character is, using the accompanying Table 3.1 as a guideline. If appropriate, the Turambar can alter these guidelines. For example, a Dúnadan of exceptionally pure blood, such as Aragorn, may live much longer than indicated in the table, especially if he leads an easy, healthy life.

OTHER FACTORS DEMEANOUR: Woses generally seclude themselves from other folk and do not take on friends easily, but when they do, they are unwaveringly loyal. Those that do get to know them will be impressed by their frequent bouts of laughter, since the Woses will laugh when others sing. Their rich and unrestrained joviality forms quite a contrast to their usual demeanour; normally they appear unemotional and slow to speak. LANGUAGES & HOBBIES: Multiply your Wose’s Wits by 3 and assign the total in skill ranks to language, lore, and hobby skills appropriate for his people. See the box on page 36 for details on what skills may qualify as a hobby. Native Tongues: When they do talk, the Woses use the guttural Pûkael tongue which is ideally suited to their deep voices and is alien to that of other Men. Some also speak a little Westron or Dunael (up to rank 6). Having neither use

STARTING AGE As explained in more detail in Chapter Four, Ambarquenta breaks down skill and ability development into two distinct steps: youth and apprenticeship. During each step, you receive a number of development picks (see page 71 on how to calculate your available picks). These picks can be used to acquire skills, edges, and talents. To receive the full

67

CHAPTER THREE: RACES AND CULTURES

TABLE 3.1: AGE CATEGORIES RACE Elf

All Elves Dwarf All Dwarves Hobbit Fallohide Harfoot Stoor Man Dúnadan, pure Dúnadan, lesser Middle Man Man of Darkness Wild Man

CHILD*

YOUTH†

ADULT‡

STARTING AGE

MIDDLE-AGED

OLD

AGED

01–20

21–49

50+

144







01–14

15–29

30–129

45

130–174

175–219

220+

01–09 01–09 01–09

10–32 10–32 10–32

33–54 33–54 33–54

40 40 40

55–79 55–74 55–74

80–94 75–89 75–89

95+ 90+ 90+

01–11 01–10 01–09 01–09 01–08

12–24 11–19 10–15 10–15 9–14

25–59 20–44 16–34 16–29 15–24

30 25 23 20 18

60–79 45–69 35–49 30–44 25–34

80–104 70–89 50–59 45–54 35–50

105+ 90+ 60+ 55+ 51+

*: A character who is still a child receives only two thirds of his youth development picks and no apprenticeship development picks at all. †: A character who is still in his youth receives all of his youth development picks and one third of his apprenticeship development picks. ‡: An adult character who has not yet reached the indicated starting age receives only two thirds of his apprenticeship development picks.

number of development picks, your character must have reached at least the starting age indicated in Table 3.1. However, if you choose to start off at a younger age (usually this only happens when creating an NPC), the following limitations apply:  A character who is still a child receives only two thirds (66.7%) of his youth development picks and no apprenticeship development picks at all.  A character who is still in his youth receives all (100%) of his youth development picks and one third (33.3%) of his apprenticeship development picks.  An adult character who has not yet reached the indicated starting age receives only two thirds (66.7%) of his apprenticeship development picks (and, of course, the full set of youth picks).

required to obtain all your chosen edges and occupational packages to the last year given for your character’s youth age category (i.e., for example, 15 years for a Middle Man). If the so determined minimum age is lower than the normal starting age of your race, you must decide on his actual age. You could either choose:  your character to be younger than normal, thus forfeiting part of his apprenticeship development picks, or  that he has already reached the normal starting age, thus receiving all of his apprenticeship picks. Of course you may also figure your character’s minimum age as described above if he does not start off with more than three levels of edges or at a master’s level of proficiency. However, you should only do so if you really wish him to be younger (or perhaps even older) than normal.

 A DEVELOPMENT PICKS OPTION

AGE EFFECTS AND AGING

Optionally, you could determine the number of available development picks more precisely by dividing the percentages given above through the number of years an age category comprises. In the next step, multiply this result by a character’s actual age, respectively by the number of years he has accumulated in a given age category. For example, a seven year old Mannish child receives 66.7% ÷ 9 x 7 = 52% of his youth picks. Likewise, a thirteen year old would receive 66.7% + (33.3% ÷ 6 x 4) = 89% of his youth picks: the Middle Men’s youth category comprises 6 years, and he has been in that category for 4 years. The unmodified 66.7% are the youth picks he received during his childhood. In addition, he receives 33.3% ÷ 6 x 4 = 22.2% of his apprenticeship picks. To give a last example, a twenty year old Middle Man receives all of his youth picks and 33.3% + [66.7% ÷ (23 – 15) x (20 – 15)] = 75% of his apprenticeship picks.

Very young characters do not only receive less development picks, but they are also subject to age-related attribute adjustments. The latter also is the case with older characters. Table 3.2 summarises these adjustments:

TABLE 3.2: AGE EFFECTS AGE CATEGORY Child Youth Adult Middle-aged

Note that the time required to achieve up to a journeyman’s proficiency in any one occupation (see page 320) and up to three edges is already accounted for in the typical starting age given for each race. If you wish to acquire a master’s proficiency or additional occupational packages and/or edges, you must figure your character’s minimum age by adding the time

Old Aged*

EFFECTS –6 Strength and Will, –5 Vigour, Bearing, and Insight, –4 Deftness, Nimbleness, Awareness, and Wits –3 Strength and Insight, –2 Vigour, Will, Bearing, and Wits, –1 Deftness, Nimbleness, and Awareness None –1 Nimbleness, Vigour, and Awareness, +1 Bearing, Insight, and Wits –2 Deftness, Nimbleness, Strength, Vigour, and Awareness, +1 Will, Bearing, and Insight –3 Deftness, Nimbleness, Strength, Vigour, and Awareness, +1 Bearing and Insight

* : An additional roll on Table 3.3 is required each year.

68

CHAPTER THREE: RACES AND CULTURES Attribute adjustments due to age are applied only after you have determined your basic attribute scores as normal. Record them in the designated column of your Character Sheet (under ‘miscellaneous adjustments’). Basically, these age effects work just like adjustments due to race or gender.

THE AGING PROCEDURE: Aging uses two tables in sequence. The Aging Table shows the number of dice rolled on the Attribute Degeneration Table, where attribute scores are actually reduced. To determine aging, roll 2d10 and add your character’s total adjusted Vigour score. Then consult Table 3.3 to find the number of attributes affected by aging this year. This is given in terms of the number of dice rolled on Table 3.4. For example, if the aging test yields a 22, this calls for 3 dice to be rolled on the Attribute Degeneration Table. Sometimes, the number of dice called for by the Aging Table will be zero. After determining the required number of d10s called from the Aging Table 3.3, consult the Attribute Degeneration Table 3.4 to find out which attribute scores, if any, were reduced by one point. For example, if three dice are rolled, and all are 4s, the character loses three points of Vigour— making the next aging roll more likely to be fatal. Note that a roll of 10 on Table 3.4 indicates that no attribute was decreased from that die roll. However, a character may still die as a result of the second (or any further) roll.

YOUNG CHARACTERS A young character’s attribute scores cannot drop below 1 due to age penalties. Alternatively, you could avoid the problem of attribute scores dropping below 1 by interpreting the attribute penalties for being very young as proportional reductions: simply divide a given penalty by 10 and treat the result as a factor by which an attribute should be decreased. For example, a character with a meagre Strength score of 5 who is still a child suffers only a (5 x –0.6 =) –3 penalty instead of the normal –6 modification. This method must not be used for characters suffering from old age penalties! Regardless of which way you choose to determine the attribute adjustments for being very young, the number of picks a character has available for skill and ability development is always calculated from his unmodified total attribute scores (i.e., only racial and gender adjustments are applied, but no age penalties—see page 71 for more details on development picks).

TABLE 3.3: AGING 2d10 + VIGOUR ≤15 16 17 18 20 22 23 24 25+

OLD CHARACTERS Aging is a serious threat to all mortal characters and will eventually take them out of play. The first signs that age is taking its toll become evident as soon as a character reaches his middle years. Yet, normally not until a character is venerably aged do those impairments become perilous. Note that the age effects given in Table 3.2 are not cumulative: For example, if a ‘middle-aged’ character reaches the ‘old’ age category, the –1 penalty on Nimbleness is replaced by a –2 modification, and he loses the +1 bonus on Wits. Once your character has reached the ‘aged’ category (or the earliest possible end of his natural lifespan as indicated by the description of his race, whichever occurs first), you must roll on Table 3.3 below every game year. Starting at the minimum age for being ‘aged’ +10 years, you must roll every six months; starting at the minimum age for being ‘aged’ +20 years, you must roll every three months. The result of an aging roll is a random reduction of one or more of the character’s attributes which applies in addition to the set adjustments given in Table 3.2. When, after many winters, any attribute reaches a score of 3 or less, the character is bedridden and may no longer participate in active play. When any attribute finally drops below 1, the character dies.

NUMBER OF AFFECTED ATTRIBUTES 8 7 6 5 4 3 2 1 0

ATTRIBUTE DEGENERATION: Besides aging, Table 3.4 is also used when a character drops to the Near Death Health Level. Occasionally, complications during the healing process call for rolls on this table, too. See ‘Injury, Weariness, and Healing’, starting on page 225, for more information. When an attribute loss is the result of aging, the player (or, if necessary, the Turambar) should come up with a plausible explanation for the degeneration. For example, a loss of Wits could represent increasing senility; a dwindling Deftness score could be the result of arthritis or gout; and so on.

TABLE 3.4: ATTRIBUTE DEGENERATION 1d10 1 2 3 4 5 6 7 8 9 10

69

AFFECTED ATTRIBUTE Deftness Nimbleness Strength Vigour Awareness Will Bearing Insight Wits None

Chapter Four

SKILLS very character knows how to do certain things. A Rohir warrior learns how to wield weapons, ride horses, and conduct battles. An Elven minstrel can sing, play instruments, and entertain people. Craftsmen hailing from any of the Free Peoples know how to brew beer, bake bread, tend gardens, sew clothes, or do many other things. Gondorian scholars study their people’s history and other bodies of ancient lore. Ambarquenta refers to these learned capabilities as skills. A skill represents something a character knows or knows how to do through experience and study. Most actions are performed by testing the various skills; please give this chapter your utmost study and attention.

E

with, and so forth. For example, if he knows Cook: Food (a sub-skill of the parent skill Cook, see below), how does he use it? Is he better at baking bread or preserving food? Is he more fond of making sweets or cooking meals? Depending on how you answer those questions, you would choose Bake, Meals, Preserve, or Sweets as specialties for your character. A skill represents broad expertise; a specialty tells you what your character is best at within that field. Of course, having a specialty does not mean your character knows nothing about the other aspects of the skill. It just means he is not quite as proficient with them. A character with Cook: Food (Bake) can still prepare the finest meat dishes, but he is just not as good at that as he is at baking waybread. When making a test with your specialty—Bake instead of Cook: Food, for instance—your TSB is applied. But when none of your specialties match—for instance, if the above character wants to cook a meal—, you suffer a –3 penalty to your TSB.

SKILL ORGANISATION

A

ll skills have ranks indicating how accomplished and learned a character is at them. Ranks usually range from 0 (untrained) to 20 and sometimes higher. The greater your character’s rank in a skill, the better he is with it, because each rank raises your total skill bonus (TSB) by one point. Besides skill ranks, governing attributes, abilities, and items of superior make may contribute to a TSB. For easy reference on the Skill Sheet and the Master Skill List (Table 4.5, page 76), each skill is grouped with other similar skills in a specific skill category, like Artistic, Combat, or Lore. Within these categories, you will find three types of ‘skills’: normal skills, parent skills with their specific sub-skills, and skill groups. For the purpose of game play, this difference does not matter, and all three types are simply referred to as ‘skills’. The point in that distinction is merely a question of choosing a specific variant of a given skill (if applicable), and correctly recording it on your Skill Sheet.

EXAMPLE: A character who uses his Bows (Shortbow) skill with a total bonus of +13 to fire a longbow adds only (13–3=) +10 to the dice roll when making that test. But if he has a shortbow at hand and fires this specialty weapon instead, he gets to add his full skill bonus of +13 for that test.

SKILL SPECIALTIES

Many skill descriptions include a list of suggested specialties, the ones most commonly associated with the skill. Of course, these are not necessarily all specialties each skill could have. You can create others that seem appropriate, though you must obtain your Turambar’s approval for them. Similarly, you could, with your Turambar’s approval, create entirely new skills to cover areas of expertise in which you want your character to excel. When noting your character’s skills on your Skill Sheet, write them this way: Skill (Specialty). Thus, your character might know Traps (Disarm). If you learn an additional specialty for a given skill, write it as Traps (Disarm, Build). If a skill’s description does not list any specialties, the –3 penalty for lacking a specialty does not apply.

Most skills represent broad areas of knowledge and experience. For example, the Bows skill in the Combat skill category reflects a character’s ability with all sorts of arrow-firing ranged weapons, ranging from shortbows to Númenórean steelbows. But within these broader fields of learning, a person often focuses on specific abilities or bodies of lore that most appeal to him. An archer may have trained with all types of bows, but he favours the longbow over all others and so learns to use it better than the shortbow or the composite bow. Ambarquenta simulates this by requiring you to choose a specialty for most of your character’s skills. Your choice of specialties reflects your character’s particular training or preferences, the topics he is most familiar

70

CHAPTER FOUR: SKILLS

SKILL GROUPS

STACKING SPECIALTIES Sometimes, more than one specialty may be applicable in a given situation. For instance, many Lore skills list specific areas and specific subjects as specialties. If a character has two or more specialties that are applicable in a test, his skill’s total bonus is increased by +1 for that task. No matter how many stacking specialties might apply in a given situation, the bonus is always +1.

A few ‘skills’ actually are neither single nor parent skills at all. They are groups of related skills (marked with a ‘G’ after their names on the Master Skill List), each of which is still independent of each other. Having ranks in one skill in the group does not offer you any benefits when using another skill in the group. Languages, for instance, are organised in skill groups, with a separate skill for each different language. Just because you are fluent in Westron does not mean that you know a thing about the Black Tongue. When you note down such a skill, you write it like this: Skill Group: Skill (Specialty, if any). For instance, History: North-west (Éothraim). A character can possess several skills that fall under a skill group, each with its own number of ranks and treated as a separate skill. For instance, a character could have Language: Westron and Language: Sindarin alike. While each skill group includes a list of related skills, these are by no means exhaustive. You should feel free to create additional skills within a group as needed. Of course, before you can use such skills in a tale, you need to get your Turambar’s approval.

EXAMPLE: A character who knows Region Lore: Gondor (Minas Tirith, Merchants) with a total bonus of +8 adds an additional bonus of +1 when determining which merchant in Minas Tirith would most likely stock a desired good. But when looking for a similar merchant in Pelargir, the special +1 bonus does not apply.

PARENT SKILLS AND SUB-SKILLS Some skills represent such a broad field of expertise that the use of their numerous variants hardly have much in common. These skills are called parent skills (marked with a ‘P’ after their names on the Master Skill List), and their variants are called sub-skills. Sub-skills are treated like separate skills; thus, you must always designate which sub-skill you actually learn when you wish to pick up a parent skill. A character can possess several sub-skills that fall under a parent skill, each with its own number of ranks and specialties. When you record such a sub-skill, write it like this: Parent Skill: Sub-skill (Specialty). For instance, your character could have Blades: Medium (Longsword). If you want to learn any further sub-skills of a parent skill in which you have acquired one or more sub-skills before, you automatically start off with half of the ranks (rounded down) of the sub-skill with the most ranks. You begin developing the new sub-skill from that basis rather than with zero ranks. This rule also applies if you ever have to use a weapon similar to your favoured one that is new to you. Note that it is always the sub-skill with the most ranks that determines with how many ranks you may begin skill development in other sub-skills. Therefore, a sub-skill that you have selected in the second place could well prevail over a previously developed one after some practice or learning, adding a couple of ranks to the old sub-skill.

ACQUIRING SKILLS

T

hroughout their lives, characters learn and improve their skills by acquiring skill ranks. Ambarquenta breaks up this continuous learning process into three distinct steps: youth, apprenticeship, and later life. The former two steps are part of the character creation process, while the latter usually reflects a character’s advancement during his adventures. During character creation, you use development picks to purchase ranks in the various skills.

DEVELOPMENT PICKS Your total attribute scores dictate how many development picks you will have available to spend on skills and abilities (see Chapter Five on abilities): Both during youth and apprenticeship, you receive one development pick for each point you have in each of your nine primary attributes. At both steps of character creation, these development picks are assigned to three different pick classes, as shown on Table 4.1:

EXAMPLE: The Combat skill category lists the Axes parent skill, comprising of sub-skills for one-handed and two-handed axes. Gori the Dwarf began his career with a one-handed Battleaxe and acquired 8 ranks in Axes: One-handed (Battleaxe) over the time. Later in his adventures, he was bestowed with a fine Greataxe, an heirloom of his tribe. Having no experience with that weapon in particular, but an aptitude towards axes from his previous battles, he began to develop Axes: Two-handed (Greataxe), starting with 4 ranks. Being a veteran warrior of renown nowadays, Gori has 20 ranks in Axes: Two-handed (Greataxe). Nostalgic a lad as he his, he whips off the dust from his old one-handed Battleaxe and finds out that he is more accomplished with that weapon, too, having 10 ranks in Axes: One-handed (Battleaxe).

TABLE 4.1: PICK CLASSES ATTRIBUTES Deftness, Nimbleness, Strength Vigour, Awareness, Will Bearing, Insight, Wits

PICK CLASS Physical General Mental

Skills (as well as abilities) can only be acquired with the appropriate kind of picks. Each skill has up to three governing attributes (see Table 4.5), and each governing attribute belongs to a particular pick class. You may only purchase skill ranks with development picks from those pick classes

71

CHAPTER FOUR: SKILLS

TABLE 4.3: YOUTH SKILL PICK COST

that the governing attributes of the skill in question belong to. In this way, your capability in any skill area is directly proportional to the natural aptitude you have for it. The Blades skill, for example, is governed by De/Ni/St and may thus exclusively be increased with physical picks. The Physician skill, on the other hand, is governed by Aw/De/Wt and may therefore by purchased with any type of picks. The Bows skill, to give one more example, is governed by Aw/De/St, which allows you to acquire ranks in it with both physical and general class picks. If there are any picks left after you have purchased all desired and affordable skill ranks and abilities in one step of character creation, they may only be allotted towards the very next skill or ability that you wish to obtain with the same type of picks.

SKILL RANK 1st 2nd and 3rd 4th and up

EASY 1 2 3

LEARNING DIFFICULTY AVERAGE 2 3 4

HARD 3 4 5

ing village in Anfalas learns different things than one who grew up in the bustling streets of Minas Tirith. For the purpose of distinguishing such regional differences and your character’s personal preferences, Table 4.2 occasionally lists entire skill categories, parent skills, or skill groups instead of a limited scope of specific skills. Select any number of suitable skills from Table 4.5 on page 76 and ask your Turambar if you are not sure whether a particular skill is appropriate for your culture. However, if a different number of obtainable ranks is shown for a skill category and particular skills within that category, any specifically listed skills may only be learned if any ranks are listed for them. Your race’s description in Chapter Three informs you about your people’s favoured weapons, arranged into classes by their general type (melee or ranged) and overall popularity (i.e., class A weapons are more common than those listed under class B). You may acquire skill ranks for any number of weapons falling under the respective weapon classes, up to the rank limit given in Table 4.2.

EXAMPLE: Menelor, the noble Dúnadan scholar from one of our previous examples, has the following total attribute scores: De 13, Ni 12, St 12, Vi 14, Aw 14, Wl 17, Bg 18, In 17, and Wt 18. In total, Menelor has remarkable 135 development picks which he gets to spend twice: once during his youth, and once during his apprenticeship as a student of Saruman. Of these 135 picks, 37 are physical class type picks, 45 are general class type picks, and 53 are mental class type picks.

YOUTH

PLAYER’S TIP: Note that your character’s youth development is the only time in his entire life that he will be allowed to obtain talents, while edges, skills, and skill specialties may be acquired at any point. Also note that if it’s appropriate, it’s usually the best to assign your free hobby and language skill ranks (see the box on page 36) before or immediately after youth development because they cannot be used to obtain a skill rank greater than 4.

First, characters pick up certain skills while growing up, as they discover the world around them. These skills depend both on the character’s cultural background and his individual aptitudes. For each of the peoples described in Chapter Three, Table 4.2 lists a variety of skills that a character can obtain during his youth, having grown up within a particular culture. If you were raised in a different culture than your parents’, you should refer to the culture you have grown up in, instead of the one indicated by your race. The numbers in the columns corresponding to the various peoples tell you how many skill ranks you may acquire at most in a given single (sub-)skill—but you are not required to acquire any, if a skill does not fit your liking or your character’s background story. Each skill is also listed with its governing attributes, telling you which class(es) of development picks you can spend on it, and a learning difficulty. A skill’s learning difficulty determines how many development picks you have to spend in order to acquire a single rank; these picks can be obtained from any class to which one or more of its governing attributes belong to. (Please refer to the Master Skill List on page 76 to determine a skill’s governing attributes and learning difficulty in cases where only whole skill categories are given in Table 4.2, instead of individual skills.) While it is fairly easy to comprehend the basics of a lot of skills, it is harder to really master a few. Therefore, the number of development picks required for obtaining a new rank increases with the number of ranks you already have. Table 4.3 tells you how many picks you must spend to acquire a given skill rank, based on the skill’s learning difficulty. Within the cultural limitations suggested in Table 4.2, you should purchase skill ranks based on where and how your character was raised. After all, a Gondorian from a fish-

ASSIGNING SPECIALTIES After you have recorded all skills and ranks developed during your character’s youth on his Skill Sheet, you may assign one culturally appropriate specialty to each skill for free. You will likely want to assign more than one specialty, because any time a specialty is asked for that you do not have, you suffer a –3 penalty on your skill test. Additional specialties can be acquired just the same way as ranks. Based upon a skill’s learning difficulty, simply pay the number of development picks required for obtaining its second rank, and you may then assign a second specialty. This process can be repeated at the same pick cost as often as you wish, provided that each of the selected specialties is culturally appropriate.

APPRENTICESHIP Considering his cultural and family background, your character’s skill development is somehow limited during his youth (i.e., by the maximum number of ranks obtainable in a skill, as given in Table 4.2). But after his early years, becoming more and more independent as he grows up, he will eventually find his own way to look onto the world and try to live up to his individual endowments and preferences.

72

CHAPTER FOUR: SKILLS

DÚNEDAIN, COAST

DÚNEDAIN, INLAND

CORSAIRS

BEORNINGS

ERIADORIANS

GONDORIANS

LAKE-MEN

ROHIRRIM

WOODMEN

DORWINRIM

DUNLENDINGS

EASTERLINGS

HARADRIM

VARIAGS

LOSSOTH

WOSES

Sneak Traps

HOBBITS

Nature Lore Region Lore† Outdoor Any skill‡ Ride Survival Teamster Perception Observe Search Track Social Any skill‡ Discern Intimidate Steward Lead Stealth Any skill‡ Hide Locks

DWARVES

Weaponsmith Healing First Aid Herbcraft Physician Lore Any skill‡ Culture Lore† History Language*

SILVAN ELVES

Melee, Class A* Melee, Class B* Ranged, Class A* Ranged, Class B* Warfare Craft Any skill‡ Armoursmith Goldsmith Seafaring Shipwright Stonecraft

SINDAR

Jump Run Swim Combat Armour Dodge

ATTRIBUTES

NOLDOR

SKILL Artistic Any skill Athletic Acrobatics Climb

LEARNING DIFFICULTY

TABLE 4.2: YOUTH SKILL DEVELOPMENT

Varies

Varies

8

8

8

6

5

5

6

5

4

4

5

5

4

4

5

6

4

5

5

5

4

Ni/Ni/St De/Ni/St

Hard Average

3 1

3 2

5 4

0 2

4 3

3 1

3 1

3 1

2 3

2 1

2 1

4 1

2 1

4 5

2 1

4 5

3 1

2 1

2 1

2 1

3 4

Ni/St/St Ni/St/Vi

Easy Easy

3 4

3 4

4 4

3 3

3 5

3 4

3 4

3 4

3 4

3 4

3 4

3 4

3 4

3 4

3 4

3 4

3 4

3 4

3 4

3 4

3 4

Ni/St/Vi

Average

3

3

4

0

0

6

3

6

3

2

3

4

2

2

2

2

0

0

0

3

3

Ni/St/St Aw/Ni/Ni

Easy Hard

1 3

1 3

0 4

4 1

0 4

2 2

2 2

2 2

0 2

1 2

0 2

1 3

2 2

1 3

1 2

1 2

0 3

1 2

0 3

1 2

0 3

Varies Varies

Varies Varies

2 1

2 1

2 1

5 2

1 0

3 2

3 2

3 1

3 1

2 1

2 1

2 1

3 2

2 1

2 1

3 1

3 1

3 1

3 1

3 0

3 0

Varies Varies

Varies Varies

2 1

3 2

4 3

2 0

3 0

2 1

2 1

2 1

2 1

2 1

2 1

2 1

2 1

2 1

1 1

3 1

3 1

2 0

3 0

4 0

5 0

In/Wl/Wt

Hard

0

0

0

3

0

2

1

1

0

1

1

0

2

0

0

1

2

2

1

0

0

Varies De/St/Vi

Varies Average

6 4

6 2

7 0

8 5

6 0

6 2

6 2

6 2

6 0

6 1

6 2

6 2

6 2

6 0

6 0

6 0

6 0

6 2

6 0

6 2

6 0

Aw/De/Wl De/Ni/St

Hard Average

6 0

4 5

2 0

4 0

0 0

1 5

1 0

1 6

0 0

0 0

2 2

0 3

0 0

0 0

0 3

0 0

0 0

0 3

0 0

0 3

0 0

De/St/Wt Aw/De/St

Hard Average

0 4

5 0

0 0

0 8

0 1

3 4

0 4

4 3

0 0

0 2

2 3

2 0

0 1

0 0

2 2

0 0

0 0

0 0

0 0

2 0

0 0

De/St/Vi

Average

4

2

1

5

0

2

2

2

1

1

2

2

2

1

1

1

1

2

1

2

1

Aw/De/Wl Aw/In/Wt

Easy Hard

3 3

3 3

3 4

1 1

1 4

2 1

3 3

1 1

2 2

1 2

1 1

1 1

1 1

3 3

1 2

2 2

3 3

2 2

1 3

2 1

3 4

Aw/De/Wt

Hard

3

3

3

1

1

2

2

1

1

1

1

1

1

1

1

1

3

2

2

2

2

Varies Bg/In/Wt

Varies Easy

5 8

4 7

3 6

3 6

1 5

3 5

3 5

1 5

0 5

1 5

4 5

2 5

1 5

0 5

1 5

0 5

0 5

1 5

0 5

0 5

0 5

In/Wt/Wt Aw/Bg/Wt

Hard Varies

7 6

6 5

5 4

5 5

3 5

4 6

4 6

4 6

2 5

3 4

4 4

3 5

4 4

3 5

3 6

2 4

2 4

2 4

2 3

2 3

2 0

Aw/In/Wt Aw/Aw/Wt

Hard Easy

3 6

3 6

5 7

1 6

4 6

3 5

4 6

3 5

5 5

4 5

3 5

3 5

4 5

5 5

3 5

4 5

4 5

3 5

4 5

5 7

6 7

Varies Bg/In/Ni

Varies Average

4 3

4 3

4 3

3 0

4 0

2 3

5 3

2 2

6 2

4 3

2 2

3 0

4 8

6 0

3 4

5 0

5 7

6 6

4 7

6 0

7 0

Aw/Wl/Wt Average Aw/De/Ni Average

1 0

2 0

4 0

2 0

3 0

2 0

4 2

2 0

5 0

3 2

2 1

2 1

3 1

5 0

2 3

4 0

3 6

3 3

3 5

6 5

6 0

Aw/Aw/Aw Aw/In/Wt

Easy Easy

5 1

5 2

5 4

4 2

6 3

3 2

3 4

3 2

4 5

3 3

3 2

3 2

3 3

4 5

3 2

3 4

3 3

3 3

3 3

4 6

4 6

Aw/In/Wt

Average

1

2

4

2

2

1

4

0

4

2

0

1

2

4

2

3

4

3

3

4

6

Varies Bg/In/In Bg/Bg/Wl Bg/Wl/Wt Bg/In/Wl

Varies Hard Average Average Hard

6 4 2 3 2

5 3 1 1 2

4 2 1 0 1

2 2 3 2 2

2 1 0 1 0

3 2 2 3 2

3 2 2 3 2

2 2 2 2 2

2 2 3 0 0

2 1 1 0 0

2 1 1 1 1

2 1 1 2 1

2 1 2 1 2

2 1 1 0 0

6 3 1 2 0

4 2 2 0 1

2 1 3 1 2

2 1 3 0 2

2 1 3 0 1

1 2 1 0 0

1 3 2 0 0

Varies Aw/Ni/Wl Aw/De/De

Varies Easy Average

2 3 1

2 4 0

2 5 0

2 2 2

4 6 2

2 1 0

2 3 0

2 1 0

2 4 0

2 2 0

2 1 1

2 1 1

2 1 0

2 4 0

2 1 0

2 3 0

2 1 0

2 1 0

2 2 0

2 4 0

2 5 0

Aw/Ni/Ni Aw/De/Wt

Average Average

3 0

4 0

5 0

0 3

6 0

1 0

3 0

1 0

5 0

2 0

1 0

1 0

1 0

5 0

1 0

3 0

1 0

1 0

2 0

4 0

5 0

*: See the description of the character’s race in Chapter Three on culturally appropriate weapons or languages. If no ranks can be acquired in a ‘Class B’ weapon skill during a character’s youth, he may learn the skill during his apprenticeship (Turambar’s discretion). †: Normally, a character may only learn a skill pertaining to his own culture of origin or homeland. ‡: Any skill within the category, except for the ones listed below.

73

CHAPTER FOUR: SKILLS In game terms, you get to pick your skill ranks more freely. More often than not, skill development is only limited by the time and dedication you can afford for practising, as represented by your available picks. Of course, Turambari who are concerned that their players might create over-powered champions instead of wellrounded roleplaying characters may rule that no character may start with more than 6 ranks in any Combat skill (or more than 9 ranks, if any ranks from occupations are added). As in your character’s youth development, you once more receive one development pick for each point you have in your nine primary attributes’ total scores. With these picks, you may acquire any number of ranks in any skill, provided you can pay the due cost with picks from the suitable class(es) as indicated on Table 4.1. However, a Turambar may still rule that a particular skill is culturally or otherwise inappropriate for your character, and you must have certain abilities to pick up skills related to spellcasting and other forms of magic. Table 4.4 below tells you how many picks you must spend to acquire a given skill rank, based on the skill’s learning difficulty. If you have already picked up some ranks in a skill during youth or hobby development, these ranks are counted in: For example, if you have already developed three ranks in Ride (a skill of average learning difficulty) and wish to pick up a fourth rank, you must pay 6 picks.

LATER LIFE After your character has finished his apprenticeship development, he has reached the starting age of his race (see Table 3.1 on page 68) and is—almost—ready to set out on his first adventure. Normally, he will from now on advance his skills, improve his attributes, and acquire new edges as described in Chapter Eight (see pages 202 to 209). However, sometimes it can be more fun to play a seasoned character. A few tales may even demand that the characters taking part in them have already gained some experience before the game starts; other players may be intrigued by the idea of playing a middle-aged or old character who has, up to now, lived an ordinary, perhaps even boring life, but is now invited to come along on his first adventure by that strange wizard clad in grey... For what reason ever you should want to play a veteran character, you must get your Turambar’s approval. The rules presented in this section are primarily intended as an aid for the Turambar to create experienced NPCs. While your veteran character’s background story may serve as a clue, his age is decided by the Turambar. The years that have passed since reaching the starting age establish the time he may have spent practising or doing his trade, and are thus a measure of his potential additional experience as a veteran. Also see the box on optional ‘Experience Levels’ on the next page.

TABLE 4.4: APPRENTICESHIP SKILL PICK COST SKILL RANK 1st 2nd and 3rd 4th to 6th 7th to 10th 11th and up

EASY 1 2 3 5 8

LEARNING DIFFICULTY AVERAGE 2 4 6 8 10

VETERAN DEVELOPMENT PICKS

HARD 4 6 8 10 12

For each primary attribute, a veteran character receives a number of development picks per additional year of experience that depends on his race, his personal level of activity, and his Will and Vigour attribute scores. Will and Vigour reflect your character’s patience and endurance, while his race affects his overall learning focus: immortal and long-lived peoples lack the unwavering minds of short-lived Men. The formula for determining the amount of development picks earned per attribute reads as follows:

ASSIGNING SPECIALTIES After you have recorded all skills newly developed during apprenticeship (including any hobby skills and skills from occupational packages) on the Skill Sheet, you may assign any one specialty to each of these new skills for free. Hence, each developed skill should have been assigned one free specialty at the end of this step of the character creation process. Additional specialties can be acquired the same way as skill ranks. Based upon a skill’s learning difficulty, simply pay the development picks required for obtaining your second— or greater—skill rank, with the number of specialties you already have determining the pick cost of which ‘rank’ (i.e., 2nd, 3rd, 4th, and so on) you have to pay.

Total Attribute Score x (Will÷33) x (Vigour÷33) ÷ ÷ race factor x activity level factor x number of years = = development picks, rounded down

Apply the above formula once per attribute and set time increment, using years as a multiplier. You must also apply the due race factor: WILD MEN: ............................................................ ÷0.75 MIDDLE MEN, MEN OF DARKNESS: ........................... ÷1 DÚNEDAIN: .............................................................. ÷1.5 HOBBITS: ..................................................................... ÷2 DWARVES: ................................................................... ÷3 ELVES: ........................................................................ ÷72

 OCCUPATIONS In a world like Middle-earth, most people need to earn their living by working in an everyday job. The heroic characters taking part in a typical Ambarquenta game are certainly an exception to this, as are most Elves. Still, it can add much flavour to a character’s background story if he has undergone some kind of occupational training and works in that job for some time before he sets out on his first adventure.

The number of veteran picks earned further varies with the character’s level of activity, as determined by the Turambar. Round down the final result of the above equation. REGULAR, like most characters: ............................. x 0.5 ADVENTUROUS, like some key characters:............... x 1 HEROIC, like some major characters during

Appendix A presents a variety of typical occupations, along with their associated skills and earnings (see page 320).

a few chapters of their lives: ................................ x 1.5

74

CHAPTER FOUR: SKILLS

USING SKILLS

If a seasoned character ends up in another age category than the one in which he began his veteran development, you should determine and apply the picks earned during each age category separately because aging affects attribute scores.

A

s explained in the Introduction and, in more detail, in Chapter Nine, characters use their skills to determine if they accomplish tasks. They do this by making tests. To make a test, roll 2d10, then add the character’s total skill bonus (TSB). A skill’s total bonus is the sum of:

SPENDING VETERAN PICKS Most likely, a character will need to be several years older than the starting age of his race to really benefit from later life experience. Once you have figured his overall development picks and allotted them to their respective classes, you can spend them according to Table 4.4. You must resume buying skill ranks where you stopped before. For example, if you already have six ranks in a skill from racial abilities, hobbies, youth, and apprenticeship development, you’d now have to obtain ranks number seven and up. You may use up to one third of your veteran development picks to acquire new edges or raise attribute scores as described on page 208. Naturally, attributes may only be improved with the picks gained for the respective classes.

SKILL RANK BONUS: The number of ranks you have in a skill is converted into a bonus on a one-to-one basis. For example, if you have six ranks in a skill, write down ‘+6’ in the appropriate field of your Skill Sheet. ATTRIBUTE BONUS: Add the average (rounded off) of the three listed governing attributes’ total scores. For example, the Act skill is governed by Bearing, Insight, and Wits. As you already know, our sample character, Menelor, has outstanding total scores in these three attributes: 18, 17, and 18, respectively. Thus, he adds +18 for his attributes. However, the bonus from attributes can never be greater than +20 (with magic skills based on Fëa being the only exception). If the three governing attributes average more than 20, record a bonus of +20 instead (i.e., before applying the skill’s basic cutback). This reflects the fact that attributes may have a vast effect on skills, but even at very high levels they cannot increase a character’s proficiency with a skill beyond a certain point; large numbers of ranks acquired by hard training and/or practical experience are the only means to boost a character’s total skill bonuses to extraordinarily high levels. Note that player characters normally don’t need to worry about this limitation, while NPCs with superior attribute scores still benefit from having lots of development picks and their amazing derived attribute scores. BASIC CUTBACK: Each skill is subject to a basic cutback (i.e., a set penalty), measuring how hard it is to accomplish a task of the skill’s nature. For instance, for a beginner it is always easier to hum a tune than it is to play it on an instrument. You may eventually surmount the basic cutback by acquiring skill ranks (and as a person with some musical training, you would perhaps not even realise that one thing is, in essence, harder than the other). Still, the basic cutback itself never changes, and is always applied. The Act skill, for example, is subject to a basic cutback of –5. UNTRAINED USE: Some skills can hardly be used successfully by characters who have not undergone proper study and training. You should jot down the untrained use penalty (ordinarily ranging from –0 to –4, but sometimes higher) in the column of your Skill Sheet which is designated for recording skill ranks. But as soon as a character has acquired at least one rank in such a skill, the penalty is replaced by the number of skill ranks he has developed, and the skill can now be used normally. A few skills have the word ‘No’ listed instead of a numerical untrained use penalty; those skills cannot be used without prior training or study. ABILITIES: Some abilities may impart special test result modifiers which are directly applied to a skill’s total bonus. ITEMS: Items of extraordinary make or enchanted with wondrous capabilities may add a bonus to a skill as well. MISCELLANEOUS MODIFIERS: Some permanent modifiers do not fit into either of the above categories. Examples include a character’s Stature modifier or penalties from curses.

VETERAN EQUIPMENT Although most of the money earned is spent simply to survive, seasoned characters usually accumulate some equipment and savings. As a general guideline, a veteran character accumulates a percentage of his starting wealth equal to his Will score per year. Divide the result by the above race factor (or 1 for Dwarves), and multiply it by his activity level factor and the number of years of additional experience to determine the veteran’s total wealth in equipment or coinage. If a veteran character works as a journeyman or master before play resumes, use the guidelines on occupational income to determine his savings (see page 322).

 EXPERIENCE LEVELS Although Ambarquenta does not normally use the abstract concept of experience levels to describe character advancement, some Turambari may wish to have such a measure when creating potent NPCs or gauging relative group strengths. One possible measure is to count the number of full sets of development picks (as gained each during youth and apprenticeship) a character has earned since completing apprenticeship. For an average Man with a regular activity level, it takes about 10 to 18 years of veteran development to accumulate one full set of development picks. More active periods of hazardous adventure may drastically shorten this span. No matter how long it takes to accumulate the required picks, one full set of development picks can be referred to as an ‘experience level’ or simply ‘level’ when creating NPCs.

SKILL RANK LIMITATIONS Picks gained from experience levels can be spent on skills according to Table 4.4. Up to one third may be used to increase attributes and acquire additional edges—see page 208. When buying skill ranks, there is a limit on how many ranks a character may have in a skill at any given level: Maximum Skill Rank = 5 + (2 x Level) or 15, whichever is less Obtaining a skill rank above 15 requires a successful improvement roll as described on page 203. If an improvement roll fails, the designated picks are still lost. Only two improvement rolls may be attempted per level and skill.

75

CHAPTER FOUR: SKILLS

TABLE 4.5: MASTER SKILL LIST CATEGORY AND SKILL

GOVERNING ATTRIBUTES

BASIC CUTBACK

LEARNING UNTRAINED DIFFICULTY USE

SUB-SKILLS (AND/OR SAMPLE SPECIALTIES)

ARTISTIC (Influence, Physical) Act* Bg/In/Wt Dance Bg/Ni/Vi Draw (P) Aw/De/In Mimicry Aw/Bg/Vi Musician (P) Aw/De/In

–5 –5 –6 –7 –6

Average Average Hard Hard Hard

–2 –4 –2 –4 –5

Sing Wordsmith

Bg/In/Vi Bg/In/Wt

–4 –5

Easy Average

–2 –4

(Lie, Impersonate, Onstage Performance, Pretend Emotion) (Any Specific Style of Dance, Dances of a Specific People) Maps (Specific Location), Paintings (Specific Style), Drafts (Buildings) (Beasts, Voices, Ventriloquism) Compose (Dances, Marches, Lays), Drums, String instruments (Harp, Lute, Mandolin), Wind instruments (Fife, Horn, Shalm) (Battle Songs, Chants, Folk Songs, Lays, Lullabies) (Jests, Narrate, Poetry, Prose)

ATHLETIC (Physical) Acrobatics Climb Escape* Jump Run* Swim

Ni/Ni/St De/Ni/St De/Ni/St Ni/St/St Ni/St/Vi Ni/St/Vi

–7 –5 –7 –4 –4 –5

Hard Average Hard Easy Easy Average

–4 –3 –4 –0 –0 –5

(Balance, Swing, Tumble) (Cliffs, Mountains, Ropes, Trees, Walls) (Bonds, Grapples, Narrow Openings) (High Jump, Long Jump, Running Jump, Standing Jump) (Endurance, Speed) (Dive, Endurance, Currents & Undertows, Speed)

COMBAT (Physical) Armour Axes* (P) Blades* (P)

Ni/St/St De/St/St De/Ni/St

–7 –5 –5

Easy Average Average

–0 –4 –3

Bows Clubs* (P)

Aw/De/St De/St/St

–6 –4

Hard Easy

–4 –3

Dodge Flails (P) Polearms* (P)

Aw/Ni/Ni De/De/St De/St/St

–7 –7 –5

Hard Hard Average

–0 –4 –4

Siege Engines (P) Shields* (P)

Aw/St/Wt Ni/Ni/St

–5 –5

Average Easy

–5 –0

Throw (P)

Aw/De/Ni

–5

Average

–4

Unarmed Combat* (P)

De/Ni/St

–5

Average

–2

Warfare*

In/Wl/Wt

–7

Hard

–4

Whips

Aw/De/De

–5

Average

–5

(Any Specific Type or Suit of Armour) One-handed (Battleaxe, Hatchet), Two-handed (Greataxe) Small (Dagger, Shortsword), Medium (Bastard Sword, Longsword, Scimitar), Two-handed (Bastard Sword, Greatsword) (Longbow, Shortbow, Composite Bow, Númenórean Steelbow) One-handed (Club, Mace, Warhammer), Two-handed (Warmattock, Quarterstaff) (Melee, Missiles, Natural Disasters) One-handed (Morningstar), Two-handed (Warflail) One-handed (Javelin, Spear), Two-handed (Halberd, Pikestaff, Spear), Mounted (Lance, Spear) Battering Ram, Catapult Small (Specific Form), Medium (Specific Form), Large (Specific Form) Axes (Hatchet), Blades (Dagger, Knife), Objects (Stone, Egg), Spears (Javelin, Spear), Spells (Lightning, Flame of Anor) Brawling (Punch, Kick, Headbutt), Wrestling (Grapple, Throw, Trip), Natural Weapons (Paws, Jaws) (Besieging, Campaigns, Field Battles, Naval Battles, Scouting, Siege Defence) (Cat-o’-Nine-Tails, Whip)

CRAFT (Physical) Armoursmith (P) Blacksmith Clothworks Cook (P) Fletcher Gardener Goldsmith Leathercraft

De/St/Vi De/St/Vi Aw/De/De Aw/De/In Aw/De/De De/In/Wt Aw/De/Wl De/De/Wl

–6 –5 –4 –4 –4 –4 –7 –5

Average Average Easy Easy Easy Easy Hard Easy

–4 –4 –3 –3 –4 –3 –5 –4

Ropecraft

De/St/Wt

–4

Easy

–4

Seafaring Services (G) Shipwright Stonecraft Weaponsmith (P) Woodcraft

De/Ni/St Bg/In/Wl De/St/Wt Aw/De/St De/St/Vi Aw/De/St

–5 –4 –7 –5 –6 –5

Average Easy Hard Average Average Average

–4 –2 –4 –4 –4 –3

HEALING (Academic, Physical) First Aid Aw/De/Wl Herbcraft Aw/In/Wt Physician Aw/De/Wt

–4 –6 –7

Easy Hard Hard

–3 –4 –5

*: Frequently employed in opposed tests.

76

Chainmail, Scalemail, Steel Plates (Specific Piece), Shields (Horseshoes, Tools, Wares) (Knit, Sew, Spin, Weave, Dye, Tailor, Embroidery, Furrier) Food (Meat Dishes, Bake, Preserve), Potables (Beer, Wine) (Arrows, Bows) (Flowers, Fruits, Grains, Herbs, Trees, Vegetables) (Enamelling, Etching, Gemcutting, Work Specific Metal) (Armourer, Cobbler, Garments, Parchment, Saddler, Skinner, Tanner) (Knots, Nets, Ropemaker, Throw Grappling Hook, Tie Prisoner) (Boating, Sailing, Navigate, Pilot) Barber, Guide, Innkeeper, Maid, Prostitute, Valet (Boats, Ship-hulls, Sails & Rigging) (Building, Carving, Fortification, Mining, Quarrying) Axes (Battleaxe, Greataxe), Blades (Dagger, Longsword) (Cabinetmaker, Carpenter, Carver, Cooper, Wheelwright, Woodcutter) (Field Care, Patch Wound, Treat Shock) (Herbal Remedies, Herblore) (Cauterise, Diagnose, Midwifery, Surgery, Treat Illness, Treat Infection, Treat Poisoning, Treat Wounds)

CHAPTER FOUR: SKILLS

CATEGORY AND SKILL

GOVERNING ATTRIBUTES

BASIC CUTBACK

LORE (Academic) Alchemy (G) Appraise Arcane Lore (G)

Aw/In/Wt Aw/In/Wt In/Wl/Wt

–7 –5 –7

Hard Average Hard

–4 –4 –6

Culture Lore (G)

Bg/In/Wt

–5

Easy

–4

Devise (G) Heraldry History (G) Language, primitive (G) Language, average (G) Language, complex (G) Law* Nature Lore (G)

De/Wt/Wt Aw/Wt/Wt In/Wt/Wt Aw/Bg/Wt Aw/Bg/Wt Aw/Bg/Wt Bg/Wl/Wt Aw/In/Wt

–7 –5 –7 –4 –5 –7 –7 –7

Hard Average Hard Easy Average Hard Hard Hard

–4 –4 –4 No No No –3 –4

Reckon Region Lore (G)

Wl/Wt/Wt Aw/Aw/Wt

–7 –5

Hard Easy

–4 –4

Research

In/Wl/Wt

–5

Average

–4

OUTDOOR (Physical) Beastmaster (P)

Bg/In/Wl

–5

Average

–4

Fish Hunt Ride* Signal (G) Survival (P)

De/Wl/Wl Aw/In/Ni Bg/In/Ni Aw/De/Wt Aw/Wl/Wt

–4 –5 –5 –5 –5

Easy Average Average Average Average

–2 –4 –4 –4 –5

Teamster Weather-sense

Aw/De/Ni Aw/In/Wt

–5 –5

Average Average

–3 –2

Specific Species of Animal (Any Individual Animal, Befriend, Care, Any Specific Command, Herd, Tame, Treat Injuries) (Hook, Net, Fishing Spear, Weir-basket) (Specific Environment) (Specific Species of Animal) Flag-signals, Hand-signals, Marking-signs, Smoke-signals Specific Environment (Find Path, Find Shelter, Find Water, Forage, Orienteering, Protective Clothing, Start Fires) (Carts, Chariots, Sledges, Wains) (Specific Climate)

Aw/Aw/In Aw/Aw/Aw Aw/In/Wt Aw/In/Wt

–5 –4 –4 –5

Average Easy Easy Average

–4 –0 –3 –4

(Specific Individual) (Hear, Smell & Taste, Spot, Touch) (Forage, Forgeries, Hidden Items, Traps) (Any Specific Environment, Scent)

SOCIAL (Influence) Debate* Discern* Etiquette (P) Games* Inquire* Inspire Intimidate* Lead Locate Persuade* Steward Streetwise

Bg/In/Wt Bg/In/In Bg/Bg/In Bg/De/Wt Bg/Wl/Wt Bg/Bg/In Bg/Bg/Wl Bg/In/Wl Bg/In/Wt Bg/In/Wl Bg/Wl/Wt Bg/In/Ni

–5 –7 –4 –4 –5 –7 –5 –7 –5 –6 –5 –5

Average Hard Easy Easy Average Hard Average Hard Average Hard Average Average

–3 –4 –4 –4 –4 –4 –4 –4 –4 –3 –4 –4

(Bargain, Negotiate, Oratory) (Specific Race, Specific Group of people) Specific Realm (Behaviour, Protocol, Speech) (Cards, Dice, Tactical, Riddles, Sleight of Hand) (Converse, Interrogate) (Specific Group of People) (Fear, Majesty, Power, Torture) (Attack, Hold Formation, Prevent Rout, Recruit) (Specific City, Specific Group of People or Type of Items) (Fast Talk, Oratory, Seduction) (Specific Office, City, or Realm; Court, Obfuscation) (Specific City or Underworld Organisation)

STEALTH (Physical) Conceal* Disguise* Fake* Hide* Legerdemain* Locks Sneak* Traps

De/In/Wt Bg/De/Wl De/De/Wt Aw/Ni/Wl Aw/De/De Aw/De/De Aw/Ni/Ni Aw/De/Wt

–5 –5 –7 –4 –7 –5 –5 –5

Average Average Hard Easy Hard Average Average Average

–4 –4 –4 –2 –5 –5 –2 –5

(Specific Type of Object, Camouflage) (Specific Type of Disguise) (Badges, Coins, Deeds, Sigils, Signatures) (Specific Environments like Castles, Forests, or Deserts) (Pickpocket, Trickery) (Lockpicking, Lockmaking, Fine Mechanics) (Specific Environments like Castles or Forests; Mingle, Shadow) (Disarm, Build, Set)

PERCEPTION (Physical) Lip-reading Observe* Search* Track

LEARNING UNTRAINED DIFFICULTY USE

*: Frequently employed in opposed tests. †: More skills of the Magical skill category are described in Chapter Eleven.

77

SUB-SKILLS (AND/OR SAMPLE SPECIALTIES) Acids, Fireworks, Itching Powders, Perfumes, Poisons, Potions (Armour, Weapons, Gems, Gold, Silver, Livestock, Tools) Dragons (of a Specific Region), Items of Power (Specific Type), Spellcraft: Sorcery (Specific Realm), Spellcraft: The Art (Specific Art), Valar & Maiar (Specific Ainu, of a Specific Region) Specific Culture or Race (Specific Group of People, History, Legends and Myths, Customs, Politics) Architecture, Machinery, Siege Engines, Vehicles, Workshops (Specific Family, Specific Realm, Specific Group) Specific Realm, Race, or Event (Specific Individual, Group of People) Orkish, or any other primitive and disjointed language Westron, Rohirric, Dunael, or any other normal language Quenya, Sindarin, Khuzdul, or any other complex language (Contracts, Trials, Wills, Specific Region) Fell Beasts, Wild Beasts, Domesticated Beasts, Plants (Specific Region, Specific Species), Starlore, Survival (Bookkeeping, Calculating, Geometry) Specific Realm or Land (Specific Territory, Specific Landmark, Inns, Hideouts, Havens, Forests, Rivers, Mountains) (Specific Body of Lore, Search Libraries, Skim Tomes)

CHAPTER FOUR: SKILLS evaluate or analyse objects and situations relating to the skill. This usually applies to any ‘academic’ class use of physical skills. For example, if a character wants to gauge whether a dented suit of armour could be repaired, Armoursmith based on Wits works better than Armoursmith governed by Deftness, Strength, and Vigour. Similarly, Cook: Potables (Wine) based on Wits could be tested to make a ‘Wine Lore’ test, and so on. Characters can also make academic tests (typically based on Wits) with physical skills to judge the difficulty of a task. If they succeed, the Turambar informs them of the difficulty category (but not the exact TN). See page 214 for more about difficulty categories.

COMMON PENALTIES: A skill test is always affected by a character’s Universal Penalty—the sum of his Injury and Weariness penalties. Tests of skills that are governed by Deftness and/or Nimbleness are further modified by your General Encumbrance Penalty (GEP). See page 218 for more information on penalties. PLAYER’S TIP: You can do most of the math needed to figure out your skills’ total bonuses ahead of time on your Character Sheet. You will find the Microsoft Excel-based Character Sheet very helpful in that task.

The Target Number (TN) of a task will quite often be modified according to environmental circumstances and conditions. Modifiers accruing from external sources are always applied to a test’s difficulty (i.e., the TN), and not to the skill bonus. The sum of a skill’s total bonus (frequently penalised by –3 due to missing specialties, and further modified by racial abilities, talents, edges, and flaws) and the roll is called the test result. If the test result equals or exceeds the TN the Turambar set for the task, the character succeeds. The more by which he exceeds the TN, the greater his level of success (LoS). Each skill description below provides example tasks for each TN level as a guide for players and Turambari.

 SKILL AFFINITY Sometimes characters can better make use of a skill if they know other, related, skills. Ambarquenta refers to this as a skill’s affinity. In a situation where two or more skills seem applicable or related to a given task, the Turambar must decide which one is the primary skill—and therefore used to make the test—and which ones may provide an affinity bonus. Make a test (against the set TN) for each applicable skill and add a +1 affinity bonus for each LoS the test yields to the primary skill’s test. A character never suffers a penalty for not having an affinity skill or producing any LoF with the test(s) made for the secondary skill(s).

TEST CLASSES Ambarquenta groups tests into three classes—Academic, Influence, and Physical—to make it easier to determine which modifiers affect them. Test classes are usually determined for whole skill categories:

LEVELS OF SUCCESS (LOS) As explained in detail on page 219, the more a character’s test result exceeds the TN of the test, the greater the level of success (LoS). With attack skills, you inflict the more damage the more LoS you achieve. With non-combat, nonmovement skills, each LoS usually reduces the time needed to perform a task, as shown on Table 9.10. In tactical situations, any such time reduction should be applied to the amount of action points (AP) spent. For example, a LoS +3 trims the time by one fourth; thus, any action usually requiring 12 AP would only cost 9 AP at LoS +3. With movement skills, additional LoS normally increase the distance covered in a given time interval. The skill descriptions following below give more detailed guidelines for determining the effects of extra levels of success or failure (LSF). The Turambar may apply other appropriate effects if he prefers.

ACADEMIC TEST CLASS: Healing, Lore, Spells (spells may

also be subject to physical and/or influence test modifiers, depending on the situation). INFLUENCE TEST CLASS: Artistic, Social, (Spells). PHYSICAL TEST CLASS: Athletic, Combat, Craft, Healing, Outdoor, Perception, Stealth, (Spells). All physical tests, for example, can be affected by lighting, terrain, cover, or similar factors. Chapter Nine groups all of these modifiers in one place (pages 216ff.) to make them easy to locate and use. Some skills have aspects that fall into more than one category, so you may find your Turambar applying different modifiers at different times.

VARYING TEST ATTRIBUTES

 CRAFT SKILLS

By default, every skill is governed by those three attributes that most commonly apply to tests made with that skill. However, depending on the nature of a given test, the Turambar may decide that only one of these attributes, or even a different one, is more appropriate. In this case, replace the average of the three governing attributes by the alternative attribute’s total score. The Turambar determines when to use a different attribute than the ones listed. He could call for tests based on Wits whenever it is necessary to determine the extent of a character’s knowledge of a particular subject, or his ability to

This section suggests a few optional rules that may come into play when using skills from the Craft skill category.

CRAFTING YOUR OWN STARTING ITEMS The various Craft skills add a lot of flavour to any character’s background. However, in a typical tale they seldom can be employed. To provide a character with the chance to take advantage from such a skill despite the lack of time to do so

78

CHAPTER FOUR: SKILLS frequently during an adventure, the Turambar may allow a character to craft one item for every three skill ranks he has in a Craft skill before setting out on a tale. The player states what kind of item(s) he wishes to craft (usually determined by his skill specialties) and makes the applicable skill test(s) as normal. He then gets to choose one item per skill to keep for himself (for example, one suit of armour, one weapon, and one rope). Items he crafted in excess of that number are normally kept by his master.

PRODUCT QUALITY Sometimes an item’s resistance to damage is more important than how much it is worth. An example of this is weapon-crafting. When a sword is made, one needs to know if it is more or less breakable than the average sword. Table 4.7 is used to determine this. For example, if a weaponsmith with a total skill bonus (TSB) of +14 makes a broadsword (average breakage number 17) and achieves LoF –1 on the test, the value from the table is –2. This means the broadsword’s breakage number would be 15.

VALUE ENHANCEMENT

TABLE 4.7: PRODUCT QUALITY

Craft skills, as well as some Artistic skills, are used to make things. All coopers can make barrels, but not always good barrels. Similarly, a goldsmith combining cut gems and gold into a bracelet is attempting to enhance the value of the raw materials. Unless the raw materials are damaged or destroyed by a badly failed test, the goldsmith will either increase or maintain the base value of the materials. Table 4.6 can be used when a craftsman attempts to produce an item from raw materials. Test a Craft skill and crossindex the LSF with the craftsman’s total skill bonus (TSB). The result is the factor by which the base value is multiplied to find the new value. However, to enhance the base value by more than factor three, the craftsman must have the Masterwork edge (see page 153). LoF –2 or worse indicates any materials that could be destroyed have been destroyed or reduced in value; indestructible materials retain their base value.

TSB 6 or less 7 to 12 13 to 18 19 to 21 22 to 24 25 to 27 28 to 30 31 to 33 34 or greater

CRAFTSMAN’S TSB

LoS +2 or LoS +1

LSF ±0 or LoF –1

0 or less 1 to 3 4 to 6 7 to 9 10 to 12 13 to 15 16 to 18 19 to 21 22 to 24 25 to 27 28 to 30 31 to 33 34 or greater

1.1 1.3 1.6 2.0 2.5 3.0 4.0* 5.0* 6.0* 7.0* 8.0* 9.0* 10.0*

0.9 1.0 1.1 1.2 1.3 1.5 2.0 2.5 3.0 3.5* 4.0* 5.0* 6.0*

0.6 0.7 0.8 0.9 0.9 1.0 1.0 1.1 1.2 1.3 1.4 1.5 1.6

LoS +2 or LoS +1

LSF ±0 or LoF –1

LoF –2 or worse

–1 +0 +1 +1 +2 +2 +3 +3 +4

–2 –1 –1 +0 +1 +1 +2 +2 +3

–3 –2 –2 –1 –1 +0 +0 +1 +1

–4 –3 –3 –2 –2 –1 –1 +0 +0

Similar procedures can be used whenever making items that frequently test the dice (2d10 or 1d100) against their quality to determine if they are damaged.

Masterwork Pieces

TABLE 4.6: VALUE ENHANCEMENT LoS +3 or better

LoS +3 or better

Outstanding craftsmen with the Masterwork edge (see page 153) can use the values from the Product Quality table in some additional ways: First, when crafting armour, they may apply any quality bonuses obtained from Table 4.7 to the protective value of the armour piece. However, those who lack the Masterwork edge cannot create superior armour; they may apply no better modifier than +0 to the armour pieces they craft. In other words, ordinary craftsmen can at best produce average armour and will, in fact, often craft inferior pieces. See page 189 for more on armour quality. Second, truly gifted weaponsmiths sometimes succeed at crafting masterwork weapons that do more damage than average weapons. To determine the actual bonus of a masterwork weapon, refer to the below chart:

*: One must usually have the Masterwork edge to achieve this level of potential value enhancement.

+1 PRODUCT QUALITY: ............. +0.5 damage per LoS +2 PRODUCT QUALITY: ................ +1damage per LoS +3 PRODUCT QUALITY: ............ +1.5 damage per LoS +4 PRODUCT QUALITY: ............... +2 damage per LoS

The results obtained from Table 4.6 do not necessarily reflect market value. Just because an item is ‘worth’ ten times the value of its base materials does not mean anyone will pay this much. Some finished goods may involve several stages of enhancement. Uncut gems may be enhanced by cutting and then further enhanced by mounting in a gold necklace. Moreover, the table may be used in other ways. It basically provides a system for assessing the success of an attempt on an ‘absolute’ numerical scale of one to ten. It could, for example, be used to determine how well a singer sings a song.

It would be beyond the scope of this rulebook to describe each possible type of masterwork item in detail. Therefore, the Turambar should improvise on the effects of such items. A masterwork gown, for example, could grant the character who wears it a +1 bonus to all Influence tests, while enjoying a masterwork meal could refresh the fortunate eater, or even heal him for 1 wound point per +1 product quality, and so on.

79

CHAPTER FOUR: SKILLS

SKILL DESCRIPTIONS

TABLE 4.8: WEARINESS AND PACE

T

he remainder of this chapter provides descriptions of the skills your character can learn. For easier reference, the skills are listed in alphabetical order, with the skill’s category and standard test class given in the text. Except for Arcane Lore, which can be learned by any character (provided he has a knowledgeable teacher or access to a suitable library), all skills dealing with magic are described in Chapter Eleven. Each description follows the same format:

Skill Category; Test Class Learning Difficulty

PACE MULTIPLIER

STANDARD TN MODIFIER

WEARINESS MODIFIER

Walk Jog Run Sprint

x1 x2 x3 x4

– – +5 +10

x1 x5 x 50 x 500

DISTANCE MULTIPLIER: Multiply the character’s base movement rate by this value (and, if applicable and possible, the desired pace multiplier) to determine his effective movement rate while performing the skill. SAMPLE SPECIALTIES: Two or more specialties for the skill, if it has specialties. When a specialty is not self-explanatory, a short description is included, too. With your Turambar’s approval, you can make up additional appropriate specialties. Needless to say, the –3 penalty for missing a specialty does not apply if no specialties are given at all. TEST: Common ways in which characters use the skill, including circumstances or factors that can affect the difficulty of tests made with the skill, and examples of use in each different difficulty category (Routine, Easy, Light, Medium, Challenging, Hard, Extremely Hard, Virtually Impossible). LSF: This section lists sample benefits for achieving additional LoS with a skill test and guidelines on how to handle dramatic LoF if these issues were not already touched under the ‘Test’ entry. Most of the time, a Turambar should make up appropriate effects himself. Depending on the situation, the descriptions of the various difficulty categories may be a good starting point to determine the outcome of a particularly successful or a miserably weak test. ADDITIONAL MODIFIERS: In addition to the common test class modifiers discussed in Chapter Nine, some skills are affected by modifiers specific to them. This section lists some of them, if there are any, though the Turambar may create others based on circumstances. AFFINITY: Any skills that may frequently be tested to provide affinity bonuses to this skill (depending on the LoS you achieve), and the situations in which they may apply. ACTION TIME: The base time, expressed either in action points or units of time (minutes or hours), needed to perform tasks with the skill. Any non-action-point time requirements are guidelines only. Based on circumstances, the Turambar may alter the time needed to accomplish a task. EXTENDED TEST FAILURE: With some skills, a failure during an extended test (see page 223) may prevent the character from making further tests to finish the task. A ‘N/A’ indicates that characters normally do not use the skill in extended tests. A ‘Yes’ indicates that even if the character fails a test during the extended test, he can keep making further tests, though he may suffer penalties for his failure. A ‘No’ indicates that if he fails one part of the extended test, he fails altogether and cannot make further tests for this attempt.

SKILL NAME (P/G) Attributes, Basic Cutback

PACE

Untrained Use Penalty

Each skill’s description begins with a short text, informing you about its main objectives. A ‘P’ or a ‘G’ in brackets following the skill’s name indicates that it actually is a parent skill or a skill group, and that you have to designate the specific (sub-)skill you wish to learn. The italicised part of the header tells you to which skill category the skill belongs, and what test class modifiers usually apply to tests made with it. In bold type, on the left, the abbreviations of the three attributes that normally govern the skill are given, along with the basic cutback which you must subtract from the average of the attributes when calculating the skill’s total bonus. Note that the Microsoft Excel-based Skill Sheet automatically subtracts the basic cutback. In the middle, the skill’s learning difficulty is given. It tells you how hard it is to learn and improve in the skill. On the right, its untrained use penalty is shown. This can either be a number that you would have to subtract from the bonus provided by attributes if you haven’t developed any ranks in it yet, or a ‘No’. A ‘No’ indicates that you cannot use the skill unless you have acquired at least one rank in it. As soon as you pick up even a single rank in the skill, the untrained use penalty is ignored. REQUISITE: Some skills have requisites—other skills or abilities you must have to be able to develop it. Usually, this happens when a more sophisticated skill is based on, and is in some ways an outgrowth of, a more simple one. You must always have at least two more ranks in any requisite skills than in the skill requiring the requisite. WEARINESS: Following the basic description of the uses of any physical test class skill, this entry indicates how quickly weariness points are accumulated when the skill is used at a normal pace (i.e., usually at a walking pace). Increased paces raise the weariness point costs of strenuous movement actions. Note that despite their names, the various paces may be applied to any kind of movement action, including swimming, climbing, rowing, and the like. If no other weariness point costs are given for moving faster than at the basic pace (i.e., x 1), refer to the following table:

80

CHAPTER FOUR: SKILLS

ACROBATICS

Virtually Impossible (TN 40+): Balancing on a 0.5” wide surface, flying eleven or more feet between two ropes while swinging.

Athletic; Physical Ni/Ni/St, –7

Hard

ADDITIONAL MODIFIERS: If the character tries to balance on sloped, slippery, or rough surfaces, apply terrain modifiers from Table 9.7. Using a slippery rope to swing entails a –3 (or greater) test result penalty. AFFINITY: Climb, Jump, and other Athletic skills may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies. Most Acrobatics tests are full round actions or require at least one half of a character’s action allowance. EXTENDED TEST FAILURE: No, unless the applicable ‘Test’ entry specifically states otherwise.

Untrained: –4

Lithe and agile, you have little trouble balancing on narrow mountain ledges, swinging across chasms, and performing similar feats. WEARINESS: 1 (or more) point(s) every 10 rounds DISTANCE MULTIPLIER: BMR x 1 SAMPLE SPECIALTIES: Balance, Swing, Tumble. TEST: A successful test allows you to complete athletic tasks such as balancing, swinging, or tumbling. You make it across the chasm or keep from falling off the ledge. The Turambar determines the TN based on how difficult or dangerous the task is. Also see ‘Falling’, page 228.

ACT

Routine (TN 9): Balancing on a 3’ wide surface, holding onto a swinging rope. LoF –1 requires a second test to determine whether or not the character has lost grip. Easy (TN 12): Balancing on a 2’ wide surface, swinging across a pit or other opening provided the rope is already in hand. Again, LoF –1 requires another test. Light (TN 15): Balancing on a 1’ wide surface, swinging to a specific location. Failure indicates that the swing may still be successful, but misses the intended location by a percentage determined by the movement percentage column of Table 9.10. For example, Idril wants to swing from one balcony, across the room to the top of a staircase (a total of 40’). With a LoF –2 on her test, she misses the intended location by 20’ (50%). The Turambar decides that Idril has instead landed on the banister twenty feet down the stairs. Medium (TN 20): Balancing on a 6” wide surface, swinging onto or into a combatant. A successful test forces the victim to make a Strength test, opposed by the acrobat’s Prowess. If the acrobat lands on the victim, the victim suffers a –3 test result penalty, but the acrobat falls if the victim wins the opposed test. If the victim loses the opposed test, he takes 1d10 points of blunt damage for each LoF. This is a Challenging action if the acrobat has a weapon or other object in one hand. Challenging (TN 25): Balancing on a 3” wide surface, riding a curtain or a sail with a knife. Failure indicates the acrobat falls more quickly than intended and may take falling damage as described on page 228. For example, Sakalthor leaps out of a crow’s nest and attempts to use the sail to brake his fall. He rolls the dice and achieves but LoF –1. Since the crow’s nest was 50’ high, Sakalthor takes damage for a 25’ fall (i.e., 50% of 50’) and must also make a TN 20 Stumble test. Hard (TN 30): Balancing on a 2” wide surface, swinging from rope to rope, vine to vine, or the like. LoF –1 indicates that the acrobat covers less than the normal distance. If one rope must be released prior to grasping the next, the action becomes more difficult and all results of LoF –1 must be rolled again to avoid falling. Extremely Hard (TN 35): Balancing on a 1” wide surface, flying 1–10’ between two ropes while swinging.

Artistic; Influence Bg/In/Wt, –5

Average

Untrained: –2

Whether on stage or while dealing with other people, you convincingly portray the emotions and traits you wish to express. If it cannot be avoided, you are even good at telling lies. SAMPLE SPECIALTIES: Lie, Impersonate Specific Individual or Race, Onstage Performance, Pretend Specific Emotion. TEST: This skill represents your ability to counterfeit moods, emotions and beliefs, and to lie convincingly over a period of time. It allows you to simulate actions or reactions of others, as often used in theatrical performances. An Act test may also be attempted to impersonate others, or to hide your own reactions from others. You may use this skill anytime you wish to behave or appear in a manner other than normal and natural to you under any given circumstances. Conversely, the Turambar may require an Act test whenever you try to fool someone, lie to them, and the like. When attempting to fool a target, the target may be entitled to an opposed Wisdom or Discern test. Normally, it’s best to compare the participating characters’ respective LSF (rather than their numerical test results) as described on page 223. Impersonation of a particular person is a special type of acting. To mimic a particular person, you must first successfully disguise yourself—see the Disguise skill, page 90. Routine (TN 9): Hiding a specific brief response. Success indicates that the actor has replaced his natural response with one chosen by him. Easy (TN 12): Hiding one characteristic trait for an extended period of time. Each time the trait would have been exhibited, the actor makes a test to hide it. See ‘LSF’ below for consecutive modifiers. Light (TN 15): Adding one characteristic trait for an extended period of time. Each time the trait is exhibited, the actor makes a test. See ‘LSF’ below for consecutive modifiers. Medium (TN 20): Portraying a simple character. The character has no emotional depth and is plausible only for a short time. Most minor theatrical roles fall into this category.

81

CHAPTER FOUR: SKILLS Challenging (TN 25): Portraying a specific individual to an audience or target who has only heard of the individual. Hard (TN 30): Portraying a complex character. The character has real emotional depth and is plausible for an extended time. Most main and supporting roles fall into this category. Extremely Hard (TN 35): Portraying a specific individual to an audience or target who is familiar with the individual, but not a close friend or family member. The actor could, for example, portray the king at official functions to thwart assassination attempts. Portraying a complex character whose ethos is antithetical to that of the actor’s. Many actors simply refuse such roles, due to the difficulty of the task. Virtually Impossible (TN 40+): Portraying a specific individual to that individual’s close family and friends. Note that this implies that the actor has spent a great deal of time with the individual.

Routine (TN 9): Extracting a dissolved compound from a solution (for example, extracting salt from salt water). Easy (TN 12): Separating a non-acidic liquid from a solid (for example, separating wood into an oil and charcoal). Light (TN 15): Purifying a common element or compound. Medium (TN 20): Recreating a known compound that produces general results. Challenging (TN 25): Identifying a compound that contains no obscure elements.

ALCHEMY: POISONS Your skill with plants and herbs, animal organs, and venomous beasts allows you to brew poisons to smear on weapons or introduce into an enemy’s food. REQUISITE: Normally, only tribesmen, Orcs, wicked herbmasters, and assassins will develop this skill. The Turambar has the final word on whether you may select it. In addition, he may require you to have the same number of ranks in an appropriate skill such as Herbcraft or Nature Lore. TEST: When brewing a known poison from a single type of herb or bestial venom, look up its Prepare TN in Appendix B. When preparing a poison from a new or unlisted specimen, or when mixing a poison of two or more components, use the following guidelines and Table B.1 on page 337 to establish the Prepare TN:

LSF: In a series of Act tests, each consecutive LoF –1 the actor scores confers a +2 bonus to the target’s opposed Wisdom or Discern test. Upon LoF –2 or worse, the target realises that the actor is lying to him. Any LoS +1 (or better) inflicts a cumulative –2 penalty to the target’s opposed test, until the actor scores LoF –2 or worse. AFFINITY: Disguise and Mimicry (Voices) may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies. Acting usually requires no more than 10% of the character’s action allowance. EXTENDED TEST FAILURE: Yes, but only if the extended Act test is resolved as a series of opposed tests as described under ‘LSF’ above.

With a successful Alchemy: Poisons test against TN 15, you may prepare injury or ingested poisons with an onset time of 20 minutes or more, a Potency of ±0 (i.e., Stamina TN 15), a Treatment of ±0 (i.e., Physician TN 15), minor effects (i.e., random effects 1 through 4 on Table B.1), and 1 stage. You may attempt to brew stronger poisons, though at a greater Prepare TN. Add the shown TN modifiers to the basic TN of 15 to enhance the poison’s effects in one or more of the following ways:

ALCHEMY (G)

 Brew poison of any type: +5 Prepare TN (inhaled poisons automatically have continuous stages)  Decrease or increase onset time: +2 Prepare TN for each step away from the basic onset time of 20 minutes  Increase the Potency TN by +3, to a maximum of TN 40: +2 Prepare TN for each +3 Potency TN increment  Increase the Treatment TN by +5, to a maximum of TN 40: +2 Prepare TN for each +5 Treatment TN increment  Create poison with serious or extreme effects (i.e., random effects 5 through 8 on Table B.1): +3 Prepare TN  Create grievously damaging or paralysing poison (random effects 9 and 10 on Table B.1): +6 Prepare TN  Increase the stages by one step, from 1 to 1d3, to 1d6, to 1d10, to 2d10: +3 Prepare TN for each step

Lore; Academic Aw/In/Wt, –7

Hard

Untrained: –4

With your deep knowledge of the elements that comprise Arda, your are a master at analysing, devising, and producing alchemical compounds. REQUISITE: The use of this skill requires access to the necessary equipment, tomes of alchemical lore, and materials. SAMPLE SKILLS AND SPECIALTIES: Acids, Fireworks, Itching Powders, Perfumes, Poisons, Potions, or any other chemical compound (Identify, Devise, Prepare). TEST: This skill allows to identify and mix various substances with relatively predictable results. Each type of compound requires a separate skill. However, some general tasks —such as extracting, separating, or purifying common elements—can be attempted with any type of Alchemy skill, regardless of the nature of the involved elements. The creation or identification of an alchemical compound is the alchemist’s goal. The more general the results, the easier it is to create or identify a given compound. The Turambar must be very careful about which substances he will allow to be created.

LSF: On LoF –1, the poisoner wastes one dose worth of ingredients but does no other harm to his effort. On LoF –2, however, things go wrong but the poisoner fails to realise his mistake—usually, the poison will be ineffective or otherwise spoiled, as the Turambar sees fit. Achieving LoS +1 or greater normally grants no benefits, but the Turambar may rule that the poisoner has created more doses, or a more effective poison. ACTION TIME: Provided you have access to the appropriate ingredients, it usually takes you about one hour to prepare a single dose of poison, enough for one blow or to put in one person’s food.

82

CHAPTER FOUR: SKILLS LoF –3 or worse mean you misestimate the value between 10% to 20%, 30% to 50%, or 60% to 100% of actual worth, respectively—either over or under. AFFINITY: A Craft skill used to craft the object may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. For example, Goldsmith (Silver) may grant affinity bonuses for valuing objects made of silver. ACTION TIME: 1 minute or more, depending on the nature and obscurity of the object. EXTENDED TEST FAILURE: Yes.

Hard (TN 30): Creating a new compound that produces general results. Recreating a known compound that produces specific results. Extremely Hard (TN 35): Identifying a compound that contains obscure elements. Virtually Impossible (TN 40+): Creating a new compound that produces specific results. ADDITIONAL MODIFIERS: Without a reasonably equipped laboratory at his disposal, an alchemist suffers a test result penalty from –5 to –15. AFFINITY: If applicable, Herbcraft, Observe, Physician, and Research may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. ACTION TIME: From several minutes to weeks or months. EXTENDED TEST FAILURE: Yes.

ARCANE LORE (G) Lore; Academic In/Wl/Wt, –7

Lore; Academic Average

Untrained: –6

You are learned, possessing much lore and wisdom of dwimmer-craft, dragons, rings of power, and the Ainur. REQUISITE: Arcane Lore skills are almost never acquired except by long and arduous study. SAMPLE SKILLS AND SPECIALTIES: The Arcane Lore skill group represents theoretical knowledge of magical spells and ancient or obscure beings and objects, whether of natural or divine origin or crafted, or of good or evil purpose. There is no precise classification of most Arcane Lore skills; in fact, you should feel free to add you own Arcane Lore skills as your characters’ adventures present you with the need to do so. Any Arcane Lore skill should describe a broader category of entities or objects, such as Arcane Lore: Dragons or Arcane Lore: Items of Power. Specialties within those skills can encompass just about any sub-category or individual, such as Arcane Lore: Dragons (Fire Drakes, Dragons of the Withered Heath, Smaug), Arcane Lore: Demons (Balrogs, Bandúrhoth), Arcane Lore: Valar and Maiar (Specific Ainu, Maiar of a Specific Region), or Arcane Lore: Wraiths (Nazgûl, Barrow-wights). Arcane Lore: Items of Power encompasses all magical weapons and artefacts; specialities include classes of items, such as weapons, palantíri, rings of power, and staves, or enchanted items produced by different races, such as Elves and Dwarves. Only Arcane Lore: Spellcraft is defined more thoroughly. There are two distinct skills which comprehend the practice of casting spells using the two general ‘types’ or ‘forms’ of magic recognised by these rules: Spellcraft: The Art and Spellcraft: Sorcery. They are by no means the same as knowing how to cast spells, since one may have a Spellcraft skill without possessing any proficiency in an Art or Sorcery. Having a Spellcraft skill means that you know something about how spells of a certain type behave in theory, and that you can identify them when they are cast. If you wish to identify a spell being cast by one of your foes so that you may counter-spell it, you may make a Spellcraft test with a TN equal to the spell’s basic TN. (Note that wielders of the Art may test the applicable Art instead of Spellcraft: The Art.) Typical specialties for both Spellcraft: The Art and Spellcraft: Sorcery cover the different realms of spells (or Arts) and the two specialised casting methods, Runes and Songs of Power. Therefore, if a character with a Spellcraft skill lacks a specialty for a particular realm of spells, he may still be able to use his total skill bonus if a spell he wants to

APPRAISE Aw/In/Wt, –5

Hard

Untrained: –4

You have a fine eye for the value of objects, be they worked items of great worth, raw gold and gems fit for crafting into heirlooms of beauty, precious wines and spices, or fertile farmlands and stately homes. SAMPLE SPECIALTIES: Gems, Gold, Silver, mithril, Armour, Weapons, Tools, Grain, Livestock, Wool, Wine, Manors, or any other merchandise. TEST: Appraise has two uses: valuing objects, which includes evaluating their quality in general, and determining if an object is fake. See ‘LSF’, below, for details. Routine (TN 9): Evaluating the value of a commodity whose price is strictly regulated. Easy (TN 12): Evaluating the value of a raw commodity whose price is tracked by a large number of merchants. Light (TN 15): Evaluating the value of trivial, everyday objects (most ordinary market purchases, such as a pot, clothing, and the like). Medium (TN 20): Evaluating common objects (gold nuggets, low-value gems, ordinary weapons and armour). Challenging (TN 25): Evaluating uncommon objects (valuable gems, quality Dwarven goldsmithing). Hard (TN 30): Evaluating the value of rare items with little or no practical—and no artistic—value (but possible historical significance, like a tome of lore whose material is outdated). Extremely Hard (TN 35): Evaluating rare objects (a weapon or armour made by Telchar of Nogrod). Virtually Impossible (TN 40+): Evaluating unique objects (the fragments of Aiglos). LSF: When evaluating an item, LSF ±0 indicates you correctly judged its quality and can value it within 10% of its actual value. LoS +1 tells you the value within 5%. LoS +2 gives you the correct value. LoS +3 or greater also tells you where it came from and who made it, if such facts are known—and if not, you can hazard a rough guess, such as ‘the Dwarves of the Blue Mountains’. LoF –1, LoF –2, and

83

CHAPTER FOUR: SKILLS identify is cast as a Song of Power, and he has that specialty. More information concerning magic and casting spells can be found in Chapter Eleven. TESTING THIS SKILL: Please refer to the section on Lore, page 103, for details on resolving tests of Arcane Lore.

Hard (TN 30): Standing up while suffering a –7 armour penalty, or donning such an armour in half the normal time. Extremely Hard (TN 35): Standing up while suffering an armour penalty of –8 or greater, or donning such an armour in half the normal time. Virtually Impossible (TN 40+): Diving for cover (may be a prerequisite for a Dodge test).

ARMOUR

LSF: Standing up: The AP cost to stand up is decreased by 10% for each LoS beyond LSF ±0. Donning: The time to get into a suit of armour is decreased by one more round for each LoS beyond LSF ±0. Failure at a test to don an armour in half the normal time results in an additional temporary –1 armour penalty for each LoF you suffer. This penalty also applies to the protection offered by the armour. ADDITIONAL MODIFIERS: The TN of any Armour skill test is reduced by –5 for each helping character. ACTION TIME: Standing up: It takes (8 + GEP as a positive figure) AP to pick yourself up from the ground. Donning: Getting into or out of a suit of armour usually requires a number of full action rounds equal to 5 + (armour penalty x armour penalty). A successful test of the Armour skill cuts that time in half. For example, it normally takes three minutes to don an armour that penalises you with –5 (i.e., 5 + [5 x 5] = 30 rounds), but with a successful skill test the task can be accomplished in only 15 rounds. EXTENDED TEST FAILURE: Standing up: Yes. Donning: No.

Combat; Physical Ni/St/St, –7

Easy

Untrained: –0

Armour is heavy, and fighting or manoeuvring with it on, no matter how light, is tricky—so you need to practise. This skill is used to offset the penalties accrued from the wearing of armour. Each piece of armour supplies a penalty to all tests governed by Deftness and/or Nimbleness. Find the total of your various armour pieces’ maximum penalties and write it down in the space of your Skill Sheet that is normally reserved for recording your General Encumbrance Penalty (GEP). This skill will allow you to negate part or maybe even all of this total maximum penalty. However, it cannot reduce the penalty below its minimum. Your actual armour penalty is either equal to your total minimum penalty or the total bonus of this skill, whichever is worse. This skill automatically reduces the penalties—hence, no tests are required. See pages 183ff. for more information on armour. REQUISITE: You cannot acquire more ranks in the Armour skill than you need to reach the minimum penalty of the heaviest armour you regularly wear. WEARINESS: Half of your armour penalty is applied as a weariness multiplier. For example, if you have a total armour penalty of –4, you accumulate twice the normal amount of weariness points while performing an action. SAMPLE SPECIALTIES: Any specific suit or type of armour. Note that the –3 penalty for lacking a specialty in this skill is only applied in the rare case of testing the Armour skill, but not for figuring the actual armour penalty! TEST: The Armour skill is only tested when you need to stand up after you have fallen to the ground, or when you need to get into or out of your armour quickly, and in like situations.

ARMOURSMITH (P) Craft; Physical De/St/Vi, –6

Average

Untrained: –4

You are an accomplished armourer and able to repair and make any type of armour or shield. SAMPLE SUB-SKILLS AND SPECIALTIES: Chainmail (Cowls, Corslets), Scalemail (Hauberks, Cuirasses), Steel Plates (Helms, Vambraces), Shields (Small, Medium, Large). For additional armour types and pieces in which an armourer could specialise, see Table 6.5 on page 187. Employ the Leathercraft skill to create leather or quilt armour. TESTING THIS SKILL: Please refer to the section on Smithcraft, page 115, for details on resolving tests of Armoursmith.

Routine (TN 9): Careful drop to the ground (may be a prerequisite for a Dodge test). Easy (TN 12): Standing up while suffering an armour penalty of –2 or less, or donning such an armour in half the normal time. Light (TN 15): Rapid drop to the ground (may be a prerequisite for a Dodge test). Standing up while suffering an armour penalty of –4 or less, or donning such an armour in half the normal time. Medium (TN 20): Standing up while suffering a –5 armour penalty, or donning such an armour in half the normal time. Challenging (TN 25): Standing up while suffering a –6 armour penalty, or donning such an armour in half the normal time.

AXES (P) Combat; Physical De/St/St, –5

Average

Untrained: –4

You are handy with axes and other hacking weapons of all sorts. SAMPLE SUB-SKILLS AND SPECIALTIES: One-handed (Battleaxe, Handaxe), Two-handed (Battleaxe, Greataxe). TESTING THIS SKILL: Please refer to the section on Melee Weapons, page 105, for details on testing an Axes skill.

84

CHAPTER FOUR: SKILLS

BEASTMASTER (P)

ACTION TIME: Taming and training an animal is a timeconsuming task, generally taking a number of days equal to the TN of the individual trick being taught. Extended Test Failure: Yes.

Outdoor; Influence Bg/In/Wl, –5

Average

Untrained: –4

BLACKSMITH

You are skilled at taming and training animals, teaching them to accept riders or burdens, or obey certain verbal, nonverbal, and physical commands. A character with Beastmaster also knows how to care for the animal. In addition, the skill can be used for calming wild beasts. SAMPLE SUB-SKILLS AND SPECIALTIES: Specific type or species of animals, such as Dogs, Wolves, Horses, Oliphaunts, Hunting Birds, and so on (Any individual animal, Any specific command, Befriend, Breed, Care, Herd, Tame, Treat Injuries). TEST: Training and taming can be more or less difficult depending on the complexity of the task or trick being taught, and the intelligence of the animal (see ‘Additional Modifiers’). Note that in many cases, the animal will need to make a test to perform the requested action successfully.

Craft; Physical De/St/Vi, –5

Average

Untrained: –4

You can craft horseshoes, metal tools, pots, and other ordinary items of all sorts. SAMPLE SPECIALTIES: Horseshoes, Nails, Pots, Tools, and similar ordinary everyday metal objects. TESTING THIS SKILL: Please refer to the section on Smithcraft, page 115, for details on resolving tests of Blacksmith.

BLADES (P)

Routine (TN 9): Teaching an animal to use a litter box. Easy (TN 12): Training a good-natured horse or other riding animal to allow it to be ridden. Light (TN 15): Taming a docile or passive animal. Teaching an animal to heel, or obey simple directions (forward, left, right, stop, and so on). Medium (TN 20): Taming normal, hungry, or inquisitive animal. Teaching a predatory animal to attack on command. Teaching an animal to vary its pace (trot, gallop, walk, and the like). Teaching an animal instinctual commands for example, training a bloodhound to follow a scent). Challenging (TN 25): Taming an aggressive, jumpy, or protective animal. Teaching an animal complex directions (jump, twist, and the like). Teaching an animal non-instinctual commands (play dead, roll over, beg, and so on). Hard (TN 30): Taming a belligerent, hostile, or timid animal. Teaching a horse or other riding animal not to bolt when its rider vaults into the saddle. Teaching a non-aggressive animal to attack on command. Extremely Hard (TN 35): Taming any other animal. Training an animal not to flee upon encountering a dangerous or hostile situation. A horse cannot be considered a warhorse until it learns this. Virtually Impossible (TN 40+): Training an animal to operate within predefined parameters. Most search and rescue dogs fall into this category.

Combat; Physical De/Ni/St, –5

Average

Untrained: –3

You are skilled in the use of blades and other slashing and stabbing weapons of all sorts. SAMPLE SUB-SKILLS AND SPECIALTIES: Small (Dagger, Knife, Longknife, Shortsword), Medium/One-handed (Bastard Sword, Broadsword, Falchion, Longsword, Scimitar), Twohanded (Bastard Sword, Greatsword). TESTING THIS SKILL: Please refer to the section on Melee Weapons, page 105, for details on testing a Blades skill.

BOWS Combat; Physical Aw/De/St, –6

Hard

Untrained: –4

You are handy with bows of all sorts and can slay your foes at a distance, making them fear to come within your range. REQUISITE: You must be strong enough to bend your bow (see Chapter Six). WEARINESS: 1 point every 2 rounds SAMPLE SPECIALTIES: Longbow, Shortbow, Composite Bow, Númenorean Steelbow, and so on. TEST: Most tests of the Bows skill are standard tests, with a difficulty based on the target’s Defence and the range to the target, as defined by the bow (see Table 10.1 on page 254). To avoid damage from a successful attack, the target may perform a dodge manoeuvre or parry with his shield as an opposed test. LSF: The greater your LoS, the worse the injury your arrow inflicts. The effects of injury, weariness, and healing are described in Chapter Nine. On the other hand, a fumble or a LoF –2 or worse can damage your bow or cause you to accidentally shoot a comrade (see page 220 on fumbles).

LSF: For each LoS, decrease the training time (see ‘Action Time’, below) by 10%, to a minimum of 50%. ADDITIONAL MODIFIERS: The more intelligent the animal, the easier it is to train. Reduce the TN by one half of the animal’s Wits attribute. AFFINITY: Other skills related to animals—such as Ride or Teamster—may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. For example, Ride may provide an affinity bonus to Beastmaster if training a horse to serve as a mount.

85

CHAPTER FOUR: SKILLS ADDITIONAL MODIFIERS: See Chapter Ten for details on combat, including shield-parries, dodging, and modifiers. ACTION TIME: Table 10.1 on page 253 lists detailed action point costs for loading and firing bows. EXTENDED TEST FAILURE: N/A.

LSF: Use the movement percentage column of Table 9.10 (page 219) to establish your progress in feet per test. A negative figure indicates you have encountered an obstacle and been forced to backtrack. A Failure on a subsequent Stumble test means that you fall. Keep a running total of your progress to determine when the climb is complete, or how far you fall. See ‘Falling’, page 228, for more information. ADDITIONAL MODIFIERS: Using a rope and climbing gear usually grants you a test result bonus of +5 or more. Climbing downwards often entails a –2 (or greater) test result penalty. AFFINITY: Acrobatics (Balance) may be tested to provide an affinity bonus of +1 per LoS for climbing some surfaces, particularly when moving across them. ACTION TIME: Varies. Most Climb tests are full round actions (Turambar’s discretion). Since you can usually cover between one and four sevenths (i.e., 14% to 57%) of your BMR each round, it may take several rounds to cover the desired distance. EXTENDED TEST FAILURE: N/A.

CLIMB Athletic; Physical De/Ni/St, –5

Average

Untrained: –3

You know how to climb trees, scale sheer cliffs, and clamber up ropes. DISTANCE MULTIPLIER AND WEARINESS: The Weariness accruing from climbing directly relates to your speed, as shown on the below chart. However, the given Weariness rates only apply to moderately difficult climbing actions. At TN 25+, you accumulate Weariness as if moving at the next greater pace, to a maximum of 20 points per round. Climb tests against TN 30+ strain you as if you were moving two pace increments faster, and if the test is made against TN 40+, you automatically accumulate the maximum of 20 Weariness points per round. PACE Relaxed Quick Fast Rapid

DISTANCE MULTIPLIER Climb BMR x 1/7 Climb BMR x 2/7 Climb BMR x 3/7 Climb BMR x 4/7

CLOTHWORKS Craft; Physical

WEARINESS POINTS 1 every 2 rounds 1 each round 5 each round 20 each round

Aw/De/De, –4

Easy

Untrained: –3

Your skill in fashioning and mending garments, blankets, and other textile goods draws the attention of nobles and commoners alike. SAMPLE SPECIALTIES: Knit, Sew, Spin, Weave, Dye, Tailor, Embroidery, Furrier, and so on. TEST: Most uses of Clothworks are extended tests, since few of these tasks can be performed with both speed and accuracy. The difficulty depends on the intricacy of the final product as well as the durability of the garment.

SAMPLE SPECIALTIES: Brick Walls, Mountain Slopes, Rocks and Cliffs, Ropes, Ladders, Trees, and so on. TEST: The difficulty for a Climb test depends on the smoothness and steepness of the surface you want to climb. If you succeed, you move up, down, or across a surface at a steady pace, typically one seventh of your BMR per round in combat conditions. A failure on a Climb test means you either make no progress in a given round, have to backtrack, or fall (see ‘LSF’ for details). Increase the TN by +2 if the surface is sandy, +4 if wet, +6 if oily, and +8 if icy. In addition, apply a +3 TN modifier for each pace increment you are climbing faster than at ‘relaxed’ pace. Ignore both of these types of TN modifiers when calculating your Weariness point cost.

Routine (TN 9): Replacing a button. Easy (TN 12): Darning a sock. Light (TN 15): Sewing a simple, familiar pattern such as a tunic or surcoat. Medium (TN 20): Sewing a familiar pattern such as a shirt or jacket. Challenging (TN 25): Sewing a complex, familiar pattern like a formal gown or ceremonial garb. Hard (TN 30): Sewing an unfamiliar pattern. Designing a new pattern (for example, a shirt that contains a hidden pouch). Extremely Hard (TN 35): Designing a complex pattern like a ceremonial robe whose encumbering pieces can easily be removed by ripping them off, for example to facilitate fighting. Virtually Impossible (TN 40+): Sewing with unconventional materials such as metal or dragon-scales.

Routine (TN 9): Climb a stair in combat. Easy (TN 12): Climb a ladder or knotted rope. Light (TN 15): Climb a rope or a 45° incline. Medium (TN 20): Climb a 60° incline or a tree with low-hanging branches. Challenging (TN 25): Climb a stone wall with frequent hand-holds. Hard (TN 30): Climb a rough wall (like a cliff face) or a tree trunk. Extremely Hard (TN 35): Climb a smooth wall (designed to have almost no hand-holds) or a 120° overhanging stone surface. Virtually Impossible (TN 40+): Climb a smooth 120° overhanging surface or upside-down along a stone surface.

LSF: See the section on Craft Skills, page 78, for rules on weaving superior or inferior cloths based on varying LSF. ADDITIONAL MODIFIERS: Superior equipment may provide a test result bonus, usually ranging from +1 to +5.

86

CHAPTER FOUR: SKILLS Challenging (TN 25): Concealing a collection of documents (up to fifty pages). Camouflaging a large object, up to the size of a tent. Hard (TN 30): Concealing a dagger or other small weapon. Camouflaging a large creature such as a bull. Extremely Hard (TN 35): Concealing a living creature like a small cat. Camouflaging a huge object, up to the size of a small house. Virtually Impossible (TN 40+): Concealing a sword or other medium weapon. Camouflaging a huge creature like an Oliphaunt—although it could be smelled a furlong away.

AFFINITY: Appraise, Leathercraft, or Goldsmith may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies. Most Clothworks tests require hours, or even days. EXTENDED TEST FAILURE: Yes.

CLUBS (P) Combat; Physical De/St/St, –4

Easy

Untrained: –3

LSF: Use your Conceal test result to establish the TN for an opposed Search (Hidden Items) test. When you try to hide yourself in the wilderness, you gain a +1 bonus per LoS with a Conceal (Camouflage) test to all Hide tests. AFFINITY: Search (Hidden Items) may be tested in applicable situations to judge the quality of the concealment, thus providing an affinity bonus of +1 per LoS. ACTION TIME: 1 minute or more. EXTENDED TEST FAILURE: Yes.

You are skilled in the use of clubs and staffs and other bashing weapons of all sorts. SAMPLE SUB-SKILLS AND SPECIALTIES: One-handed (Club, Mace, Warhammer), Two-handed (Quarterstaff, Warmattock). TESTING THIS SKILL: Please refer to the section on Melee Weapons, page 105, for details on testing a Clubs skill.

CONCEAL

COOK (P)

Stealth; Physical De/In/Wt, –5

Average

Craft; Physical

Untrained: –4

Aw/De/In, –4

You know how to hide objects, such as treasure or weapons, so that others cannot find them. SAMPLE SPECIALTIES: Any Specific Type of Object, Camouflage. TEST: Most Conceal tests are opposed tests against the Search (Hidden Items) skill of the person trying to find the hidden object. Yet, make a standard test in advance. If you fail this test, anyone who searches for the object finds it without needing to make a test of their own. The difficulty of the standard test depends on the size of the object you wish to hide, and the available hiding places. The first example in each difficulty category supposes that the object is being hidden on yourself. Hiding an object on another person increases the TN by +3. Use the Camouflage specialty and the corresponding examples when hiding an object or beast from casual observers by using the natural attributes of the surrounding environment, special clothes, skin dyes, and other methods.

Easy

Untrained: –3

You know how to prepare a decent meal even if you are short of supplies. Moreover, you have a nose for detecting bad food and know how to prepare and neutralise dangerous food ingredients. SAMPLE SUB-SKILLS AND SPECIALTIES: Food (Soups, Meat Dishes, Bake, Sweets, Preserve, and so on), Potables (Beer, Wine, and so on). TEST: The difficulty of a Cook test depends on how elaborate or exotic a meal is to be. This partly stems from the difficulty in obtaining fresh ingredients, but the number of courses you plan to serve, and for how many people you are cooking the meal, is even more important. Routine (TN 9): Prepare a simple dish like a sandwich. Easy (TN 12): Determine if an ordinary ingredient has gone bad (provided it is not obvious). Light (TN 15): Cook a small, everyday meal when all of the ingredients are readily available and fresh. Medium (TN 20): Brew a simple beer (i.e., without any extra ingredients such as hops). Preserve a food, for instance by pickling or curing. Challenging (TN 25): Cook a small, complex meal. Prepare a dish when some of the ingredients must be substituted. Invent a new dish that uses a specific ingredient. Select the wine most appropriate for a given meal. Hard (TN 30): Cook a large, complex meal. Preserve meat while in a makeshift camp. Extremely Hard (TN 35): Cook a very large, very complex meal. Brew a beer that has a very specific flavour. Virtually Impossible (TN 40+): Cook an exotic dish when nearly all of the ingredients must be substituted for other ingredients.

Routine (TN 9): Concealing a small supply of a herb or poison (less than one ounce). Camouflaging a tiny object, no larger than a small knife. Easy (TN 12): Concealing a razor blade, lock pick, or other tiny implement. Camouflaging a small object, no larger than a sword or backpack, or a tiny creature like a mouse. Light (TN 15): Concealing a moderate supply of herbs or drugs (up to one pound). Camouflaging a man-sized object or a small creature like a dog. Medium (TN 20): Concealing a small knife so that it is not found in a cursory search. Camouflaging a person.

87

CHAPTER FOUR: SKILLS TEST: The difficulty for a Dance test depends on the complexity of the footwork and other motions involved, as well as on the audience you wish to entertain. The Dance skill may also apply to any circumstances in which complex and precise footwork is necessary, such as when negotiating a pattern on the floor, performing certain magical rituals, and so on. Especially practitioners of the Art often dance to their songs to enhance their magic.

LSF: See the section on Craft Skills, page 78, for rules on

preparing superior or inferior meals based on varying LSF. AFFINITY: Observe (Smell & Taste) may be tested to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies greatly, from minutes to hours or sometimes even days. EXTENDED TEST FAILURE: Yes.

Routine (TN 9): Perform a child’s dance. Easy (TN 12): Dance with a crowd of tiddly Hobbits. Light (TN 15): Perform most folk dances or a simple ballroom dance. Medium (TN 20): Perform a moderately complex ballroom dance. Embody the magic you are weaving in a dance (note that a Turambar may require a test against the spell’s or other magical effect’s own TN instead). Challenging (TN 25): Dance in a king’s ballroom. Hard (TN 30): Dance with Elvish courtiers. Extremely Hard (TN 35): Seduce a proud queen by the grace and elegance of your dance. Virtually Impossible (TN 40+): Dance with the Valar.

CULTURE LORE (G) Lore; Academic Bg/In/Wt, –5

Easy

Untrained: –4

You know much about a particular culture: where its members live, how they think and act, and their customs, political affairs, and traditions. REQUISITE: You can acquire knowledge of Middle-earth’s cultures and races through one of three ways: being one of them, living among them, or reading or hearing about them through written accounts or tales. The first two are the most reliable and most popular means, as the third may provide knowledge from unreliable sources. SAMPLE SKILLS AND SPECIALTIES: The Culture Lore skill group represents knowledge of the many different peoples of Middle-earth. It encompasses understanding of the various cultural, political, historical, and economic elements that shaped them. Recent historical events (those within living memory) are also a part of such bodies of lore, as is knowledge of famous individuals still living or only recently passed away. Culture Lore skills are classified by the people that they describe, such as Culture Lore: Beornings, or Culture Lore: Elves of Mirkwood. Specialties within those skills can describe just about any facet of a people’s culture, such as Culture Lore: Shire Hobbits (Entertainments), or Culture Lore: Rohirrim (Agriculture). Specialties can also cover knowledge of a prominent individual or a small collection of individuals belonging to that culture, as in Culture Lore: Dwarves of the Lonely Mountain (King Dáin Ironfoot) or Culture Lore: Rohirrim (Marshals). In the latter instance, this specialty covers both knowledge of the current Marshals of Rohan and an understanding of their office and duties. TESTING THIS SKILL: Please refer to the section on Lore, page 103, for details on resolving tests of Culture Lore.

LSF: Besides the obvious interpretations of success and failure at a Dance test, a ±1 per LSF modifier may be applied in appropriate situations to tests of other skills, such as Persuade (Seduction) or Debate (Negotiate), and to some uses of the Art and Sorcery. ADDITIONAL MODIFIERS: Increase the difficulty by one category if the dance is unfamiliar. Once you have successfully performed a dance three times, it is familiar. Certain physical handicaps make this skill effectively impossible. ACTION TIME: Varies. EXTENDED TEST FAILURE: Yes.

DEBATE Social; Influence Bg/In/Wt, –5

Artistic; Influence Average

Untrained: –3

You are skilled with words and arguments, and you know well how to bargain for what you need, or how to parley with another to obtain some advantage in war or rulership. SAMPLE SPECIALTIES: Bargain, Negotiate, Oratory. TEST: Debate represents your ability to convince others with reasoned arguments rather than force of personality or will, which requires Persuade instead. You use it in an opposed test against the target’s Wisdom (such as when one captain tries to convince another to agree with his plan of attack) or against another character’s Debate (say, when two courtiers try to sway a king to their respective viewpoints). The effects of a successful Debate test last indefinitely: as long as the Turambar believes they should, or until some other person or event changes the target’s mind. But Debate is not domination. It cannot force the target to do what the speaker suggests, and the target always remains free to reject absurd proposals, regardless of the test result. As with most Social skills, it is probably the best choice to test Debate as seldom as possible. Instead, most situations involving Debate should be resolved by roleplaying. Only af-

DANCE Bg/Ni/Vi, –5

Average

Untrained: –4

You are a graceful dancer and quickly find your feet at new dances. SAMPLE SPECIALTIES: Any specific style of dance, such as Folk, Ballroom, Ritual, Erotic, and so on, or the Dances of a Specific People.

88

CHAPTER FOUR: SKILLS ter some time of roleplaying should the Turambar call for a test to determine the final outcome of the influence attempt. But rather than simply cutting off the Debate after the test, the test result should serve as a guideline for the final resolution of the situation by the means of roleplaying. AFFINITY: A successful Persuade test provides an affinity bonus to Debate. So does knowledge of a skill related to the subject being debated, such as Appraise when bargaining for the price of goods, or Warfare (Besieging) when discussing the best way to assault a fortress. Ability to debate in the target’s native Language may also provide a bonus, if appropriate (it may even be a prerequisite, though). ACTION TIME: Varies, but debating is always a full round action. EXTENDED TEST FAILURE: Yes.

(for example, can a catapult propel a water-filled balloon over a fire such that the balloon breaks in mid-flight). Design a complex structure like a guild hall. Hard (TN 30): Design a new device to solve a general class of problems (for example, designing an aqueduct that can deliver water to any number of locations). Design a collection of simple structures like an apartment building. Extremely Hard (TN 35): Determine the most efficient system to address a given problem with respect to a particular variable such as money, time, or the like. Design a collection of complex structures like a castle complete with towers, walls, and keep. Virtually Impossible (TN 40+): Design a complex device whose component parts can be interchanged in order to address a wide variety of problems (for example, an optical device with interchangeable and reversible lenses such that the device can magnify and reduce). Design a structure that mimics the style of another architect (if you score LoS +2 or better at this test, future scholars will be convinced that the structure was built by the architect being copied).

DEVISE (G) Lore; Academic De/Wt/Wt, –7

Hard

Untrained: –4

You are skilled at designing complex structures and machinery, and you know—in theory—how to build and operate them. SAMPLE SKILLS AND SPECIALTIES: Architecture (Towers, Castles, Temples), Infrastructure (Bridges, Roads, Sewers, Waterways), Machinery (Looms, Mills), Siege Engines (Battering Rams, Catapults), Vehicles (Carts, Sledges, Wains), Workshops (Breweries, Smithies), and so on. TEST: Devise allows you to determine what a device does, design new machinery, vehicles, or buildings, or streamline these systems. The difficulty of a Devise test depends on the complexity of the device and the obscurity of the theory behind the item, or—in the case of designing a building—the intricacy of the structure and on how strong it must be. Use the corresponding Craft skills for the practical application of your plans.

ADDITIONAL MODIFIERS: If you (the player) can give the Turambar a good description of what you want to do, he may grant you a +1 to +6 test result bonus. AFFINITY: Applicable Craft skills and/or Reckon may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. ACTION TIME: Depending on the complexity and scale of the project, Devise may require any amount of time from a few rounds to several months or even years. EXTENDED TEST FAILURE: Yes.

Routine (TN 9): Determine how a simple device such as a lever, pulley, or magnifying glass works. Determine the style in which a building is created (at the Turambar’s discretion, this may allow you to gain rough insight into the floor plan). Easy (TN 12): Determine how a compound device like a an elevator works. Design a simple remodelling (such as adding a window or door to an existing wall). Light (TN 15): Determine whether or not a simple device can be used to solve a particular problem without simply attempting the potential solution (for example, you might calculate whether or not a pulley system is powerful enough to move a bull). Determine a building’s architect, provided you are familiar with his work. Design a simple structure like a single-story dwelling. Medium (TN 20): Design a new device to solve a particular problem such as moving a large object from one place to another. Determine the integrity of a building. Design a simple, multi-story structure like an inn. Challenging (TN 25): Determine whether or not a complex device can be used to solve a particular problem

You see deeper than other people, into the hearts and minds of those you meet, easily discerning the motives for their deeds. Your senses tell you when lies are told, when things are not right, and even when someone near you is hiding great power or force of personality. SAMPLE SPECIALTIES: Specific Race or Group of People. TEST: Most Discern tests are opposed tests against the skill another person uses to deceive, bluff, dupe, or conceal motives and intentions from the character, such as Act (Tell Lies), Persuade (Fast Talk), or Disguise. If no TN is available for an opposed test, or if a person does not actively try to trick the character, but simply masks his motivations and feelings for some reason, the Turambar can establish a difficulty based on how well he thinks the person dissembles. The same applies for persons trying to hide, or at least not reveal, their power (however defined) or their impressiveness (their Social Rank or their rank in Inspire, Intimidate, and like skills).

DISCERN Social; Influence Bg/In/In, –7

Hard

Untrained: –4

Routine (TN 9): Discerning an outrageous lie. Easy (TN 12): Discerning poorly concealed motivations or feelings.

89

CHAPTER FOUR: SKILLS Light (TN 15): Discerning a typical person’s concealed motivations or feelings. Medium (TN 20): Discerning a plausible lie. Challenging (TN 25): Discerning well-concealed motivations or feelings. Hard (TN 30): Discerning very well concealed motivations or feelings. Extremely Hard (TN 35): Discerning a lie that is more plausible than the truth. Virtually Impossible (TN 40+): Discerning deeply hidden motivations or feelings.

Easy (TN 12): Appear to belong to a specific group of people (soldier or pirate, for example). Your identity is not changed (except that your friends might not expect to see you in such garb). Light (TN 15): Pretend to be of another race, or even a beast. The disguise does not intend to fool the audience, only to portray key characteristics of the race or beast. Medium (TN 20): Alter your identity completely so as to appear to be someone else. This might include adding facial hair, changing your age, and the like. Challenging (TN 25): Alter your identity completely to that of a representative of a specific group of people (a sailor or noble, for example). The disguise masks your actual identity. Hard (TN 30): Design a costume that convincingly alters your sex, culture, or even race (if that is possible at all) from a distance of 10’ or more. Closer inspection may reveal certain flaws in the disguise. Extremely Hard (TN 35): Assume the identity of a specific individual whose appearance is vaguely familiar to the audience. This might include disguising yourself as a ruler in order to deliver a speech. Virtually Impossible (TN 40+): Design a costume that can convince an audience that you are a specific individual whose appearance is very familiar to the audience. The disguise is good enough to pass all but the closest scrutiny.

ADDITIONAL MODIFIERS: Several conditions may vary the

result of a Discern test:

CONDITION Outrageous lie Lie is more plausible than the truth Familiar with the liar Very close with the liar Unfamiliar with the liar Cannot see liar Cannot hear liar Less than 5 ranks in liar’s language No ranks in liar’s language

TEST RESULT MODIFIER +5 * –5 * +2 +4 –2 –3 –5 –2 –5

*): This test result modifier is only applied in an opposed test.

ACTION TIME: Full round. EXTENDED TEST FAILURE: Yes.

AFFINITY: If appropriate, successful use of Act (Imper-

DISGUISE

sonate) may provide an affinity bonus of +1 per LoS, as may Mimicry (to disguise the voice or to imitate the voice of another) or an applicable Lore skill that covers the person (or culture other than your own) whose guise you have assumed. Persuade could also help to convince someone that you are who you appear to be. ACTION TIME: Altering one’s appearance usually requires several minutes, if not an hour or more. Trying to trick another person into believing the character is someone else requires at least a full round, but normally longer. EXTENDED TEST FAILURE: No.

Stealth; Physical Bg/De/Wl, –5

Average

Untrained: –4

With clever changes of clothing, look, and manner, you can alter your appearance, preventing your enemies from spying on your doings. SAMPLE SPECIALTIES: Any specific type of disguise, such as Gondorian Noble, Haradan Merchant, Dunnish Peasant, and so on. TEST: Most Disguise tests are opposed tests pitting your skill against the Wisdom—or sometimes Discern, Observe (Spot), or Search—of anyone who looks closely at you and tries to discern that you are not who you seem. Yet, make a standard test in advance. If you fail this test, anyone you meet will notice that you are disguised without needing to make a test of their own. If you succeed at this test, use its result as the TN for tests to see through the disguise. The test difficulty depends on how radically your appearance is being altered and how convincing the disguise must be. Ordinarily, characters only use this skill to disguise themselves as members of their own race. After all, no disguise can help a Man pass as a Dwarf, or a Hobbit as an Elf! If disguising one’s self as a member of another race is even possible, at the very least it gives onlookers a +6 (or greater) bonus to their opposed test result.

DODGE Combat; Physical Aw/Ni/Ni, –7

Hard

Untrained: –0

Swift and agile, you have developed great skill in avoiding the blows of your enemies. WEARINESS: 2 points per round (payable only once per round, and only if you have not already accumulated any Weariness for attacking or parrying in a given round). SAMPLE SPECIALTIES: Melee, Missiles, Natural Disasters. TEST: In response to any melee or ranged attack that you are aware of, you may dodge to attempt to avoid injury (i.e., you may not dodge an attack from your back hex). The TN for your Dodge test is your opponent’s result with his attack skill test. With a successful Dodge test, you evade the attack and avoid all damage. If your Dodge action fails, damage is based on your Defence as if you had taken no defensive ma-

Routine (TN 9): Add a new facial characteristic that does not conceal your identity in any way (for example, a wart or beauty mark).

90

CHAPTER FOUR: SKILLS noeuvre (i.e., even a close failure does not improve your situation). Note that you cannot resort to another defensive manoeuvre to avoid an attack that you already tried to dodge. ADDITIONAL MODIFIERS: You suffer a –3 test result penalty when you dodge an attack from a side hex. Furthermore, you may not dodge a ranged attack from a foe outside your field of vision. See page 260 for more information on dodging. AFFINITY: Acrobatics may be tested once per round to try a ‘fancy’ Dodge action. You may define this as jumping over a sword-blow, cart-wheeling away, or whatever else you like. If you succeed, you get an affinity bonus of +1 per LoS to your Dodge test; if you fail, you suffer a –1 per LoF test result penalty. ACTION TIME: Dodging is an interrupt action and costs 2 action points (AP), or a number of AP equal to 1 + your GEP as a positive value, whichever is greater (for example, with a GEP of –3, your Dodge AP cost is 4). There is no limit to the number of times you may dodge in one round, except that you must be able to pay the AP cost for each Dodge action and that you cannot try to dodge the same attack more than once. EXTENDED TEST FAILURE: N/A.

Drawing advanced geometric shapes such as ellipses or cones. Light (TN 15): A simple, elegant sketch that captures the essence of a location, item, or person. Many artists begin with such a sketch. Designing a map of a small geographical region (for example, a county) that includes contours, major paths and roads, and land ownership. Drawing the layout of an existing simple dwelling. Medium (TN 20): A simple painting, devoid of character or life, that accurately depicts its subject. Designing a road map of a small town or city that includes the important buildings and features. Creating the construction plan for a simple dwelling. Challenging (TN 25): A detailed portrait that captures every nuance of the subject in stark clarity. Designing a map of a large geographical region (for example, a barony or a farthing) that includes all prominent features and terrain. The Turambar’s map of the area is probably drawn at this level. Drafting a simple object with a small number of moving pieces. Hard (TN 30): An elegant painting that captures the spirit or essence of the moment. Persons viewing the work feel drawn into the painting. Designing a road map of a large city or capitol that includes every building and many minor features (such as fountains or sewer entrances). Generating the design of a simple object or average dwelling. This might include a house or catapult. Extremely Hard (TN 35): A magnificent work that completely captures the painter’s reaction to the subject in subtle ways without sacrificing the mood of the painting. Designing a map of a huge geographical area (for example, a kingdom or sub-continent). Drafting an object with multiple moving pieces that interact with one another. Generating the blueprints for a complex dwelling, such as a fortress built on a slope. Virtually Impossible (TN 40+): A masterpiece that inspires fear or awe, depending on the subject matter. Designing a map of the known world. The creation of this map may take a lifetime of work. Generating the blueprints for an extremely complex object. A building might have secret passages that cross on multiple levels and rooms that span partial stories (creating crawl-ways and other access tunnels).

DRAW (P) Artistic; Influence Aw/De/In, –6

Hard

Untrained: –2

You are skilled in painting images of great beauty, drafting precise maps and true-to-scale sketches alike. SAMPLE SUB-SKILLS AND SPECIALTIES: Paintings (Watercolours, Oils, Charcoal, or any other Specific Medium, Specific Style), Maps (of a Specific Location or Region, Road Maps, Contour Maps), Drafts (Buildings, Tools, Workshops, Vehicles, Siege Engines). TEST: Use Draw (Paintings) to create a graphical representation of a real object, scene, or person. This representation may be realistic, symbolic, or emotive. The test difficulty depends on the beauty and depth of expression of the piece of art to be produced. Draw (Maps) allows you to maintain a crude map of your way, well enough to find back home. Given the proper cartographic tools and ample time, you can also use it to create an accurate and detailed map of a larger region that can easily be understood by others. Draw (Drafts) hast two main applications: drafting a detailed and accurate representation of an actual object, and drafting a blueprint from which an object can be built. Note that the actual design of the object requires the Devise skill.

LSF: Accurate blueprints facilitate a craftsman’s work— apply a +1 test result bonus to appropriate Craft skill tests for each LoS with the test to Draw the construction plan. Flawed blueprints, on the other hand, impose a –3 per LoF test result penalty to subsequent Craft skill tests. ADDITIONAL MODIFIERS: When painting from memory, you suffer a –3 or greater test result penalty. Conversely, when painting from a posed image or person, you receive a +2 bonus to your Draw (Paintings) test results. ACTION TIME: Varies depending on the nature of the task. EXTENDED TEST FAILURE: Yes.

Routine (TN 9): A symbolic sketch using stock symbols. Some primitive cave paintings are of this quality. Designing a map of a tiny geographical region, for example, a city park. Drawing basic geometric shapes. Easy (TN 12): A basic sketch that is recognisable as a poor representation of a specific location or person. Designing a road map of a village or hamlet that includes the roads, paths and a couple of buildings.

91

CHAPTER FOUR: SKILLS In any ‘high society’ situation where an Esteem test is called for (see page 242), you may substitute an Etiquette test instead; all normal Esteem modifiers apply to the Etiquette test. LSF ±0 gives you a ‘Neutral’ reaction. Each additional LSF shifts the reaction by one level accordingly.

ESCAPE Athletic; Physical De/Ni/St, –7

Hard

Untrained: –4

Light (TN 15): Behave appropriately among the gentry of a relatively little sophisticated realm such as Rohan. Medium (TN 20): Behave appropriately at a royal court that does not follow an overly strict etiquette (for example, the Court of Edoras) or in the houses of most Gondorian lords. Challenging (TN 25): Behave appropriately at a court with a quite formal etiquette (for example, the Court of Gondor). Hard (TN 30): Behave appropriately at a court with a strict etiquette (for example, the Court of Arthedain). Extremely Hard (TN 35): Behave appropriately at a High-elven King’s court in the Undying Lands. Virtually Impossible (TN 40+): Behave appropriately among the Valar.

Use this skill to slip bonds or manacles, wriggle through tight spaces, or escape the grip of a monster that ensnares you, such as the Watcher in the Water. WEARINESS: 1 every 10 rounds DISTANCE MULTIPLIER: BMR x 0.1 SAMPLE SPECIALTIES: Bonds, Narrow Openings, Grapples, and the like. TEST: A successful test allows you to escape from bonds or squeeze through narrow openings safely. The Turambar determines the TN based on how you are bound. When squeezing through an opening, make a Routine test if the opening is about the same size as you. For every 10% difference in a single dimension, the difficulty is increased by one. (For example, a 6’ tall man must squeeze through a gap that is only 4’ high but comfortably wide. This would be Medium test since he must reduce his height by one third.) Furthermore, you can make an Escape test opposed by your enemy’s Unarmed Combat: Wrestling (Grapple) test to get out of a grapple. The cost of your Escape test to break from the grappler’s hold is 8 AP.

ADDITIONAL MODIFIERS: Apply a +3 test result bonus if you have a higher rank than the NPC you are trying to impress. Conversely, you suffer a –3 test result penalty if your Social Rank is lower. If you seem to have important friends, you receive a +2 bonus. When dealing with someone from a very different culture than your own, apply a –3 penalty. It can also be difficult to pass yourself off as a wildly different Social Rank than yours. The prince would have a hard a time portraying a commoner, and vice versa. In general, an Etiquette test is required to impersonate anybody more than three Social Ranks away from your own. If your true Social Rank is negative and you are trying to pass yourself off as someone from Rank 1 or better, or vice versa, an Etiquette test—penalised by –3—is required. AFFINITY: Debate, Steward, or Streetwise may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies according to the duration of the interaction. However, usually only one test per party or meeting is required. EXTENDED TEST FAILURE: N/A.

Routine (TN 9): Touch your own toes. Easy (TN 12): Perform feats of agility like bending over backwards. Light (TN 15): Remove a shoulder from its socket. Medium (TN 20): Escape from leather bonds. Challenging (TN 25): Escape from rope bonds. Drink from a glass held in your feet. Remove a blindfold while bound. Hard (TN 30): Escape from cloth bindings like a strait jacket. Extremely Hard (TN 35): Remove a gag while bound. Virtually Impossible (TN 40+): Escape from chains. AFFINITY: Acrobatics may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies, but Escape tests usually require several full round actions. EXTENDED TEST FAILURE: Yes.

FAKE

ETIQUETTE (P)

Stealth; Physical De/De/Wt, –7

Social; Influence Bg/Bg/In, –4

Easy

Hard

Untrained: –4

You are skilled at replicating works of art and creating false but believable writings, illustrations, or records from scratch. REQUISITE: Many task require that the forger also succeeds in a test with the applicable Craft skill. SAMPLE SPECIALTIES: Badges, Coins, Deeds, Sigils, Signatures, Paintings of a Specific Artist or Style, and so on. TEST: Many Fake tests are opposed tests against the Search (Forgeries) or Appraise (Artwork) skill of the person trying to identify a forgery. Yet, make a standard test in advance. If you fail this test, anyone who examines the object

Untrained: –4

You always display good and graceful manners, regardless of whom you meet. SAMPLE SUB-SKILLS AND SPECIALTIES: Any Specific Realm (Behaviour, Protocol, Speech). TEST: A successful Etiquette test is required to get along in the upper ranks of society without embarrassing yourself—test the skill once for each party or meeting. A successful test can also detect someone who is pretending to be of high rank or good breeding.

92

CHAPTER FOUR: SKILLS realises that is faked without needing to make a test of their own. The difficulty of the standard test largely depends on the amount of care that went into preventing someone from counterfeiting a particular object. Such techniques may include water-marks, special dyes, intricate emblems, and so on. Generally, the more important an object is, the harder it is to fake. When forging a piece of artwork, the difficulty of the Fake test largely depends on the quality of the forgery. A simple fake is easy to create, but will be noticed by any casual observer. Only experts can catch well-done forgeries.

FIRST AID Healing; Academic/Physical Aw/De/Wl, –4

Easy

Untrained: –3

Calm and deft, you are a capable healer on the battlefield. SAMPLE SPECIALTIES: Field Care, Patch Wound, Treat Shock. TEST: First Aid can be used to treat a variety of ailments. However, it is mainly employed in the field to patch bleeding wounds, alleviate a patient’s pain, and to treat characters in shock. The section on ‘Healing’ (particularly see pages 233f.) provides detailed rules for all of these applications. ADDITIONAL MODIFIERS: A character attempting to dress his own wounds suffers a +3 or greater TN modifier. AFFINITY: A Physician test may provide an affinity bonus to First Aid, but such a test should rarely occur because First Aid represents emergency treatment. ACTION TIME: Proper emergency treatment takes approximately one or two minutes, if not longer. EXTENDED TEST FAILURE: N/A.

Routine (TN 9): Fake a coin when the value of the coin depends on its weight. (In other words, the counterfeiter is merely affixing some stamp on the coin that means very little.) Produce a forgery that can fool someone with no knowledge of the subject who has never seen the object being copied. Easy (TN 12): Counterfeit a note from your mother. Produce a cheap imitation to sell in souvenir shops. Light (TN 15): Create a document that looks official, but does not change any records. Produce a forgery that will pass a cursory comparison. Medium (TN 20): Modify an official document by replacing the original with an altered copy. Produce a forgery that will fool someone familiar with the subject who does not look closely. Challenging (TN 25): Counterfeit money when little has been done to prevent such an attempt. Minor counter-measures include milling the edges of coins. Produce a forgery that will pass a close examination by most people familiar with the original (but not an expert). Hard (TN 30): Counterfeit a complete collection of papers that effectively create a new identity (for example, a record of birth or marriage). Produce a forgery that will only be discovered by an expert who examines the work closely. Extremely Hard (TN 35): Modify an official document directly. Any changes are made to the document itself. Produce a forgery that can only be discovered if an expert compares the forgery to the original. Virtually Impossible (TN 40+): Counterfeit official documentation when an original has never been seen. The counterfeiter must guess what the documents should look like. Produce a forgery that experts believe to be the original instead of the actual original.

FISH Outdoor; Physical De/Wl/Wl, –4

Easy

Untrained: –2

You are well versed in the art of fishing, whether with rod and hook, net, weir-basket or fishing spear. SAMPLE SPECIALTIES: Hook, Net, Fishing Spear, Weirbasket. TEST: Make one test per hour you spend fishing. On a success, you catch one fish for every point your test result exceeds the TN if you are fishing with hook or spear (i.e., you catch no fish on LSF ±0). If you are using a net or weirbasket, triple that amount. Routine (TN 9): Fish in a fish hatchery. Easy (TN 12): Bait-fishing in the spawning season. Light (TN 15): Spear-fishing in the spawning season. Medium (TN 20): Bait-fishing in averagely populated waters. Challenging (TN 25): Fly-fishing in averagely populated waters. Hard (TN 30): Fly-fishing in sparsely populated waters. Extremely Hard (TN 35): Ice-fishing when you are miles away from coast or open sea. Virtually Impossible (TN 40+): Fishing in a salt lake.

ADDITIONAL MODIFIERS: Superior equipment may provide a test result bonus, usually ranging from +1 to +5. AFFINITY: Appraise, Draw, and a variety of Craft skills may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies. Many Fake tests require hours, or even days. EXTENDED TEST FAILURE: Yes.

ACTION TIME: Typically one hour per test. Relaxed talking and similar activities are possible at the same time. EXTENDED TEST FAILURE: Yes.

93

CHAPTER FOUR: SKILLS

FLAILS (P)

ACTION TIME: Varies. As a rule of thumb, it takes about (TN x TN) seconds to fletch an arrow (for a example, a poor-quality arrow can be crafted in 15 x 15 seconds or approximately 3 minutes and 45 seconds). EXTENDED TEST FAILURE: Yes.

Combat; Physical De/De/St, –7

Hard

Untrained: –4

You are skilled in the use of morningstars and other flails of all sorts. SAMPLE SUB-SKILLS AND SPECIALTIES: One-handed (Morningstar), Two-handed (Warflail). TESTING THIS SKILL: Please refer to the section on Melee Weapons, page 105, for details on testing a Flails skill. ADDITIONAL MODIFIERS: A flail grants you a +3 test result bonus on your attempts to disarm a foe (including the test to avoid being disarmed yourself if you fail to disarm your foe). You can also use a flail to make trip attacks as described on page 259.

GAMES Social; Influence Bg/De/Wt, –4

Craft; Physical Easy

Untrained: –4

You are skilled at games, ever ready to turn your hand to a throw of the darts, or your mind to a clever riddle. SAMPLE SPECIALTIES: Cards, Dice, Tactical, Riddles, Sleight of Hand, and so on. TEST: Most Games tests are opposed tests against an opponent. The winner is the person with the highest test result. For games of accuracy, the Turambar may prefer to set a base TN to reach the objective of the game (e.g., to hit the target). Again, the winner would be the person with the highest successful test result. ADDITIONAL MODIFIERS: If you’re new at a mental game and don’t yet know the rules and tactics well, you suffer a –3 (or greater) test result penalty. Every time you play that game, make a TN 15 Wits test. If you pass, you have become familiar enough with the game that this penalty disappears. The Turambar can change the difficulty of the Wits test to reflect the complexity of the game. AFFINITY: Intimidate or Inspire may influence the target and, if tested successfully, provide an affinity bonus in appropriate circumstances. ACTION TIME: Varies with the game being played, although it is often 1 minute. EXTENDED TEST FAILURE: Yes.

FLETCHER Aw/De/De, –4

Easy

Untrained: –4

You know how to craft an arrow out of almost any available wood, metal, paper, and feathers. Moreover, you are skilled at making fine bows. SAMPLE SPECIALTIES: Any Specific Type of Arrow or Bow. TEST: The difficulty of a Fletcher test depends on how sophisticated the arrowhead is supposed to be and how straight the shaft must be. Routine (TN 9): Fashion an arrow that flies half as far as a normal arrow (ranges are halved). Easy (TN 12): Fashion an arrow designed for target practice. (This arrow deals only half of the normal damage, and the damage is blunt damage.) Light (TN 15): Fashion a poor-quality arrow that confers a –1 test result penalty. Medium (TN 20): Fashion a normal arrow. Challenging (TN 25): Fashion an armour-piercing (+1P damage/LoS against scalemail, chainmail, and plate armour) or hunting (+1P damage/LoS against leather armour and animal hide) arrowhead. These arrowheads do –1P damage/LoS against all other armour types. Hard (TN 30): Fashion an arrow with curved feathers that spins while it flies. These arrows confer a +2 test result penalty and may be fitted with armour-piercing or hunting arrow-heads. Extremely Hard (TN 35): Fashion an arrow that flies 50% farther than a normal arrow (–1 test result penalty). Fashion an arrow with a hollow-tip that can be filled with poison or modified to cause the arrow to whistle while in flight. Virtually Impossible (TN 40+): Fashion an arrow that flies twice as far as a normal one (–1 test result penalty).

GARDENER Craft; Physical De/In/Wt, –4

Easy

Untrained: –3

You have green fingers and know how to feed, care for, and harvest plants. SAMPLE SPECIALTIES: Any specific type of plants, such as Flowers, Fruits, Grains, Herbs, Trees, or Vegetables. TEST: Use this skill to maintain a garden or crop. The test difficulty depends on the hardiness of the plant in the local climate (for example, Grass is a resilient plant, but not in a desert). Plants that are not native to the area are more difficult to care for. Routine (TN 9): Grow plants that are native to the area and require no special attention (e.g., grass). Easy (TN 12): Grow wild-flowers or fruit in a controlled manner. Such plants tend to overpower their competitors for nutrients and water (e.g., raspberries). Light (TN 15): Grow flowers that are native to the area that require some special attention (e.g., regular watering, fertilising, and the like).

LSF: See the section on Craft Skills, page 78, for rules on fletching superior or inferior arrows based on varying LSF. ADDITIONAL MODIFIERS: Superior equipment and materials may provide a test bonus, usually ranging from +1 to +5.

94

CHAPTER FOUR: SKILLS Medium (TN 20): Grow a cash crop under normal conditions. This includes watering, fertilising, weeding, and harvesting the crop. Challenging (TN 25): Grow a healing herb in natural conditions. The herb must be native to the area. The yield of saleable product is generally quite low. Hard (TN 30): Grow a plant from a different climate (or region) in a controlled environment like a greenhouse. Extremely Hard (TN 35): Maintain a garden that is always in bloom by mixing plants of different types whose productive cycles differ. Kings pay handsomely for such gardens. Virtually Impossible (TN 40+): Grow a healing herb under unnatural conditions (e.g., indoors).

Common crests are those displayed by lords and rulers. Uncommon crests are worn by organisations and merchant families. Personal crests are unique to a family name, but families that are closely connected will have similar crests. Routine (TN 9): Identify a common crest as local. Recognise the king’s crest. Easy (TN 12): Reproduce the most common crests an the area. Light (TN 15): Knowledge of the rulers that use a specific common crest. Medium (TN 20): Reproduce all common crests and some rare crests. Identify the general alignment of a group based on the crest they display. Challenging (TN 25): Identify uncommon crests and knowledge of those groups’ affiliations. Hard (TN 30): Reproduce an uncommon crest. Identify a personal crest and knowledge of the family-head that uses that crest. Extremely Hard (TN 35): Identify an individual by his crest. Virtually Impossible (TN 40+): Identify the coat-ofarms of a foreign family that visited the area years ago.

LSF: Use the multipliers given in Table 4.6: Value Enhancement (see page 78) to determine the yield of your harvest in relation to an average harvest. ACTION TIME: Varies, though it often takes three seasons (spring to autumn), or even several years, until a Gardener test may be completed. EXTENDED TEST FAILURE: Yes.

GOLDSMITH

AFFINITY: History, Culture Lore, or Region Lore may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. ACTION TIME: Depending on how common a crest is, it may be a free or a full-round action to identify it. If some research is required, it may take up to several hours to identify a coat-of-arms. EXTENDED TEST FAILURE: Yes.

Craft; Physical Aw/De/Wl, –7

Hard

Untrained: –5

You excel at creating precious golden rings and other delicate jewellery. SAMPLE SPECIALTIES: Enamelling, Etching, Gemcutting, and similar techniques, Work Specific Precious Metal. TESTING THIS SKILL: Please refer to the section on Smithcraft, page 115, for details on resolving tests of Goldsmith.

HERBCRAFT Healing; Academic and/or Physical

HERALDRY

Aw/In/Wt, –6

Average

Untrained: –4

In your skilled hands, a clump of weeds can draw out poisons, halt the progress of a disease, or remove the crippling fatigue of a long march. SAMPLE SPECIALTIES: Herbal Remedies, Herblore. TEST: Use the Herbcraft skill to identify, prepare, and apply the various plants described in Appendix B: Herbs and Poisons (see page 336). There you will also find detailed rules on finding and handling herbs. ACTION TIME: Identifying, preparing, and effectively applying a herbal remedy may take anything from a minute to a day (see Appendix B, page 336). EXTENDED TEST FAILURE: N/A.

Lore; Academic Aw/Wt/Wt, –5

Hard

Untrained: –4

You recognise many coats of arms, colours and devices, plaid sets and other emblems. You are also skilled in designing heraldic crests. SAMPLE SPECIALTIES: Any specific Realm, Family, Group, or Organisation. TEST: Crests are used to identify friend from foe. Thus, a herald can identify his enemies and allies if they are displaying a banner or shield. In addition, coats-of-arms are used to trace lineage. As families branch and merge, their symbols also evolve. A herald is familiar with the genealogy of an area in which he has specialised.

95

CHAPTER FOUR: SKILLS

Aw/Ni/Wl, –4

HIDE

HISTORY (G)

Stealth; Physical

Lore; Academic

Easy

Untrained: –2

In/Wt/Wt, –7

You know how to hide yourself using a place of concealment, silence, shadow, and camouflage. SAMPLE SPECIALTIES: Any specific environment such as Castles, Forests, Deserts, and so on. TEST: Hide requires an opposed test against an appropriate Observe test by whomever you are trying to hide from. Yet, make a standard test in advance. If you fail this test, anyone who looks for you finds you without needing to make a test of their own. The difficulty of the standard test depends on the quality of the available hiding place.

Hard

Untrained: –4

You are well versed in history, both of Middle-earth in general and some realm or subject in particular. REQUISITE: History is most commonly learned through study, whether formal or informal. While it is possible to learn a lot of history by listening to tales told by those who know them well, more frequently, one must read history in tomes and scrolls. The more ancient the knowledge you seek, the more likely it is that you will have to read it, rather than listening casually to bards and loremasters. SAMPLE SKILLS AND SPECIALTIES: The History skill group represents knowledge of past events, both near and ancient, and the great figures who moved and shaped them by their deeds. This includes knowledge of individuals very old or long dead, such as Elrond Half-Elven, Beren One-Hand, and even Sauron himself. History skills are classified by political entities (History: Umbar, History: Lothlórien, and so on), or races or cultural groups (History: Hobbits, History: Lossoth, and so on). Specialties within these skills often refer to prominent individuals. If you specialise in History: Dwarves (Durin the Deathless), for instance, that means you know the tales of the life and deeds of the legendary first King of the Dwarves. Other specialties cover a specific aspect of a nation or group’s history; if you have the specialty History: Gondor (Kings), that means you have learned at least some of the lore surrounding the royal succession of Gondor from Anárion down to the last king, the ill-fated Eärnur. History skills may also encompass general classes of historical events such as wars (History: The War of the Ring), natural disasters (History: The Long Winter of TA 2758-9), and so on. TESTING THIS SKILL: Please refer to the section on Lore, page 103, for details on resolving tests of History. ADDITIONAL MODIFIERS: The farther back in history an event lies, the harder it is to remember rightly or gather accurate information about it. Therefore, a Turambar may wish to apply a TN modifier based on the amount of time that has passed since the event that a characters wants to recall:

Routine (TN 9): There are ample places to hide that provide complete concealment. A warehouse of empty crates and a cluttered attic are two examples. Easy (TN 12): There are many locations that provide of least 75% cover. For example, behind a curtain, in a large basket, under a bed, or in a natural cavern. Light (TN 15): There are many locations that provide at least 50% cover and ample deep shadows or other dark cover. A dense forest or jungle, or a garbage-filled alley are two examples. Medium (TN 20): There are some physical obstructions (for example, pillars, curtains, and the like) as well as ample dark corners or cubbyholes. Challenging (TN 25): There are many locations that provide 25% cover and many locations with partial cover (like bushes or smoke). For example, a mature forest, or a pavilion. Hard (TN 30): There are no physical barriers, but there are many locations that obscure observation (for example, tall grass, stained glass or paper walls). Extremely Hard (TN 35): There are no solid objects behind which to hide, but there is some cover provided by less dense objects. For example, hiding in a greenhouse or behind a picket fence. Virtually Impossible (TN 40): There are no physical obstructions, but there are some irregular features that cast shadows. The smoke provided by a campfire might also be used. Absurd (TN 45+): Hide in an otherwise empty room.

200+ Years 500+ Years 1000+ Years One Age Two Ages Three Ages

ADDITIONAL MODIFIERS: Dim lighting and loud background noises often aid Hide attempts. See Chapter Nine, under ‘Physical Test Modifiers’ (page 216). AFFINITY: Observe may be tested to provide an affinity bonus, since you know what others look for. ACTION TIME: Full-round. EXTENDED TEST FAILURE: Yes.

+1 TN +2 TN +3 TN +6 TN +9 TN +12 TN

Elves and other immortal or long-lived characters who have witnessed an event themselves are not normally affected by this kind of TN modifier.

96

CHAPTER FOUR: SKILLS or even any information at all. You must often extract the truth from an abundance of lies. The difficulty depends on the subject being interrogated or the obscurity of the subject you’re inquiring about:

HUNT Outdoor; Physical Aw/In/Ni, –5

Average

Untrained: –4

Routine (TN 9): Glean relevant information from an articulate and cooperative subject. Learn an obvious fact (which inn serves the best beer in town). Easy (TN 12): Determine if the subject is deliberately withholding information (this does not imply guilt, however). Light (TN 15): Extract useful information from an incoherent, but cooperative subject. Medium (TN 20): Obtain clues from an uncooperative subject. Such clues generally provide non-information (for example, the murder weapon is not in the fireplace). Challenging (TN 25): Piece together information from a number of sources, none of whom are particularly observant. Most witnesses at a crime scene seem to fall into this category. The testimony is often contradictory or inaccurate. Hard (TN 30): Obtain actual information from an uncooperative subject (for example, the location of the murder weapon). Extremely Hard (TN 35): Obtain clues from an intelligent subject that has a personal stake in the result of the inquiry (for example, he is the murder, the information will be used against his people, or the like). Virtually Impossible (TN 40+): Obtain actual information from an intelligent subject that has a personal stake in the result of the inquiry. Learn an extremely secret fact (that Gríma is a traitor) by piecing together dozens of conversations and other tidbits of information gathered over months.

A passionate hunter, you are skilled at finding, leading, and driving game. SAMPLE SPECIALTIES: Any Specific Environment or Region. TEST: Use this skill to find game and manoeuvre it into a position where it is within your range. A Hunt test does not include bringing down or trapping the game, merely identifying good hunting locations. With a successful test, the hunter has found game at long range (roughly 300’ to 400’). Every 50’ difference modifies the TN by ±2 (to a maximum of ±6). The hunter can try once every watch (i.e., four hours). A success indicates that the hunter has found enough game to feed four people, provided he can kill it. Routine (TN 9): Find game in a stocked preserve. Easy (TN 12): Find game in an area where most of the natural predators have been killed. Light (TN 15): Find game in a young forest. Medium (TN 20): Find game in a mature forest; the lack of undergrowth limits the supply of food. Challenging (TN 25): Find game in a plains. Hard (TN 30): Find game in an area that has been hunted heavily (or the game scared off by impending danger). Extremely Hard (TN 35): Find game in a normal desert. Virtually Impossible (TN 40+): Find game in an especially arid desert. LSF: Test results above or below LSF ±0 indicate more plentiful/larger or less plentiful/smaller game. AFFINITY: Track may be tested to provide an affinity bonus of +1 per LoS. ACTION TIME: A Hunt test can be made once every four hours. Higher LoS may trim that time as indicated on Table 9.10, but if the hunt lasts less than one watch no additional game will be found (see ‘LSF’ above). EXTENDED TEST FAILURE: Yes.

Note that the specialty Inquire (Interrogate) differs from Intimidate (Torture). The former involves using willpower and harsh questioning to convince the subject to reveal information. The latter, a tool of the Shadow, involves wringing answers from unwilling victims by application of pain. As with most Social skills, it is probably the best choice to test Inquire as seldom as possible. Instead, most situations involving interrogation or conversation should be resolved by roleplaying. Only after asking a series of questions should the Turambar call for a test to determine the final outcome of the (brute or subtle) inquiry. But rather than simply cutting off the questioning after the test, the test result should serve as a guideline for the final resolution of the situation by the means of roleplaying. ADDITIONAL MODIFIERS: Inquire works best in cities and towns in which you can find many people to talk to. In rural areas where few people live, you may suffer test result penalties of –3 or greater, or be unable to use Inquire at all. AFFINITY: Persuade or Intimidate may be tested in order to provide an affinity bonus of +1 per LoS if they would help convince people to talk to you. The same may apply to appropriate Lore skills. ACTION TIME: Varies, but inquiring is always a full round action. EXTENDED TEST FAILURE: Yes.

INQUIRE Social; Influence Bg/Wl/Wt, –5

Average

Untrained: –4

Through the strength of your personality—and by knowing how to talk to people, and who to talk to—you have a great skill at uncovering secrets and learning things others prefer to keep hidden. SAMPLE SPECIALTIES: Converse, Interrogate. TEST: You make Inquire tests to gather general information about a person or place, pursue a rumour, or interrogate a prisoner. The higher your test result, the more reliable the information you obtain tends to be. Of course, the Turambar determines exactly what you learn. A successful Inquire test isn’t a guarantee of wholly accurate information—

97

CHAPTER FOUR: SKILLS

Bg/Bg/In, –7

INSPIRE

INTIMIDATE

Social; Influence

Social; Influence

Hard

Untrained: –4

Bg/Bg/Wl, –5

Through nobility of spirit, heroic deeds, or powerful will, you have the ability to inspire others, dispelling their fears and encouraging them to bolder deeds and greater efforts. SAMPLE SPECIALTIES: Any Specific Group of People. TEST: You can use Inspire in several ways. First, you can kindle fires of will and courage in those companions near you, helping them resist fear and confusion. Make an opposed test, using your Inspire against the Intimidate test result that unmanned them. If you succeed, they may all make a new Fortitude test against the fear (or like effect), with a +1 bonus for every LoS that you made. See page 239 for details. Second, even when those around you have not felt the bite of terror, you can rouse their heroism. To do so, make a TN 15 Inspire test. If you succeed, you can grant your companions a +1 bonus to apply to any appropriate test (typically a weapon or defensive skill) in the next round. For each LoS above LSF ±0, you can extend the effect for one round or increase the bonus by +1. Third, once per game session—or more frequently, at the Turambar’s option—you can use Inspire to reduce the Weariness felt by you and your comrades. The TN for the test is 15 if the most weary character in the group is Winded, 20 if he’s Weary, 25 if he’s Tired, 30 if he’s Spent, and 40 if he’s Exhausted. If you succeed, everyone you inspire automatically recovers one lost Weariness Level. A LoS +3 allows the recovery of two lost levels. Fourth, a commander can rally his troops to greater courage and vigour in combat. Success with a TN 20 Inspire test gives a +1 bonus per LoS to the Morale of the commander’s units. See page 285 for rules on running mass battles. Most uses of Inspire require you to speak to those whose hearts you would lift, and that they be able to hear your words. But sometimes, as when Aragorn unfurled his banner and brought hope renewed to the defenders of Minas Tirith, deeds alone suffice. The effects of Inspire last as long as seems appropriate to the Turambar. In some cases, inspiration may linger for days or even for a lifetime. But in most instances, they only last a little while after the source of the inspiration leaves, turns his attention elsewhere, or changes his attitude. ADDITIONAL MODIFIERS: If your side appears to be winning the battle, you receive a +3 (or greater) test result bonus. If your side seems to be losing, you suffer a corresponding penalty. AFFINITY: Intimidate (typically Majesty or Power), Sing, or Musician may be tested in appropriate situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Full round to several minutes. EXTENDED TEST FAILURE: Yes.

Average

Untrained: –4

So great is your power or presence that you can cow your enemies, causing foes to fear your majesty or power or simply feel the dread and terror you inspire. SAMPLE SPECIALTIES: Fear, Majesty, Power, Torture. TEST: Intimidate resembles Inspire in some ways, yet it serves not as an aid for your allies, but as a weapon to use against those who oppose you. It requires an opposed test against the target’s Fortitude or, in some cases, Inspire. After determining the results, consult the Fear Table on page 239. That tells you the result. When using the Majesty or Power specialties, use the Fear Table but adapt the terms and results to make them more appropriate. Intimidate need not be used only to instil fear. Often heroes must persuade others with Intimidate, as when Aragorn used Intimidate (Majesty) to convince Éomer to aid him. In such cases, compare the desired result (which should of course be indicated by the character’s words or actions) to the Fear Table results to determine what level of effect is necessary. Convincing a guard to let you pass unhindered might only require a ‘Panicked’ result, while persuading a reluctant warrior to join your noble but dangerous cause might require an ‘Unmanned’ result. In combat, a character can use Intimidate—for a cost of 10 (7) AP—to make an opponent hesitate, back down, or falter. If the character succeeds with an Intimidate test against the target’s Fortitude test and attains at least a ‘Panicked’ result, he may select one of the following bonuses: +2 bonus on his initiative number (IN) against the target for two rounds, +2 test result bonus for attacks against the target that round or the next round, or a +2 bonus on attempts to parry or dodge the target’s attacks that round or next round. An ‘Unnerved’ result can double one of these bonuses, while an ‘Unmanned’ result may cause the target to flee or elicit any other reaction the Turambar considers appropriate. Most uses of Intimidate require you to speak, if for no other reason than to inform the target why he should feel fear or do whatever else you intend. At other times, your actions alone can cause your enemies to succumb to dread. The Turambar judges the effects—both of your words and your deeds—when you try to Intimidate another. The effects last as long as seems appropriate to the Turambar. In some cases (particularly when the servants of Sauron use Intimidate (Fear)), the terror may linger for days or even for a lifetime (or any specified period of time per point of Bearing). But in most instances, the effects only last a little while after the source of the intimidation leaves, turns his attention elsewhere, or changes his attitude. Only servants of the Enemy should take the specialties Fear and Torture. While the majesty or power of the Wise may bring fear to the hearts of those who serve the Shadow, those of true heroism and nobility do not seek to inspire terror in others.

98

CHAPTER FOUR: SKILLS Extremely Hard (TN 35): Leap your Base Jump x 4.5 in feet. Virtually Impossible (TN 40+): Leap your Base Jump x 5 in feet.

ADDITIONAL MODIFIERS: The Fear Table (page 239) has a list of various modifiers that apply to efforts to inspire fear. By extension this can be applied to many other uses of Intimidate. Additionally, if the Turambar feels an attempt to Intimidate dramatically appropriate, or that a character’s recent actions might dismay his enemies, he can grant bonuses. Conversely, he can do the same for Fortitude rolls to resist intimidation by the Enemy. A target’s hostile or aggressive interaction stance (see ‘Influence Modifiers’, page 217) does not make it harder to Intimidate him. It’s assumed that anyone a character wants to intimidate is automatically hostile (or at least neutral) to him. When dealing with people of approximately your size or smaller (be it Hobbit, Man, or Orc), your Stature modifier (see page 28) may apply to your attempts to intimidate them. AFFINITY: Depending on the situation, the purpose of a character’s use of Intimidate, and how well he speaks, Inspire, Persuade, and Debate may be tested in order to provide an affinity bonus of +1 per LoS. ACTION TIME: 10 (7) AP, or longer, depending on the nature of the attempt to Intimidate a target. EXTENDED TEST FAILURE: Yes.

LSF: See the movement percentage results on Table 9.10 (page 219) for the effect of achieving additional LSF. ADDITIONAL MODIFIERS: If the character is involved in combat, raise the difficulty of the jump by one. AFFINITY: Acrobatics may provide an affinity bonus in proper circumstances. ACTION TIME: Including the run-up, jumping is usually a full round action. Alternatively, an AP cost of (TN ÷ 2)+5 can be assumed. EXTENDED TEST FAILURE: N/A.

LANGUAGE (G) Lore; Academic You can speak a language, be it your native one or a foreign tongue—and write it is well, if it has a written form and if you know the appropriate script (see the Literate edge, page 153). Each language is a separate skill in this skill group. Depending on its grammar and vocabulary, it is either classified a primitive, average, or complex language.

JUMP Athletic; Physical Ni/St/St, –4

Easy

PRIMITIVE LANGUAGES

Untrained: –0

Aw/Bg/Wt, –4

You can leap with agility, covering greater distances than most and landing without harm. WEARINESS: 1 point per jump DISTANCE MULTIPLIER: The distance a character can leap depends on his Base Jump score, a fraction of his Base Movement Rate (BMR) defined by the type of the attempted jump: TYPE OF JUMP Long jump, running Long jump, standing High jump, running High jump, standing

Easy

Untrained: No

Examples of primitive languages include Orkish dialects and any other primitive and disjointed tongues. Characters who learn Orkish must specify the place or tribe where they learned it, since Orcs from one region or tribe generally cannot understand the speech of another. When they meet, they use debased forms of Westron to communicate. Ranking Orc-captains from Mordor also know the Black Speech (Morbeth), but generally use it only when conversing amongst themselves.

CORRESPONDING BASE JUMP IN FEET 1/7 of character’s BMR 1/16 of character’s BMR 1/30 of character’s BMR 1/35 of character’s BMR

AVERAGE LANGUAGES

SAMPLE SPECIALTIES: High Jump, Long Jump, Running

Aw/Bg/Wt, –5

Jump, Standing Jump. TEST: The difficulty category of a Jump test depends on how far the character wishes to leap. Adding somersaults or flips increases the TN of the test by +2 for every 180° of rotation. For long jumps with a running start, the difficulties listed below assume that the character is running at a Sprint at the time of takeoff. For every pace category below the Sprint rate (Run/Jog/Walk), raise the TN of the running jump by +2. The optimal speed for a high jump with a running start is a Run.

Average

Untrained: No

All common tongues of Men are considered average languages. Below is a list of the most important tongues of North-western Middle-earth and its surrounding territories and its speakers. Not all of these languages may exist or be in use at all times; see Chapter Three for details. MANNISH TONGUES: Westron (the Common Speech, mother tongue of most folk in the late Third Age), Adûnaic (Númenóreans), Rohirric (earlier called Eothrik), Atliduk (Beornings), Nahaiduk (Woodmen), Gramuk (Rhovanion Northmen), Eriedaic (early Northman dialects of Eriador like Breeish, closely related to Westron and substituted by it in Mid-Third Age), Dunael (Dunlendings), Blarm (Dunnish Hillmen of Eriador), Pûkael (Woses or Drúedain), Haradaic (northern Haradrim), Apysaic (southern Haradrim), Varadja (Variags of Khand), Logathig (Dorwinrim and some Easterlings), Asdradja (Asdriag Easterlings), Ioradja (Balchoth),

Routine (TN 9): Leap your Base Jump x 1 in feet. Easy (TN 12): Leap your Base Jump x 2 in feet. Light (TN 15): Leap your Base Jump x 2.5 in feet. Medium (TN 20): Leap your Base Jump x 3 in feet. Challenging (TN 25): Leap your Base Jump x 3.5 in feet. Hard (TN 30): Leap your Base Jump x 4 in feet.

99

CHAPTER FOUR: SKILLS Labba (Lossoth), Tyran (spoken in the northern basin of the Talathrant), Urdarin (spoken in the far north-east of Endor). Morbeth, the Black Speech, is no Mannish tongue by origin (as it was invented by Sauron), but is often used when servants of the Enemy from different realms collaborate.

Skill Rank 8: Fluency plus the ability to recognise the regional and cultural origin of all speech (although such speech will still prove troublesome to speak or understand). Allows one to read relatively complex material and recognise (but not fully understand) the nature of archaic or unusual dialects and concepts. Skill Rank 9: Absolute fluency in the chosen dialect plus simple understanding and speaking ability in closely related dialects. Allows one to write very complex passages, even tomes of lore, and read the same. Skill Rank 10: Absolute fluency of the language and all closely related dialects. Extremely archaic and complex concepts may prove troublesome. Allows reading and writing of the most complex nature. Skill Rank 10+: Needed for understanding the obscurest lore, such high skill ranks can only be learned from Wizards or other ancient and erudite beings.

COMPLEX LANGUAGES Aw/Bg/Wt, –7

Hard

Untrained: No

The Elven tongues Quenya, Sindarin, Bethteur (sometimes called the Nandorin of the Silvan) and Avarin, as well as the secret Khuzdul of the Dwarves and Entish are all complex languages. However, no player character may learn Entish as a language. It’s too complex and difficult to pronounce for non-Ents to speak. Few non-Dwarven characters learn Khuzdul, for the Dwarves keep the tongue secret, rarely (if ever) teaching it to outsiders.

Easy (TN 12): Simple phrases or sentences (asking directions). Light (TN 15): Simple conversation (‘What news from Bree?’). Medium (TN 20): Average conversation (almost speaking like a native). Challenging (TN 25): Complex conversation (understanding obscure idioms or dialects). Hard (TN 30): Subtle or obscure conversation (discussing deep lore with a scholar). Extremely Hard (TN 35): Understanding ancient versions of the language.

COMMON RULES TEST: As the number of skill ranks indicates the level of comprehension of a spoken or written language, there is seldom need to make a test. Sample TNs are still provided for the case that the Turambar does require a test when you try to read, speak, or understand a language other than your native tongue(s). Such a test must often be made by all participants in a conversation.

Skill Rank 1: Allows to recognise the language. Skill Rank 2: Allows to communicate and understand very basic concepts in the form of single words or very short phrases (such as eat, danger, money, enemy, pain, and so on). Read or write such simple words and possibly understand the context of very simple passages. Skill Rank 3: Allows to communicate moderately basic concepts in the form of phrases, and understand basic phrases spoken at a slow pace. Read or write very short sentences of a moderately simple nature. Skill Rank 4: Allows to converse on very simple subjects, using whole sentences instead of broken phrases. Understand everyday conversation when spoken slowly. Read moderately simple writings and understand most of the details. Skill Rank 5: Allows to converse freely in everyday conversation of an average nature (such as market talk, peasant discussions, conversation with guards, and the like). You still have a strong accent; rapid and/or sophisticated speech is still troublesome. Allows to read most everyday writings and normal books. Skill Rank 6: The normal speaking level of the native population, the common man. Subtle or particularly sophisticated concepts still prove troublesome. Reading and writing level of the average literate man. Skill Rank 7: True fluency. Allows understanding of, and conversation with, the most learned of native speakers. Sophisticated folk may still brand you as an ‘outlander’, however, and archaic or unusual concepts will still prove troublesome. Reading and writing ability is that of an average member of the nobility.

ACTION TIME: Varies. EXTENDED TEST FAILURE: Yes.

LAW Lore; Academic Bg/Wl/Wt, –7

Hard

Untrained: –3

You are well versed in the local law, knowing which decrees apply to a particular situation, and how to settle a dispute. SAMPLE SPECIALTIES: Contracts, Trials, Wills, any Specific Region or Culture. TEST: A successful test lets you remember, deduce or figure out the answer to a question about the law. But remember that few legal questions have a clear-cut answer—even an expert will hedge his advice. An opposed Law (Trials) test may be required if you (or your client) wind up in court. This depends largely on the legal system of a particular realm. LSF: Your LSF may have an impact on the sentence of the defendant. AFFINITY: Debate, Persuade, Intimidate, Inspire, Steward, or Culture Lore may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies. EXTENDED TEST FAILURE: Yes.

100

CHAPTER FOUR: SKILLS

Bg/In/Wl, –7

LEAD

LEATHERCRAFT

Social; Influence

Craft; Physical

Hard

Untrained: –4

Your inspiring personality allows you to command others to follow you, and to make them believe that you are competent to lead and that you know what you are doing. REQUISITE: You must have some military experience. SAMPLE SPECIALTIES: Attack, Hold Formation, Prevent Rout, Recruit at a Specific Location. TEST: You can use Lead in three ways. First, you can attempt to recruit an army. In this case, you must first raise a small army (Routine test), and build from there. You can continue making Lead tests to grow your army until you fail a test, or until there are no more available recruits in the area. Roughly 1% of a population can be recruited unless the leader is also a ruler. Rulers can recruit up to 10% of the population unless the safety of the realm is at stake. Second, Lead is used to maintain morale. The difficulty of the test depends on the gravity of the situation. Even an excellent leader cannot prevent his troops from fleeing overwhelming odds (unless his troops are fanatics). The tactical battle rules (see page 285) provide an alternative and more detailed way to handle leadership and morale in battles. Third, Lead may be tested to provide an affinity bonus of +1 per LoS to Warfare tests. Routine (TN 9): 1 to 5 people. Marching an army. Easy (TN 12): 6 to 20 people. Maintaining a formation. Light (TN 15): 21 to 60 people. Manoeuvring an army at a forced march. Attacking an equal or smaller force. Medium (TN 20): 61 to 120 people. Attacking a larger force. Challenging (TN 25): 121 to 200 people. Maintaining morale after suffering 25% casualties. Hard (TN 30): 201 to 500 people. Maintaining morale after suffering 50% casualties. Maintaining formation while retreating. Extremely Hard (TN 35): 501 to 1000 people. Maintaining morale while facing an opponent led by a Nazgûl or another awesome beast. Virtually Impossible (TN 40+): 1001+ people. Maintaining morale after suffering 75% casualties. ACTION TIME: Varies. A simple command may be given in a half-round, while an encouraging speech may take several minutes. EXTENDED TEST FAILURE: Yes.

De/De/Wl, –5

Easy

Untrained: –4

You know how to work with hides and create leather goods such as armour or parchment. SAMPLE SPECIALTIES: Armourer, Cobbler, Garments, Parchment, Saddler, Skinner, Tanner. TEST: Most uses of Leathercraft are extended tests, since few tasks can be performed with both speed and skill. The difficulty depends on the number of pieces of leather involved, and the intricacy of the stitching or other work required. Like many Craft skills, this skill assumes that the craftsman has an adequate supply of tools. Routine (TN 9): Cut a piece of leather into a simple shape. Easy (TN 12): Sew an object that requires a single piece of leather (a pouch or a hood, for example). Light (TN 15): Dye a piece of leather. Tan a hide into soft leather. Medium (TN 20): Sew an object that requires only a few pieces of leather (for example, a shoe or vest). Challenging (TN 25): Boil a hide to produce hardened leather. Add weaving to simple leather garment. Hard (TN 30): Sew an object that requires multiple pieces of leather (for example, a full suit of armour or a saddle). Extremely Hard (TN 35): Sew an object that incorporates hard and soft leather flawlessly (for example, a breastplate and cape). Virtually Impossible (TN 40+): Sew an object that requires multiple pieces of leather that is waterproof and can be worn underwater. LSF: See the section on Craft Skills, page 78, for rules on producing superior or inferior items based on varying LSF. ADDITIONAL MODIFIERS: Superior equipment may provide a test result bonus, usually ranging from +1 to +5. Without the necessary implements, there is little a craftsman can do—increase all test TNs by at least +5. AFFINITY: Appraise, Clothworks, or Armoursmith may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies. Most Leathercraft tests require hours, or even days. EXTENDED TEST FAILURE: Yes.

101

CHAPTER FOUR: SKILLS Light (TN 15): The speaker is speaking crisply or whispering. Medium (TN 20): Normal conversation. Challenging (TN 25): The speaker stutters. Hard (TN 30): The speaker is mumbling. Extremely Hard (TN 35): The speaker’s lip make meaningless motions when he is not speaking. Virtually Impossible (TN 40+): The speaker’s lips rarely move (because, for example, the speaker is under the influence of a narcotic).

LEGERDEMAIN Stealth; Physical Aw/De/De, –7

Hard

Untrained: –5

Like a juggler or a thief, you can manipulate objects with skill and dexterity, making them seem to disappear. SAMPLE SPECIALTIES: Pickpocket, Trickery. TEST: Most uses of Legerdemain are opposed tests pitting your deftness against the Observe (Spot) of the victim or onlooker. If he beats your test result, he’s seen through your trick—which may have dangerous consequences for you, if you were trying to pick his pocket! However, the Turambar may require a standard test in advance. If you fail this test, the victim (or a casual onlooker) notices your attempt to rob or trick him without needing to make a test of his own. The difficulty of the standard test depends on how accessible the victim’s pockets are. Routine (TN 9): The target is asleep. Easy (TN 12): The target is drunk. Light (TN 15): The pouch (or pocket) is outside of armour. Medium (TN 20): The pouch is outside of clothing. Challenging (TN 25): The pocket is internal, but the item being stolen is relatively large, like a pouch. Hard (TN 30): Pick deep pockets or small items. Extremely Hard (TN 35): The pouch is worn underneath armour. Virtually Impossible (TN 40+): Remove a ring from the target’s finger, or steal a weapon from a scabbard. ADDITIONAL MODIFIERS: If you wear gloves, you suffer a –3 test result penalty. AFFINITY: Observe (Spot) may be tested in applicable situations to provide an affinity bonus of +1 per LoS since you know what others might look for. ACTION TIME: Full round. EXTENDED TEST FAILURE: No.

ADDITIONAL MODIFIERS: You suffer a –1 test result penalty for every 5 feet over 20 feet distance to the target. If you use a palantír or a spell to watch the target, you suffer a –3 (or greater) test result penalty. AFFINITY: The Language spoken may be tested to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies, but reading someone’s lips usually requires at least 75% of the character’s action allowance. EXTENDED TEST FAILURE: Yes.

LOCATE Social; Influence Bg/In/Wt, –5

Perception; Physical Average

Untrained: –4

You know where to look for individuals of influence or knowledge, and to come up with the places where particular goods can be found in a town. SAMPLE SPECIALTIES: Any Specific City, any Specific Group of People, any Specific Type of Items. TEST: This skill is normally used in an urban setting to either locate items that have been discarded (and are therefore free) or are illegal, or to contact influential individuals or specialists (for instance, an important figure of the underworld, a scholar, or a politician). When locating an item, the difficulty of the test depends on its rarity; when locating a person, the test difficulty depends on the amount of influence being sought and the risk involved in having the influence.

LIP-READING Aw/Aw/In, –5

Average

Untrained: –4

You know how to read lips and interpret sign language. SAMPLE SPECIALTIES: Any specific individual. TEST: Lip-reading is only possible with languages you know (and only to the known spoken skill rank). You must maintain line of sight with the subject’s mouth. The difficulty of the test depends on the amount of lip movement you are able to observe. It is interesting to note that one must enunciate to be understood while whispering! Routine (TN 9): The speaker is deliberately directing his words towards the lip-reader. Easy (TN 12): The speaker is a trained actor enunciating perfectly.

102

Routine (TN 9): Locate an item that is frequently discharged (clothing, for example). Locate the city guard or other constabulary. Locate a person with 3 ranks in a particular skill. Easy (TN 12): Locate a specific common item or part. Locate a petty official, someone who can process paperwork and little else. Locate a merchant that provides common services. Locate a person with 6 ranks in a particular skill. Light (TN 15): Locate an illegal good that is common and for which the penalty for possession is minor. Locate a merchant that provides goods of above average quality. Locate a person with 9 ranks in a particular skill. Medium (TN 20): Locate a discarded item with a minor resale value or an uncommon item or part. Locate a minor fence, one willing to trade in goods that cannot easily be traced and are not particularly valuable. Locate an official with enough influence to provide minor services (for a example, a permit, guild membership, and the like). Locate a person with 12 ranks in a particular skill.

CHAPTER FOUR: SKILLS Challenging (TN 25): Locate a discarded item of little value. Locate a minor military officer who has access to some confidential tactical information, but not strategic information. Locate a person with 15 ranks in a particular skill. Hard (TN 30): Locate an illegal good that must be smuggled into the area at some risk. Locate a person willing to sell goods that are illegal, but can easily be smuggled. Locate a fence willing to deal in valuable goods that can be traced (such as jewellery). Locate a person with 18 ranks in a particular skill. Extremely Hard (TN 35): Locate a discarded item of moderate value or a specific rare item or part. Locate a high-ranking government official with real influence. Locate a person with 21 ranks in a particular skill. Virtually Impossible (TN 40+): Locate an illegal good, possession of which is dangerous. Locate a military officer with access to important confidential information. Locate a fence willing to deal unique items. Locate a person with 24 ranks in a particular skill. Locate tests involve a lot of interaction, like approaching the right people in the right manner. Thus, locating a specific item or person may actually involve many tests of other Social skills and Esteem, and certainly requires a good deal of roleplaying. LSF: If the Turambar sees fit, LoF –3 or worse may indicate that contact is made with someone who only claims to be influential or having the desired item. Otherwise, contact is either made or not. ADDITIONAL MODIFIERS: The size of the city does not normally modify the test difficulty. There are fewer people in small towns, and there is less influence, but people tend to know one another. However, in rural areas where few people live, you may suffer test result penalties of –3 or greater, or be unable to use Locate at all. AFFINITY: Inquire may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies. EXTENDED TEST FAILURE: Yes.

LOCKS Stealth; Physical Aw/De/De, –5

Average

Challenging (TN 25): Pick a padlock. Hard (TN 30): Pick a lock of amazing quality. Open a door that is secured with a sliding bolt. Extremely Hard (TN 35): Open a door that is barred, not locked. LSF: See ‘Extended Tests’, page 223, for the effect of achieving additional LSF in dramatic situations. ADDITIONAL MODIFIERS: Without your tools, you suffer the standard +5 to +10 TN modifier for lack of equipment or may not be able to attempt the test at all. For each time you have unsuccessfully attempted to pick the lock, you suffer a –3 test result modifier. If you have successfully picked the lock before, you receive a +6 test result bonus. If you have successfully picked that type of lock before, you receive a +3 test result bonus. If you have a description of the mechanism of the lock, you receive a +1 test result bonus. ACTION TIME: Typically, it takes at least one full round per TN increment of 10 to pick a lock (i.e., it would take approximately three rounds to pick a TN 25 lock). EXTENDED TEST FAILURE: Yes.

LORE (SUMMARY) Lore; Academic The skills in the Lore skill category cover the improbable art of knowing everything there is to know under the sun that shines on Middle-earth—improbable because the bodies of lore that course through it run so vast and so deep. Thus, the Lore skill category encompasses several skill groups. Each group, which contains a multitude of skills (each of which contains many possible specialties), is described in this chapter in alphabetical order. However, even though a large number of Lore skill groups and skills are covered in this book, there may be many more. Be prepared to introduce new specialties, skills, or even entire skill groups as your player characters delve into the vast depths of the wisdom of Middle-earth. Though different in scope and subject, a number of Lore skills (those listed below) are resolved quite similarly. Therefore, the procedure for testing these skills is summarised in this entry. Other skills that fall into the Lore skill category— such as Alchemy, Devise, or Research—have a unique test method and their own, separate descriptions.

Untrained: –5

You are skilled at the art of picking locks using special tools, and at crafting locks or similar fine mechanisms. SAMPLE SPECIALTIES: Lockpicking, Lockmaking, Fine Mechanics. TEST: The difficulty of the test depends on the complexity of the lock. In general, smaller locks are more difficult to pick. Routine (TN 9): You have the key (and can therefore see the key bit and choose the proper picklock). Easy (TN 12): You can see the locking mechanism. Light (TN 15): The keyhole is larger than a finger (i.e., picking a poor lock). Pick handcuffs or shackles. Medium (TN 20): The keyhole is larger than a pencil (i.e., picking a lock of average quality).

LORE SKILLS ARCANE LORE: You possess much lore and wisdom of spells, dragons, rings of power, the Ainur, or other beings and objects obscure and ancient. See page 83 for details and additional rules pertaining to tests of Arcane Lore. CULTURE LORE: You know much about a particular culture: where its members live, how they think and act, and their customs and traditions. See page 88 for details and additional rules pertaining to tests of Culture Lore. HISTORY: You are well versed in history, both of Middleearth in general and some realm or subject in particular. See page 96 for details and additional rules on tests of History.

103

CHAPTER FOUR: SKILLS NATURE LORE: You have a deep knowledge of beasts and plants, whether wild or domesticated, as well as of the ways of the water, air, and earth. See page 106 for details and additional rules pertaining to tests of Nature Lore. REGION LORE: You are learned in the geography of a particular kingdom or land. Usually you have obtained this lore by travelling in that land. See page 110 for details and additional rules on tests of Region Lore.

OVERLAPPING LORES Inevitably, Ambarquenta’s system of handling Lore skills will create many areas of overlap between different skill groups, skills, and specialties, and it will not appear obvious how they differ. For instance, what is there to distinguish the skill History: Dwarves from the specialty Culture Lore: Dwarves (History)? In practical terms, very little. All of the skills and specialties presented or suggested here are, after all, abstractions of what facts, tales, rhymes of lore, and so on characters might actually know. Both History: Dwarves and Culture Lore: Dwarves (History) represent the same basic body of knowledge; the difference in how they are classified, if it represents anything, demonstrates that two different characters might come to it by different routes. Therefore, a Turambar should demonstrate flexibility in determining whether a possible Lore test fits a character’s specific skills.

If the TN does not exceed the character’s knowledge level, he can attempt the test without any resources. Otherwise, the test will require research. Most non-research tests can be accomplished in one round. If research is required, the test will at least require a number of hours equal to the TN of the test. A character cannot attempt a Lore skill test if its TN exceeds twice his knowledge level.

COMMON RULES REQUISITE: When testing a Lore skill to remember a fact, you must have heard or read about this fact before—or at least about some closely related events or pieces of information on which you could base a fair guess. TEST: You must make a test to answer questions pertaining to your lore or to recall obscure facts known to you through study or long experience. Note that you cannot earn experience markers by simply recalling known lore (see page 204).

Trivial (TN 5): Remember a commonly known fact (that Gondor is ruled by a Steward rather than a King in the third millennium of the Third Age). Routine (TN 9): Remember a basic, significant fact (a major war between two realms). Easy (TN 12): Remember important facts that influenced and shaped an event (how that war started, major battles). Light (TN 15): Remember general facts (the participants and captains in that war). Medium (TN 20): Remember specific facts (the involvement of minor characters in that war, such as aides or heroes). Challenging (TN 25): Remember obscure facts (new weapons used in that war, or how that war relates to current affairs in the participating realms). Hard (TN 30): Remember detailed or extremely obscure facts (troop movements in that war, or all the history of those new weapons and who created them). Extremely Hard (TN 35): Remember extremely obscure, distantly related facts (how that war affected the development of a nearby realm that arose two centuries later). Virtually Impossible (TN 40+): Remember the minutiae of an event (which individuals were where on a battlefield).

RESOLVING LORE SKILL TESTS The aforementioned Lore skills can be resolved in one of two ways. First, the Turambar may want to provide each player with background information prior to play. The amount and type of information provided would depend on the character’s skill in any relevant Lores. Alternatively, the characters may desire a specific piece of information. This requires a test during play. The target number of a Lore skill test depends on the obscurity of the information as determined by the Turambar, and the amount and depth of knowledge requested. Use the sample test difficulties provided below to establish the TN of a Lore skill test.

 Knowledge Levels The absolute number of ranks in a Lore skill governs the amount of knowledge a character has in the subject. In other words, the character’s knowledge level determines the maximum TN of any Lore skill test he can attempt:

TABLE 4.9: KNOWLEDGE LEVELS RANKS

KNOWLEDGE LEVEL (MAXIMUM TN OF TEST)

0 1 2 3 4 5–6 7–8 9–10 11+

5 9 12 15 20 25 30 35 40

LSF: Additional LoS in a Lore skill test usually increase the amount of detail the character remembers or is able to research. LoF –1 means that the character simply cannot remember or find the required information. LoF –2 or worse results in false or misleading information.

104

CHAPTER FOUR: SKILLS ADDITIONAL MODIFIERS: If none of your Lore skills matches a given question, you may still have a chance to attempt that test of Lore—provided one of the Lore skills you do know is at least distantly related to the question. Depending on the proximity of the substitute skill and the subject of the question, the Turambar will establish an adequate TN modifier for the test, derived from the below table: Close relation Intermediate relation Distant relation Very distant relation No relation

+2 TN +4 TN +8 TN +12 TN n/a

MELEE WEAPONS (SUMMARY) Combat; Physical Skilled at the use of melee weapons, you are a warrior to be feared. Use the skills described below to fight with closecombat weapons.

MELEE WEAPON PARENT SKILLS

EXAMPLE: Menelor has the skill History: Gondor (Dol Amroth) +15. Answering a question about the past of his hometown, he gets to use his full skill bonus. If he wants to recall a detail of the history of Pelargir, his TSB drops to +12 because his specialty does not apply, but the TN of the test remains the same. However, if Menelor needs to remember an event from the days when Eorl the Young was the first King of Rohan, his skill History: Gondor does not quite apply. Yet, as many events from these early days of Rohan are closely related to the fortunes of Gondor, the Turambar may allow him to test the skill History: Gondor, though at a +2 TN modifier. Events that took place in Rohan over the following centuries could have been of intermediate importance to Gondor (+4 TN modifier), while the deeds of the Éothéod in the western vales of the Anduin would probably only be distantly related to Gondor’s past (+8 TN modifier). In fact, most regional History skills include some limited knowledge about the history of all parts of North-western Middle-earth. For example, Menelor may be allowed to use his skill History: Gondor to recall an event that transpired in Ostin-Edhil of old (+12 TN modifier). However, it would still be impossible to use that skill to remember anything about the history of the Far East, as there is virtually no relation between the southern kingdom of the Dúnedain and these farabroad lands. Note that this system can equally well be used for other skills from the Lore skill category. For instance, an allied, neighbouring people could be considered to be ‘related’ to one’s own, allowing to use Culture Lore: Gondorians for questions pertaining to the Rohirrim at a typical +4 TN modifier.

ACTION TIME: One round, or (at least) a number of hours equal to the TN of the test, depending on the character’s knowledge level. EXTENDED TEST FAILURE: Yes.

AXES: You are handy with axes and other hacking weapons of all sorts. See page 84 for sample sub-skills and specialties and other details. BLADES: You are skilled in the use of blades and other slashing and stabbing weapons of all sorts. See page 85 for sample sub-skills and specialties and other details. CLUBS: You are skilled in the use of clubs and staffs and other bashing weapons of all sorts. See page 87 for sample sub-skills and specialties and other details. FLAILS: You are skilled in the use of morningstars and other flails of all sorts. See page 94 for sample sub-skills and specialties and other details. POLEARMS: You are skilled in the use of long, shafted weapons with sharp ends. See page 109 for sample sub-skills and specialties and other details. SHIELDS: You are skilled in the use of shields, both to protect yourself and to bash your foes. See page 113 for sample sub-skills and specialties and other details. WHIPS: You are skilled in the use of whips and other weapons with thongs. See page 123 for sample specialties and other details.

COMMON RULES REQUISITE: In order to wield a melee weapon effectively, you ought to meet the minimum Strength and Stature scores listed on Table 6.3 (see pages 182 and 185). WEARINESS: 2 points per round TEST: Make a test with your melee weapon skill of choice to hit a target in hand-to-hand combat, or to parry your foe’s assault. When attacking, your base TN is the target’s Defence. To avoid damage from a successful attack, the target may perform a defensive manoeuvre as an opposed test. See Chapter Ten for details on combat, including parrying, dodging, attack options, and modifiers. The effects of injury, weariness, and healing are described in Chapter Nine. LSF: The greater your LoS, the worse the wound you inflict on your foe. With a little luck and sound skill, you may even wreak a Critical Injury upon him (see page 226). On the other hand, if your test fails by LoF –2 or worse, your Turambar may ask for a weapon breakage roll (see page 263). ADDITIONAL MODIFIERS: Chapter Ten introduces a variety of special combat actions which will modify your melee weapon tests. ACTION TIME: Table 10.1 on page 253 lists detailed action point costs for attacking and parrying with all sorts of melee weapons.

105

CHAPTER FOUR: SKILLS Medium (TN 20): Compose or play a good piece of music. Consistent work of this quality may earn a composer a patron. Challenging (TN 25): Compose or play a piece that appeals to those who enjoy the particular style of music. Catchy tunes like dances, marches, or lays that portray a single emotion or idea. Hard (TN 30): Compose or play a work with broad appeal. Complete works (nocturnes, improvisations, consolations, and the like) that tell a story, or convey a complex emotion. Extremely Hard (TN 35): A work that will be considered great many years from now. Masterpieces like operas, symphonies, and the like that capture a range of emotions. Virtually Impossible (TN 40+): Flawlessly compose and play a great piece of music on the spot. A work that creates a new style of composition.

MIMICRY Artistic; Influence Aw/Bg/Vi, –7

Hard

Untrained: –4

You can imitate the voices of men and beasts, allowing you to trick others or to signal your comrades without alerting your enemies. SAMPLE SPECIALTIES: Beasts, Voices, Ventriloquism. TEST: The difficulty of a Mimicry test depends on how easily a character’s voice can imitate the sound. The familiarity the audience has with the sound also modifies the difficulty. It is easier to convince a general audience that you sound like the king; it is much more difficult to convince the queen. Moreover, if a listener suspects what you are doing, he may be allowed to make an opposed test with his Observe (Hear) skill. Easy (TN 12): Imitate a simple, common animal cry. Light (TN 15): Imitate the voice of a person of the same gender, age, and race as you. Imitate most animal noises. Medium (TN 20): Imitate the voice of a person of the same race but different gender than you. Imitate multitone sounds, such as birds trilling. Challenging (TN 25): Imitate the voice of a person of the same gender but different race than you. Hard (TN 30): Imitate the voice of a person of different gender, age, and race. Reproduce a simple inanimate sound. Extremely Hard (TN 35): Reproduce a complex inanimate sound. Virtually Impossible (TN 40+): Imitate the voice of a person the listener knows very well. ACTION TIME: Varies. Imitating a voice or sound usually requires about 50% of the character’s action allowance. EXTENDED TEST FAILURE: No.

LSF: Whenever you compose a piece of music of ‘Hard’ or greater complexity, or whenever you conduct such a great work in front of an important audience, a LoS +2 or greater success allows you to roll 2d10. If you roll 19, 20, or any other number greater than your current Renown score, you receive a +1 Renown award. Conversely, you may defile your fame if your performance fails by LoF –2 or worse (Turambar’s discretion). ADDITIONAL MODIFIERS: A receptive, friendly audience may provide a +1 test result bonus, while a harsh, critical, or heckling one may impose a –2 (or greater) test result penalty. In addition, a larger audience increases the TN as follows: 5 to 10 people 11 to 20 people 21 to 50 people 51+ people

ACTION TIME: Varies depending on nature of performance, but usually at least 1 minute, if not longer. EXTENDED TEST FAILURE: Yes.

MUSICIAN (G)

NATURE LORE (G)

Artistic; Influence Aw/De/In, –6

Hard

+1 TN +2 TN +3 TN +4 TN

Untrained: –5

You are a skilled musician, able to play an instrument and compose songs of great beauty. SAMPLE SKILLS AND SPECIALTIES: Compose (Dances, Lays, Marches), Drums, String instruments (Harp, Lute, Mandolin), Wind instruments (Bagpipe, Fife, Horn, Shalm). TEST: The difficulty of a Musician test depends on the greatness of the composition. Playing a piece of music on an instrument is equal to the difficulty of writing the work. Routine (TN 9): Play a simple chord. Easy (TN 12): Compose or play a simple song. Light (TN 15): Compose or play a piece of music with limited appeal (i.e., music with technical flair, but no emotion).

Lore; Academic Aw/In/Wt, –7

Hard

Untrained: –4

You have a deep knowledge of beasts and plants, whether wild or domesticated, as well as of the ways of the water, air, and earth. REQUISITE: Nature lore is the one category of knowledge that is most commonly acquired through hard experience, for it is certain that the easiest way to learn about a wild beast is to study it face to face. Those who travel long or frequently through uninhabited lands, such as rangers, may learn much about olvar (S. ‘growing things with roots in the earth, plants’) and kelvar (S. ‘living things that can flee, animals’) over the course of a lifetime. Even so, it is not impossible to learn Nature Lore through the study of books or tales. For instance, some among the Dúnedain of the North have left written accounts, both narrative and analytical, of their experiences as rangers, and these constitute useful bodies of lore.

106

CHAPTER FOUR: SKILLS Nor should one overlook Merry Brandybuck’s essay on pipeweed, written after his return from the War of the Ring. SAMPLE SKILLS AND SPECIALTIES: The Nature Lore skill group covers all manner of knowledge of beasts and plants, whether wild or domesticated; the ways of the water, air, and earth; and craft that enables one to survive in the wilderness. This group consists of a handful of skills. Nature Lore: Fell Beasts refers to creatures that are distinctly evil in nature, such as Wargs, or monstrous beings that have ever tormented the Free Peoples, such as the Giant Spiders of Mirkwood (note that mystical beasts such as Dragons or Balrogs are covered by skills from the Arcane Lore group). Nature Lore: Wild Beasts covers all other creatures that live in the wild. Nature Lore: Domesticated Beasts covers animals in the service of Men, such as horses, cattle, pets, and familiars. Nature Lore: Plants covers all manner of plant life, whether found in the wild or cultivated. It includes knowledge of healing herbs, such as athelas (though it does not provide as much information as the Herbcraft skill), but excludes Ents, who constitute a race (and are hence covered by the skill Culture Lore: Ents). Nature Lore: Starlore covers knowledge of the stars in the sky, their names, and the courses they follow. Those who know it also understand the movement of the sun and moon across the sky. Finally, Nature Lore: Survival describes knowledge of how to preserve life and limb in a difficult spot. It overlaps to some extent with the Survival skill (and has similar specialties), but it is distinguished from it by the fact that one may know Nature Lore: Survival from having read or heard of certain procedures without having much skill at putting that information into practice. Common specialties within these skills focus on specific regions, species, and climates, or on specific purposes, such as Nature Lore: Starlore (Orienteering) or Nature Lore: Plants (Agriculture). TESTING THIS SKILL: Please refer to the section on Lore, page 103, for details on resolving tests of Nature Lore.

TRACKING THE HEAVENS In Middle-earth, belief in prophecy sometimes mixes with lore about the starts that illumine the night sky. Those with the Nature Lore: Starlore skill who also have the Foresighted talent are at a great advantage when attempting to see the course of events to come. Such characters may opt to use their skill instead of the Insight attribute when attempting to foretell the future as described on page 135. As an optional rule, a Turambar may allow those with 10+ ranks in Nature Lore: Starlore (but who do not have the Foresighted talent) to read a doom once each month in the night sky. Such characters cannot use their skill instead of their Insight attribute, though. As always, a successful test result doesn’t mean the Turambar must provide a clear-cut answer. Prophetic visions should always be couched in riddles, puzzles, or symbolic images, for tracking the heavens is more art than science, and more inexact than definite.

OBSERVE Perception; Physical Aw/Aw/Aw, –4

Easy

Untrained: ±0

You are alert and wary, possessing a keen eye. You are apt to sense unusual or noteworthy things. SAMPLE SPECIALTIES: Hear, Smell & Taste, Spot, Touch. TEST: Observe tests should normally be rolled by the Turambar, regardless of whether a character indicates that he actively tries to perceive something or whether he simply has the chance to notice something unconsciously. This leaves the players with a feeling of uncertainty that they might have missed something! In many cases, Observe requires an opposed test against such skills as Conceal, Hide, Legerdemain, or Sneak. If no one actively opposes your ability to observe, the difficulty of the test depends on the size, distance, cover, and obviousness (in relation to the background) of what you’re trying to perceive. Observe (Spot) and Observe (Hear) are by far the most common applications of this skill. Therefore, some additional guidelines are given for these two specialties; other specialties can be extrapolated from the examples given. Spot: An average Man can spot a single man-sized figure at a distance of 500 yards. Below are the average distances at which various objects can be discerned. Details cannot be discerned until the object is one range category closer. OBJECT SIZE Minute Tiny Small Man-sized Large beast Huge beast Small dwelling Medium dwelling Huge dwelling

AVERAGE DISTANCE TO DISCERN 10 feet 100 feet 100 yards 500 yards 1,000 yards 1 mile 1 mile 3 miles 5 miles

Each factor modifies the test result by ±1. For example, spotting a Dragon at a range of half a mile has a bonus of +1. Noticing a minute detail at 30’ has a penalty of –2. If the object is moving, apply a +2 test result bonus (unless you are trying to perceive details). Hear: An average Man can discern a normal conversation from 50 feet away. Below are the average distances at which various volumes can be discerned. Details cannot be discerned until the object is one range category closer. Again, each factor modifies the test result by ±1:

107

TYPE OF SOUND Very quiet sound Whisper Normal conversation Yelling Trumpet or drum Bear’s roar Dragon’s roar

AVERAGE DISTANCE TO DISCERN 5 feet 10 feet 50 feet 50 yards 200 yards 500 yards 1 mile

CHAPTER FOUR: SKILLS Routine (TN 9): Spot: On top of a mountain. Hear: In complete silence. Easy (TN 12): Spot: On an empty plain. Hear: In a quiet alley. Light (TN 15): Spot: On a deserted city street. Hear: While walking normally. Medium (TN 20): Spot: On a plain with occasional trees. Hear: While moving in metal armour. Challenging (TN 25): Spot: At twilight. Hear: During a conversation. Hard (TN 30): Spot: In light fog or on a busy street. Hear: During a storm. Extremely Hard (TN 35): Spot: In a forest or swamp, or on a crowded street. Hear: During melee. Virtually Impossible (TN 40+): Spot: In dense fog or on a moonless night. Hear: While a Dragon is roaring nearby.

The effects of a successful Persuade test last indefinitely: as long as the Turambar believes they should, or until some other person or event changes the target’s mind. But Persuade is not domination. It can never force the target to do what the speaker suggests, and the target always remains free to reject absurd proposals, regardless of the test result. As with most Social skills, it is probably the best choice to test Persuade as seldom as possible. Instead, most situations involving Persuade should be resolved by roleplaying. Only after some time of roleplaying should the Turambar call for a test to determine the final outcome of the influence attempt. But rather than simply cutting off the Persuade after the test, the test result should serve as a guideline for the final resolution of the situation by the means of roleplaying. Routine (TN 9): Convince someone to allow you to do something that is normally allowed, but appears suspicious. Convince someone to do something he was probably going to do anyway. Easy (TN 12): Distract a guard for a brief time to allow another person to perform some action unnoticed (the guard’s Observe skill can still be used, but at the standard –10 test result penalty for unconscious observations). Sway a target to your side in a conflict, when that target is unsure of his own position. Light (TN 15): Convince someone to allow you to bend the rules (for example, allowing a janitor to remain an a building to finish a task even though the building should be secure). Cause a target to fulfil a strong desire with no chance of discovery. Medium (TN 20): Convince a guard to allow you past a low-security check point. Convince someone to succumb to a normal desire when there is little risk or chance of discovery. Challenging (TN 25): Distract a guard and convince them to leave their post long enough for someone else to slip by (‘Don’t you think you should make sure that nobody is lurking in the alley?’). Sway a target to your side, provided the target has little stake in the outcome. Hard (TN 30): Convince someone to do something that is blatantly illogical or contrary to obvious facts. Distract two or three guards at the same time. Convince a target to succumb to a normal desire when there is a significant chance of discovery (for example, seduce a noble whose reputation is at stake). Extremely Hard (TN 35): Convince someone to do something that will cause them serious harm (for example, drink a vial of cool, refreshing acid – uh, water). Seduce a target with little interest in the offer. Virtually Impossible (TN 40+): Convince someone to take your place at the gallows. Convince a target to do something that is dangerous or lethal.

ADDITIONAL MODIFIERS: If the object stands out against its environment (it has contrasting colours or glows brightly, it’s an unusually strong or sweet smell, it’s loud and jarring), apply a +2 (or greater) test result bonus. Conversely, trying to perceive objects that blend with their surroundings entails a –2 (or greater) test result penalty. If a player does not specifically demand an Observe test be made for his character, a Turambar may still choose to secretly roll a test. However, he should normally apply a –5 (or greater) test result penalty to any such unconscious observations. Note that some of the physical test modifiers from Table 9.7 on page 216 may not apply in certain circumstances (namely those for bad lighting and fog or smoke may be redundant). This is usually the case if the difficulty category of the test is based on the above list. However, when making an opposed test, all suitable physical test modifiers should be applied. ACTION TIME: Varies. A rapid observation (–10 test result penalty) is a free action, while a careful observation is a full-round action (which may take up to several minutes, depending on the nature of the task). EXTENDED TEST FAILURE: Yes.

PERSUADE Social; Influence Bg/In/Wl, –6

Hard

Untrained: –3

You possess great personal force and skill with words, and you can use them to convince others to agree with you. SAMPLE SPECIALTIES: Fast Talk, Oratory, Seduction. TEST: Persuade represents a character’s ability to convince others with charm, personality, and honeyed words rather than reason or logic, which requires Debate instead. You use it in an opposed test against the target’s Wisdom (such as when you try to convince a beautiful maiden to stroll with you in the garden), against another person’s Persuade (such as when two minstrels both try to convince a king to become their patron), or against a set TN from the below list of examples (such as when you try to distract a guard or convince another that some action is reasonable, when in fact it is not).

AFFINITY: Debate may be tested in applicable situations to provide an affinity bonus of +1 per LoS. Furthermore, any specific knowledge or ability with a skill related to the subject being discussed may provide an affinity bonus, such as Sing when trying to convince someone of the quality of a song. ACTION TIME: Varies, but persuading is always a full round action. EXTENDED TEST FAILURE: Yes.

108

CHAPTER FOUR: SKILLS

Aw/De/Wt, –7

PHYSICIAN

RECKON

Healing; Academic/Physical

Lore; Academic

Hard

Untrained: –5

Your ability to diagnose and treat ailments and wounds makes you a sought-after healer. You even know how to perform surgery, including limb amputation, stanching and sewing wounds, or removing stuck arrowheads and other objects form a patient’s body. SAMPLE SPECIALTIES: Cauterise, Diagnose, Midwifery, Surgery, Treat Illness, Treat Infection, Treat Poisoning, Treat Wounds. TEST: Physician can be used to treat the direst of injuries and a variety of other ailments. It is best employed in a clean environment such as the Houses of Healing in Minas Tirith to increase a patient’s natural healing rate, to cure diseases, or to treat poisonings, but emergency treatment can be administered in the field as well. The sections on Illness and Healing (see pages 230 to 237) provide detailed rules for all applications of this skill. ADDITIONAL MODIFIERS: Access to a large, fresh stock of herbal remedies, clean clothes, salves, and other tools of leechcraft provides standard equipment bonuses, whereas performing healing in the field with few supplies may result in penalties (see Table 9.7 on page 216). AFFINITY: Herbcraft may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: A quick evaluation of a surface wound requires but a few rounds (about 2d5 rounds), while diagnosing and treating other sorts of ailments may take plenty of time. Thorough treatment of wounds usually takes 1 to 10 minutes times the TN (i.e., multiply the TN of the test by 1–10 minutes), depending on the severity of injury. EXTENDED TEST FAILURE: Yes.

POLEARMS (P) Combat; Physical De/St/St, –5

Average

Untrained: –4

You are skilled in the use of long, shafted weapons with sharp ends. SAMPLE SUB-SKILLS AND SPECIALTIES: One-handed (Javelin, Spear), Two-handed (Halberd, Pikestaff, Spear), Mounted (Lance, Spear). TESTING THIS SKILL: Please refer to the section on Melee Weapons, page 105, for details on testing a Polearms skill. ADDITIONAL MODIFIERS: Since it is not designed for melee, you suffer a –3 penalty when using a javelin in close combat.

Wl/Wt/Wt, –7

Hard

Untrained: –4

You know how to make calculations with numbers, keep books of accounts, and draft geometric shapes. REQUISITE: One must be Literate (see page 153) to perform any complex calculations. SAMPLE SPECIALTIES: Bookkeeping, Calculating, Geometry. TEST: The goal of this skill is the correct application of mathematics to an actual problem. Reckon includes simple counting through proficiency at basic mathematical manipulations. Generally, the major mathematical functions (multiplication, division, addition, and subtraction) may be acquired through the use of this skill. At much higher ranks, skill in geometry and even algebra is possible. Routine (TN 9): Counting beyond one’s fingers and toes. Single digit addition and subtraction. Easy (TN 12): Addition and subtraction. Basic accounting. Light (TN 15): Multiplication. Average accounting. Medium (TN 20): Integer division. Complex accounting. Simple geometry (for example, squares and triangles). Calculating the area of a rectangular space. Challenging (TN 25): Fractions and ratios. Intermediate geometry (for example, circles and trapezoids). Calculating a person’s location based on his distance from three distinct points (i.e., triangulation). Hard (TN 30): Advanced geometry (for example, ellipses and solids). Extremely Hard (TN 35): Basic (linear) algebra. Solving simple time-dependent relationships. Virtually Impossible (TN 40+): Intermediate algebra. Solving non-linear algebraic equations, like a trajectory. LSF: Higher LoS will decrease the amount of time required for completing a calculation as indicated on Table 9.10 (see page 219). Conversely, any LoF below LSF ±0 will increase the time until one realises that he has failed. ADDITIONAL MODIFIERS: If a character lacks proper writing implements, the Turambar may want to increase the TN of the test by up to +5. AFFINITY: With a suitable library at hand, Research may be tested to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies greatly based on the complexity of the task (i.e., from minutes to hours or even days). EXTENDED TEST FAILURE: At the Turambar’s discretion, yes.

109

CHAPTER FOUR: SKILLS

REGION LORE (G) Lore; Academic Aw/Aw/Wt, –5

Easy

Untrained: –4

You are learned in the geography of a particular kingdom or land. Usually you have obtained this lore by travelling in that land. REQUISITE: Region lore may be acquired by either experience or formal study. Travelling frequently or for extended periods through a certain part of Middle-earth will give you knowledge of that region’s geography. You may also learn it —though to a limited extent—by studying maps and other such documents. SAMPLE SKILLS AND SPECIALTIES: The Region Lore skill group covers geographical knowledge. This is defined as knowing the landscape of a particular region, where its major features are in relation to each other, what regions border on it, and whether the terrain consists of mountains or marshes, farmland and wilderness. If you have a Region Lore skill, you are able to picture a map of that place in your mind. Skills in this group represent regions of Middle-earth defined by contemporary political boundaries, such as Rohan, the Shire, and Umbar. They may also represent regions defined by tradition and convention, such as Rhûn and Forochel, or by political boundaries that no longer exist, such as Arthedain and Rhudaur. Specialties within these skills represent smaller geographical units within these regions. They may be cities, such as Minas Tirith in Gondor and Hobbiton in the Shire, or significant individual features of the landscape, such as Mount Doom in Mordor and the Emyn Muil in Southern Rhovanion. Region Lore skills may also encompass types of landscape features, such as Region Lore: Cities and Region Lore: Rivers, rather than individual realms. TESTING THIS SKILL: Please refer to the section on Lore, page 103, for details on resolving tests of Region Lore.

RESEARCH Lore; Academic In/Wl/Wt, –5

Average

Untrained: –4

Well-versed in the use of libraries and books, you know where to find any desired piece of information—if it can be found at all! REQUISITE: Literate, and a good reference library or tome. SAMPLE SPECIALTIES: Search Libraries, Skim Tomes, or any Specific Body of Lore. TEST: Research allows to use multiple sources of reference to assimilate the knowledge and information necessary to solve a problem, support a creative effort, or otherwise answer questions important to the individual. It includes the skills necessary to organise a search through reference material, and collate the results. Note that this skill can only be used to research information that already exists, but not to create new knowledge. Some other Lore skill must be used for that.

The difficulty of a Research test depends on the difficulty of the question of Lore being researched (see page 104), or on the organisation of the library. Gandalf’s search for the Scroll of Isildur was, for example, rather hard and time-consuming because there were no records in the library of Minas Tirith that the scroll existed. LSF: Note that any failure with a Research test may either mean that the character has not succeeded in locating the desired information, or that the information is not present (but he will have wasted a good deal of time). If the information is not contained in a library or tome, a high LoS means that the character quickly realises that there is nothing to find. AFFINITY: Any Lore skill pertaining to the subject of the research may be tested to provide an affinity bonus of +1 per LoS. ACTION TIME: Complex research normally takes at least a number of hours equal to the TN of the test. Simple research tasks (i.e., when it is obvious in which rightly accessible book the information would be contained) can usually be completed within a few minutes. EXTENDED TEST FAILURE: Yes.

RIDE Outdoor; Physical Bg/In/Ni, –5

Average

Untrained: –4

You are a skilled rider, able to handle a mount in battle. SAMPLE SPECIALTIES: Any Specific Type of Animal (Horse, Donkey, Warg, and so on). TEST: In most situations, riding requires no test (provided the rider has at least a single rank to keep from constantly falling off his mount). Only when difficulties arise, you try to perform a stunt (such as leaping an obstacle), or you take your mount into battle, must you make a test. The difficulty of the test depends on the degree to which the mount naturally wants to perform the action. Natural horse actions include walking, eating, fleeing danger, and the like. A horse can accelerate up to two pace categories per round (for example, from walk to canter) and decelerate a like amount without triggering a mandatory Ride test. If even greater acceleration or deceleration is desired, or whenever the Turambar sees fit, a Ride test is required. The difficulty of such a test depends on the target pace.

110

Routine (TN 9): Walk. Easy (TN 12): Trot or Step. A slow turn. Light (TN 15): Canter. Walking up an incline or stair. Medium (TN 20): Gallop. Leaping a low obstacle. Challenging (TN 25): Crossing water. Charging. Hard (TN 30): Leaping an obstacle the height of the horse’s chest. A controlled rear. Keeping your mount calm in a typical battle. Extremely Hard (TN 35): Swimming. Keeping your mount calm near something frightening (say, a horse near a mûmak or Olog). Virtually Impossible (TN 40+): Keeping your mount calm near an awesome danger (say, a Dragon or the Lord of the Nazgûl).

CHAPTER FOUR: SKILLS A Turambar may decide that some actions performed in the saddle qualify as Athletic tests. For example, standing in the saddle (Acrobatics (Balance)), riding along the side of the horse (Escape (Grapple)), leaping from horse to horse (Jump and/or Acrobatics), and so on. In a chase or a race, a single successful Ride test, resolved at the beginning of the pursuit, normally suffices to keep in the saddle and control the mount. If any special actions are attempted or something unexpected happens, additional Ride tests will be called for. Increasing the mount’s speed beyond its normal movement rate, however, requires a Run test by the beast. Cross-index the steed’s test result with the percentage column of Table 9.10 on page 219 to determine the covered distance. Any LoF indicating a Stumble test also triggers a Ride test. How often the Turambar calls for a Run test, and how he interprets the result, depends on the situation: In a dramatic chase, he may require a new test each round. If he only needs to know how long it takes a mount to reach a certain point, a single test may suffice. A character with Ride also knows how to care for his mount. See page 271 for further rules on horses and riding. FIGHTING FROM HORSEBACK: A character’s total skill bonus in Ride may limit his combat abilities. That is to say, when dodging or using a weapon or shield in mounted combat, your applicable combat skill bonus cannot exceed your total Ride skill bonus. Ranged combat from horseback is particularly tricky. Mounted characters typically suffer a –5 test result penalty when trying to shoot or throw missiles. ADDITIONAL MODIFIERS: If your mount has suffered injury, you suffer the same penalties for your Ride tests as if you were injured. If both you and your mount are injured, add the penalties together. Moreover, the TN of a Ride test is modified according to the amount of APs you spend on controlling the mount: # OF ACTION POINTS USED FOR RIDE

1 AP 2 APs 3–4 APs 5–6 APs 7–8 APs 9 APs 10–11 APs 12–13 APs 14–15 APs 16+ APs

TEST: Ropecraft covers any action with a rope that does not involve the character moving; such actions are covered by Climb and Acrobatics. The skill is useful for securing prisoners, tying a boat to a dock, producing rope, and so on.

Routine (TN 9): Tying shoes or boots. Easy (TN 12): Braiding three ropes together. Light (TN 15): Securing an inanimate object. Medium (TN 20): Tying two ropes together to increase their length without decreasing the amount of load that can be suspended. Challenging (TN 25): Securing a person or beast, provided they are unconscious or otherwise subdued. Once he is awake, the target may make an opposed Escape (Bonds) test to free himself. Hard (TN 30): Attaching two ropes of different sizes. Splicing two ropes together. Extremely Hard (TN 35): Securing an animate target with a normal rope. The target may make an opposed Strength test to hamper this attempt. Virtually Impossible (TN 40+): Securing an animate target using a chain or a very thick mooring rope. LSF: See the section on Craft Skills, page 78, for rules on producing superior or inferior ropes based on varying LSF. ADDITIONAL MODIFIERS: Superior equipment may provide a test result bonus when making a rope, usually ranging from +1 to +5. AFFINITY: Escape (Bonds) may be tested when tying a prisoner to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies greatly depending on the task. Securely tying a prisoner normally requires several rounds. EXTENDED TEST FAILURE: Yes.

RUN

TN MODIFIER

+5 +4 +3 +2 +1 ±0 –1 –2 –3 –4

Athletic; Physical Ni/St/Vi, –4

ACTION TIME: Controlling a mount in combat is usually a free action once you have led it into battle with a successful initial Ride test, but it sometimes requires another test if the horse is unruly or fearful (choose the desired TN modifier and AP cost from the above table).

ROPECRAFT Easy

Untrained: –0

You can run with great speed, covering ground and terrain more swiftly that others. When travelling overland, you know how to marshal your internal resources to last throughout days of wandering. DISTANCE MULTIPLIER AND WEARINESS: The rate at which Weariness points are accumulated mainly depends upon your pace, as shown on the below chart. However, the given Weariness rates only apply when moving on relatively even ground. If the TN of the Run test is 25+, you accumulate Weariness as if moving at the next greater pace, to a maximum of 10 points per round if you are sprinting. Run tests against TN 35+ strain you as if you were moving two pace increments faster, and if you are running or sprinting, you automatically accumulate 10 Weariness points per round.

Craft; Physical De/St/Wt, –4

Easy

Untrained: –4

You are skilled at tying and unravelling knots, splicing and braiding ropes, and throwing lines or grappling hooks. SAMPLE SPECIALTIES: Knots, Nets, Ropemaker, Throw Grappling Hook, Tie Prisoner.

111

PACE Walk Jog Run Sprint

PACE MULTIPLIER x1 x2 x3 x4

WEARINESS POINTS 1 every 10 minutes 1 every 3 minutes 1 every 2 rounds 5 each round

CHAPTER FOUR: SKILLS See Chapters Seven (page 194) and Nine (page 212) for details on determining a character’s base movement rate and movement action point costs. SAMPLE SPECIALTIES: Endurance, Speed. TEST: There are two applications of this skill, as determined by its specialties. Run (Endurance) is normally only used when moving at a strategic level as described under ‘Travelling’ on page 245. Run (Speed), on the other hand, is most often used in tactical (round-to-round) situations, but it may also be tested to increase the distance one can walk over a longer period (i.e., when he’s on a force march). Speed: Ordinarily, running requires no test. Only if you have to run in battle or on uneven or steep terrain, or if you try to run further in a round than normal must you make a test. Cross-index the test result with the movement percentage column of Table 9.10 on page 219 to determine the covered distance. How often a Turambar calls for a Run test depends on the situation: In a dramatic pursuit, he may require a new test each round. If he only needs to know how long it takes you to reach a certain point, a single test may suffice. While on a force march, a group of characters who need to travel quickly may make a combined Run (Speed) test every watch (i.e., every four hours) to increase their basic travel speed as determined by the guidelines provided on Table 9.30 (see page 246). The leader of the combined test is always the character with the worst total Run skill bonus. After all, a group may only travel as fast as its slowest member. The TN depends on the terrain and raises by +5 if the group is jogging (running or sprinting is usually impossible over such extended periods). The test result is referenced with the movement percentage column of Table 9.10, as described above. If the characters fare poorly on the test, they may have come across an obstacle and be forced to retreat. Endurance: Make a test if you wish to pace yourself while walking or running great distances. Each LoS decreases the amount of Weariness points you accumulate by 10%, while each LoF increases it by 10%. Run (Endurance) is normally tested once every watch (i.e., every four hours) or after any other period of time the Turambar sees fit.

SEAFARING Craft; Physical De/Ni/St, –5

Untrained: –4

You know how to steer a boat and sail, and you can even navigate on the open sea. WEARINESS: 1 per minute if rowing at Walk (x 1) pace. See Table 4.8 on page 80 for Weariness rates at greater paces. DISTANCE MULTIPLIER: See ‘Water Travel Modifiers’ on Table 9.30 (page 246). Aboard an oar-powered vessel, you may also choose to apply a pace modifier. SAMPLE SPECIALTIES: Boating, Sailing, Navigate, Pilot. TEST: Seafaring test are standard ones. The TN often depends on the water on which you travel. In general, the smaller the vessel is, the easier the test. The below examples also assume that boats are used for river travel and ships for ocean travel. If this is not the case, the tests should be made more difficult. Routine (TN 9): Steering a boat down a slow, easy river. Sailing a ship through calm seas. Easy (TN 12): Determining if a craft is capable of navigating a particular water course. This includes determining if the craft is too deep to for the water, too wide to navigate the corners, or too small to avoid capsizing under the waves. Note that some hazards are impossible to overcome, while others are merely dangerous. Light (TN 15): Successfully navigating through a wellmarked port or harbour. Medium (TN 20): Steering a boat down a fast, easy river. Sailing a ship through typical seas. Navigating a route that doesn’t include hidden dangers like undercurrents. Challenging (TN 25): Steering a boat down a slow, choppy river. Sailing a ship through rough seas. Navigating a route that includes hidden dangers such as reefs, sand bars, and the like. Hard (TN 30): Steering a boat down a fast, choppy river. Sailing a ship through very rough seas. Navigating a dangerous route while attempting to outrun another vessel or storm. Extremely Hard (TN 35): Steering a boat down a very fast, choppy river. Sailing a ship through extremely rough seas. Piloting a vessel through rapids or a whirlpool (LoF –1 and LSF ±0 indicate that the vessel survives the experience, but one or more crew members are lost in the attempt). Virtually Impossible (TN 40+): Piloting a boat over a waterfall. LoS +1 indicates that the craft has found the safest path over the waterfall. This may still result in the destruction of the craft upon impact, but there will be minimal crew losses (0% to 30% based on the circumstances).

Easy (TN 12): Pavement, open road. Light (TN 15): Smooth trail. Medium (TN 20): Poor trail. Run in combat. Challenging (TN 25): Open plains. Sprint in combat. Hard (TN 30): Broken ground, forest. Extremely Hard (TN 35): Soft ground, such as snow or sand. Virtually Impossible (TN 40+): Mountains. ADDITIONAL MODIFIERS: Test TNs normally increase by +5 if you are involved in a combat situation. When travelling overland, the Turambar may allow modest bonuses for good maps and walking shoes. ACTION TIME: In tactical situations, running and sprinting are full-round actions. See page 212 for details on movement action AP costs and limitations. When travelling overland, this skill is normally tested once every four hours. EXTENDED TEST FAILURE: Yes.

Average

ADDITIONAL MODIFIERS: If you know only the Boating specialty, you suffer a –3 test result penalty on any use of Seafaring pertaining to seagoing ships, and vice versa. AFFINITY: Shipwright may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Full round. EXTENDED TEST FAILURE: Yes.

112

CHAPTER FOUR: SKILLS

Aw/In/Wt, –4

SEARCH

SHIELDS (P)

Perception; Physical

Combat; Physical

Easy

Untrained: –3

Sharp-eyed and alert, you can find things that remain hidden to other men. SAMPLE SPECIALTIES: Forage, Forgeries, Hidden Items, Traps. TEST: Most of the time, you use Search in opposed tests against Conceal, Fake, Disguise, Traps, and other skills pertaining to hiding or concealing people or things. If necessary, the Turambar can simply set a TN for the Search test based on the sample difficulties of the opposing skill. Search can also be used to gather food in the wilds. See the Survival skill for details (page 117). AFFINITY: Conceal and Fake may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: At least a full round, often 1 minute or more. Foraging often requires several hours. EXTENDED TEST FAILURE: Yes.

SERVICES (G) Craft; Physical and/or Influence Bg/In/Wl, –4

Easy

Untrained: –2

Ni/Ni/St, –5

AFFINITY: Etiquette and many Artistic skills may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies. EXTENDED TEST FAILURE: Yes.

Untrained: –0

You are skilled in the use of shields, both to protect yourself and to bash your foes. SAMPLE SUB-SKILLS AND SPECIALTIES: Small, Medium, and Large Shields (choose a particular shape as your specialty). TESTING THIS SKILL: Please refer to the section on Melee Weapons, page 105, for details on testing a Shields skill.

SHIPWRIGHT Craft; Physical De/St/Wt, –7

Hard

Untrained: –4

You know how to design, build, and repair ships and boats. SAMPLE SPECIALTIES: Boats, Ship-hulls, Sails & Rigging. TEST: A successful Shipwright test will let you determine whether a ship is seaworthy and approximately what it is worth. When designing or building a boat or a ship, the test difficulty depends on the intricacy of the vessel and on how strong it must be. A Turambar may require an extended test, using some additional corresponding Craft skills, for the practical application of your plans.

You know how to perform service duties, such as those of a valet, maid, or innkeeper. Each Service in this skill group is a separate skill. SAMPLE SKILLS: Barber, Guide, Innkeeper, Maid, Prostitute, Valet, and many others. TEST: The difficulty of a Service test depends on the demeanour of the person being served. Cheerful people are much easier to please than are cranky codgers. Note that a test is made only if the server is interested in pleasing the target. Routine (TN 9): Serving an optimist. Easy (TN 12): Serving a cheerful person. Light (TN 15): Serving someone having a bad day. Medium (TN 20): Serving an average person, such that the person is pleased with the service. Challenging (TN 25): Serving someone having a really, really bad day. Hard (TN 30): Serving a dour or cranky person. Extremely Hard (TN 35): Serving a pessimist. Virtually Impossible (TN 40+): Serving a condescending noble.

Easy

Routine (TN 9): Building a raft or a dugout canoe; repairing a small boat. Easy (TN 12): Determining if a vessel is seaworthy; cobbling a canoe. Light (TN 15): Building a canoe or a rowboat. Medium (TN 20): Ordinary ship maintenance and repairs. Designing a keelboat. Challenging (TN 25): Designing a longship. Hard (TN 30): Designing a sailing ship. Extremely Hard (TN 35): Designing a large warship. Virtually Impossible (TN 40+): Inventing and designing a new type of seagoing ships. LSF: See the section on Craft Skills, page 78, for rules on building superior or inferior ships based on varying LSF. AFFINITY: Applicable Craft skills—such as Woodcraft or Ropecraft—and/or Reckon may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. ACTION TIME: Depending on the complexity and scale of the task, Shipwright may require any amount of time from a few rounds to several months or even years. EXTENDED TEST FAILURE: Yes.

113

CHAPTER FOUR: SKILLS

SIEGE ENGINES (P)

SING

Combat; Physical

Artistic; Influence

Aw/St/Wt, –5

Average

Untrained: –5

You are skilled at the operation of siege engines. WEARINESS: 1 point per round SAMPLE SUB-SKILLS: Battering Ram, Catapult. TEST: Tests for using siege engines are standard tests, with a difficulty based on the range of the weapon (or the available run-up, if using a battering ram). The term ‘target’ usually denotes a 10’ x 10’ area rather than a specific spot. Easy (TN 12): Hitting a target at point blank range. Light (TN 15): Hitting a target at short range. Using a battering ram on an even, downhill ramp. Medium (TN 20): Hitting a target at medium range. Using a battering ram on a flat, even surface. Challenging (TN 25): Hitting a target at long range. Using a battering ram on an even, uphill ramp. Hard (TN 30): Hitting a target at up to one ‘extended range’ increment beyond long range. Using a battering ram on rough ground or with obstacles in the run-up. Extremely Hard (TN 35): Hitting a target at up to two ‘extended range’ increments beyond long range. Virtually Impossible (TN 40+): Hitting a target at up to three ‘extended range’ increments beyond long range. ADDITIONAL MODIFIERS: See page 289 for more information on employing siege engines. AFFINITY: Stonecraft may sometimes be tested to provide an affinity bonus of +1 per LoS when attacking with a siege engine (see page 289). ACTION TIME: At least two full rounds, but usually 1 minute or longer (see page 289). EXTENDED TEST FAILURE: N/A.

SIGNAL (G) Outdoor; Physical Aw/De/Wt, –5

Average

Untrained: –4

You know how to communicate with a special type of sign-language. SAMPLE SKILLS: Flag-signals, Hand-signals, Horn-signals, Marking-signs, Smoke-signals, and so forth. TEST: Make a Signal test to use any non-verbal form of communications you have learned. Treat this skill as a Language skill, but heed the following modifications:  Halve the number of skill ranks when referencing the Language rank chart provided on page 100.  Both the sender and the receiver must make successful tests. If either fail, the information is garbled. Neither can provide the other with a bonus. AFFINITY: Mimicry may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Full round. EXTENDED TEST FAILURE: Yes.

Bg/In/Vi, –4

Easy

Untrained: –2

You are a gifted vocalist, able to faithfully and emotionally reproduce songs of great beauty. SAMPLE SPECIALTIES: Battle Songs, Chants, Folk Songs, Lays, Lullabies, and so forth. TEST: The musical complexity and intensity of the emotion of the song determines the difficulty of the test. The impact of the performance is limited by the greatness of the composition, although a talented singer can increase the impact of even a simple song. Routine (TN 9): A scale. Easy (TN 12): A simple melody or air. Light (TN 15): A piece with limited appeal. Music with technical flair, but no emotion. Medium (TN 20): A good piece of music. The audience is entertained, but not moved. Challenging (TN 25): A piece that appeals to those who enjoy the particular style. A single emotion can be conveyed. Hard (TN 30): A performance with broad appeal. Complex emotions or multiple ideas can be conveyed. Extremely Hard (TN 35): A performance that will be considered great many years from now. A masterpiece that conveys an entire story or emotional interaction. Virtually Impossible (TN 40+): A performance artistically matching Lúthien’s enthralling song to Morgoth (but without reproducing its magical effect!). LSF: Whenever you sing a song of ‘Hard’ or greater difficulty in front of an important audience, a LoS +2 or greater success allows you to roll 2d10. If you roll 19, 20, or any other number greater than your current Renown score, you receive a +1 Renown award. Conversely, you may defile your fame if your performance fails by LoF –2 or worse (Turambar’s discretion). AFFINITY: Inspire may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ADDITIONAL MODIFIERS: You suffer a –1 test result penalty for each rank below 5 you have in the language of the song. Improvised performances are subject to a –5 test result penalty. A receptive, friendly audience may provide a +1 test result bonus, while a harsh, critical, or heckling one may impose a –2 (or greater) test result penalty. In addition, a larger audience increases the TN as follows: 5 to 10 people 11 to 20 people 21 to 50 people 51+ people

+1 TN +2 TN +3 TN +4 TN

ACTION TIME: Varies depending on nature of performance, but usually at least 1 minute, if not longer. EXTENDED TEST FAILURE: Yes.

114

CHAPTER FOUR: SKILLS

SMITHCRAFT (SUMMARY) Craft; Physical The skills described in this section cover the art of crafting metal objects of all sorts, be they sharp swords, useful tools, strong armour, or delicate works of great beauty. ARMOURSMITH: You are an accomplished armourer and able to repair and make any type of armour or shield. See page 84 for sample sub-skills and specialties and other details pertaining to the Armoursmith skill. BLACKSMITH: You can craft horseshoes, metal tools, pots, and other ordinary items of all sorts. See page 85 for sample specialties and other details on the Blacksmith skill. GOLDSMITH: You excel at creating precious golden rings and other delicate jewellery. See page 95 for sample specialties and other details pertaining to the Goldsmith skill. WEAPONSMITH: Whether sword or axe, flail or spear, your craftsmanship allows you to create almost any weapon. See page 122 for sample sub-skills and specialties and other details pertaining to the Weaponsmith skill.

COMMON RULES REQUISITE: All Smithcraft skills require that the craftsman has an adequate supply of tools and access to all necessary facilities and resources such as a forge, charcoal or burning wood, and the like. Without the needed implements, there is little a smith can do—increase all test TNs by at least +5. TEST: Smithcraft tests are standard or extended tests, with a difficulty based on the quality or complexity of the work attempted:

Routine (TN 9): Creating a crude object such as a nail or spike. Easy (TN 12): Creating ordinary everyday metal objects (farming tools, horseshoes). Light (TN 15): Creating ordinary small or simple metal weapons (daggers, spearheads, arrowheads). Medium (TN 20): Smelting metal and producing a simple cast (required for many items). Challenging (TN 25): Creating ordinary large or complex metal weapons (swords, axes), creating simple armour parts or jewellery. Hard (TN 30): Creating an elaborate work (most types of jewellery, an ordinary weapon with engraving and gold inlay). Extremely Hard (TN 35): Creating an exquisite weapon (a well-balanced, light, sturdy, and ornate longsword). Virtually Impossible (TN 40+): Crafting an elaborate, delicate work (Bilbo’s mithril mail, the Nauglamír).

Siege Engines: Catapult helps when creating the iron fittings for a catapult. ACTION TIME: To make a simple repair to a metal object typically takes 10–30 minutes. Creating a weapon, suit of armour, or other metal object usually requires several hours or days, even weeks or months. To determine how long a task takes, the Turambar can look up the typical production time in Table 6.3: Weapons, and Table 6.5: Armour Pieces, or he may multiply the TN by some period of time (usually hours or days). EXTENDED TEST FAILURE: Yes.

SNEAK Stealth; Physical Aw/Ni/Ni, –5

Average

Untrained: –2

You know how to move silently, disappear into a crowd, and shadow others without being seen. WEARINESS: 1 point every 5 minutes DISTANCE MULTIPLIER: BMR x 1/3 for stealthy sneaking, BMR x 1 for Sneak (Mingle) or Sneak (Shadow). SAMPLE SPECIALTIES: Any specific environment, such as Forests, Mountains, Castles, and so on; Mingle, Shadow. TEST: Sneak requires an opposed test against an appropriate Observe test by anyone who could spot or hear you. However, make a standard test in advance. If you fail this test, anyone who could notice you will notice you without needing to make a test of their own. The difficulty of the standard test particularly depends on how ‘noisy’ the ground is and on what armour you wear. Apply a special penalty—in addition to the GEP—if you wear metal armour: –2 for scalemail or steel plates, –3 for chainmail, or –4 for a combination of mail and steel plates. Sneak (Mingle) helps to disappear into a crowd in order to evade pursuers or remain unnoticed. Sneak (Shadow) allows to tail another person by maintaining a safe distance in order not be seen.

Tests to repair an object are at one category of difficulty less than for creating them. LSF: See the section on Craft Skills, page 78, for rules on creating superior or inferior items based on varying LSF. AFFINITY: You may receive an affinity bonus if you have a skill that lets you use what you create. For example, Blades: Medium (Longsword) helps when creating a longsword, and

115

Routine (TN 9): Sneaking across pillows or a thick carpet. Mingle: Disappearing into an immense crowd when the pursuit is well behind the character. Easy (TN 12): Sneaking over moss. Light (TN 15): Sneaking across a thin carpet. Medium (TN 20): Sneaking across a wooden floor. Mingle: Disappearing in a huge crowd when the pursuit is close behind. Shadow: Following an unaware target. Challenging (TN 25): Sneaking through leaves. Hard (TN 30): Sneaking through undergrowth. Mingle: Disappearing in a large crowd when the pursuit is close behind. Shadow: Following a target who is actively avoiding pursuit. Extremely Hard (TN 35): Sneaking across squeaky floorboards or gravel. Virtually Impossible (TN 40+): Sneaking while carrying a large bag of coins, a living being (such as another person or an animal), or other noisy objects. Mingle: Disappearing in a small crowd when the pursuit is close behind.

CHAPTER FOUR: SKILLS Proposing and adopting a minor law or regulation. This law should affect a relatively small part of the population, or affect everyone in some small way. Examples include the addition of a holiday that does not disturb business, and requiring all civilians carrying arms to be licensed and certified every five years. Hard (TN 30): Obtaining the release of an innocent person. This may be modified by the importance and perceived threat of the individual. Extremely Hard (TN 35): Preventing the prosecution of a guilty person. This may be modified by up to ±5 TN by the evidence available and by the public perception of the individual. Proposing and adopting a major law or regulation. This law affects everyone in some significant way. Examples include the introduction of a new tax, or removal of some department or office. Virtually Impossible (TN 40+): Obtaining the release of a guilty person. This may be modified by the importance and perceived threat of the individual. Proposing and adopting a major law or regulation that contradicts the local beliefs and traditions. Being elected to or awarded a significant position. Examples might include Lord Advisor to the Crown, Guild Master, and the like.

ADDITIONAL MODIFIERS: Visual and physical cover, or loud background noises, often aid Sneak attempts (see the Physical Test Modifiers on page 216). Trying to sneak while moving at a faster pace than your BMR x 1/3 entails a test result penalty equal to the applicable pace multiplier times three. For example, sneaking at walking pace (i.e., BMR x 1) entails a –3 test result penalty. AFFINITY: Conceal (Camouflage) may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Full round. EXTENDED TEST FAILURE: Yes.

STEWARD Social; Influence Bg/Wl/Wt, –7

Average

Untrained: –4

You are intimately familiar with the way how a realm is governed and how its officials fulfil their duties. REQUISITE: An adequate Social Rank is required for attaining most high-ranking positions and major goals. SAMPLE SPECIALTIES: Any specific Office, Department, Guild, City, or Realm; Household, Court, Obfuscation. TEST: In general, Steward allows to administrate an office, a household, or even an entire realm in a due and just manner. However, PCs mainly use this skill to successfully apply political influence, graft, and legal loopholes towards some specific goal. That goal must be within the means of the body in question. Thus, gaining office and changing a law may be possible goals. Yet, if only the king can declare war, another Social skill should be used to persuade the king. (Although gaining an audience will probably require a Steward test). The difficulty of the attempt is determined by the size of the effect desired. The public’s willingness to accept the change can further modify the difficulty. Routine (TN 9): Applying for and obtaining a license. Some counties require a permit or license to carry a sword or to modify or build a dwelling. Easy (TN 12): Being elected to or awarded a trivial position. Examples might include Lamp Inspector, Ratter of the Second Tier, and the like. Light (TN 15): Proposing and adopting a trivial law or regulation. Such a proposal should modify an extant law, and produce only the smallest of results. For example, changing the order of post delivery within a small area or requiring all licensed blacksmiths to display credentials. Medium (TN 20): Preventing the prosecution of an innocent person. This may be modified by up to ±5 TN by the evidence available and by the public perception of the individual (it is easy to gain a conviction against a known killer, even if the charges are trumped). Being elected to or awarded a minor position. Examples might include Magistrate, City Inspector, and the like. Challenging (TN 25): Eliminating records pertaining to a special incident. This may be modified by up to ±5 TN by the amount of evidence to be deleted and by the importance of the incident.

AFFINITY: Law, Etiquette, Debate, or Persuade may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Usually weeks, if not many years. EXTENDED TEST FAILURE: Yes.

STONECRAFT Craft; Physical Aw/De/St, –5

Average

Untrained: –4

You are skilled at delving and building with stone. You can dig mines, build strongholds and fortresses, and construct walls. SAMPLE SPECIALTIES: Building, Carving, Fortification, Mining, Prospecting, Quarrying. TEST: The most common use of Stonecraft by PCs is to improve existing fortifications or to help besiegers destroy walls and towers. The difficulty for such tests depends on the existing nature and strength of the stronghold, the availability of materials and workers, and like factors. Attempts at standard delving, mining, or building are also standard tests, with a difficulty based on the complexity of the task.

116

Routine (TN 9): Making a crude object such as a brick. Easy (TN 12): Making an object that requires a single stone, and no detailed crafting (for example, quarrying). Light (TN 15): Standard delving and mining. Medium (TN 20): Building a typical stone structure or wall. Improving, or aiding an attack on, a very weak or poorly-built fortification (such as the ruins on Weathertop).

CHAPTER FOUR: SKILLS Challenging (TN 25): Building, improving, or aiding an attack on, a weak or poorly built fortification (such as a maintained border fortress). Hard (TN 30): Delving and mining in easily-collapsed stone. Building, improving, or aiding an attack on, an average fortification (such as the Tower of Cirith Ungol). Building a structure that has many arches, domes, or other challenging portions. Extremely Hard (TN 35): Building, improving, or aiding an attack on, a strong or well-built fortification (such as the walls of Minas Tirith or the Hornburg). Virtually Impossible (TN 40+): Building, improving, or aiding an attack on, a very strong fortification (such as Orthanc or Barad-dûr). ADDITIONAL MODIFIERS: If the character only has poorquality stone to work with, negative equipment modifiers apply. Without the proper tools, Stonecraft is impossible. AFFINITY: Devise: Architecture and Reckon may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Making minor repairs or the like usually requires at least 30–60 minutes. Extensive building or mining tasks can take days, weeks, months, or years, depending on the size of the structure or tunnel. EXTENDED TEST FAILURE: Yes.

STREETWISE

Routine (TN 9): The criminal is a petty thief or pickpocket. Easy (TN 12): The criminal is a street thug. Light (TN 15): The criminal is a member of an organised gang. Medium (TN 20): The criminal is part of a formal underworld organisation. Challenging (TN 25): The criminal has been arrested recently. Hard (TN 30): The criminal runs his own organisation, or is guilty of one or more serious offenses (like murder or rape). Extremely Hard (TN 35): The local authorities are actively pursuing the criminal. Virtually Impossible (TN 40+): The criminal runs a large organisation with multiple investments and rackets. LSF: A Turambar may choose to consult Table 9.29: Esteem Tests on page 244 for the effects of achieving a given LSF. ADDITIONAL MODIFIERS: Apply a –3 test result penalty if you obviously belong to the upper echelons of society. If you seem to have important friends in the underworld, you receive a +2 bonus. AFFINITY: Persuade (Fats Talk) may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies depending on how trustworthy you seem to the criminal. EXTENDED TEST FAILURE: Yes.

Social; Influence Bg/In/Ni, –5

Average

SURVIVAL (P)

Untrained: –4

You are aware of events and the protocol in the street society and underworld, and you are able to interact with those who run and live in the common or underworld society. SAMPLE SPECIALTIES: Any specific City or Underworld Organisation. TEST: The primary use of Streetwise is to win the trust of criminals or low-ranking commoners. It helps to know the slang, who to hate and who to respect. A successful test is required when a character interacts with a person who has legitimate reason to fear the law. If the test fails, the criminal will not deal with the character for fear of discovery. Officials need this skill to infiltrate criminal organisations. Once a character is a member of a given organisation, he need make a test only when interacting with other organisations, or with the leaders of his own organisation. The difficulty of the test depends on how much the criminal has at stake. The Turambar may adjust the difficulty of the test if the character has been particularly faithful to the organisation or individual. As with most Social skills, it is probably the best choice to test Streetwise as seldom as possible. Instead, most situations involving Streetwise should be resolved by roleplaying. Only after some time of roleplaying should the Turambar call for a test to determine the final outcome of the influence attempt. But rather than simply cutting off the talking after the test, the test result should serve as a guideline for the final resolution of the situation by the means of roleplaying.

Outdoor; Physical Aw/Wl/Wt, –5

Average

Untrained: –5

You know how to live in the wilds: how to find potable water, shelter, or overgrown paths, snare small animals, make fire, forage for edible plants and useful herbs, and protect yourself from the elements. SAMPLE SUB-SKILLS AND SPECIALTIES: Any Specific Environment, such as Forests, Jungles, Mountains, Northern Wastes, Oceans, Southern Wastes, and so forth. Any specialties you have apply to all sub-skills of Survival simultaneously. Common specialties include Find Path, Find Shelter, Find Water, Forage, Start Fires, Orienteering, Protective Clothing, and so on. TEST: Survival is a standard test. The difficulty depends on the environment you’re in. You can usually find food, water and shelter in a forest with ease, but doing the same in the wastes of Harad is another matter. Survival includes the knowledge needed to stay alive against the dangerous elements of an environment (for example, blistering heat, cold, nasty insects, and the like), but it does not allow you to find game larger than a rabbit or a partridge (that requires Hunt) or track huntable animals (that requires Track).

117

Easy (TN 12): Locating food, water, or shelter in a tropical environment. Light (TN 15): Locating food, water, or shelter in a mild temperate or subtropical environment.

CHAPTER FOUR: SKILLS Medium (TN 20): Locating food, water, or shelter in a temperate or cool temperate environment. Challenging (TN 25): Locating food, water, or shelter in a cool or warm, but dry environment. Hard (TN 30): Locating food, water, or shelter in most mountainous regions. Extremely Hard (TN 35): Locating food, water, or shelter in the southern wastes. Virtually Impossible (TN 40+): Locating food, water, or shelter in the northern wastes. SPECIAL: When foraging for food or trying to find drinkable water, a roll of 3 on the dice means you poisoned yourself. Make a Stamina test (usually against TN 20); reduce your Vigour attribute score by 1 if you succeed with the test, or by 1d5 if you fail it. A roll of 2 on the Survival test means you shared with your friends and the whole party suffers likewise. See page 336 for more details on poisons. ADDITIONAL MODIFIERS: In poor weather—hard or persistent rain, winter or snowfall, long drought—characters suffer a –6 (or greater) test result penalty to some Survival tasks such as starting fires, finding adequate shelter, or gathering food. AFFINITY: Lore of the region you’re trying to survive in may be tested in applicable situations to provide an affinity bonus of +1 per LoS. Observe or Search may also grant an affinity bonus, since that makes you better at spotting things. ACTION TIME: Starting a fire typically takes 1 to 5 minutes. Searching for edible plants, locating drinkable water, or building a shelter usually takes at least one hour, and may take many hours. EXTENDED TEST FAILURE: Yes.

TN 25+, you accumulate Weariness as if moving at the next greater pace, to a maximum of 10 points per round. Swim tests against TN 30+ strain you as if you were moving two pace increments faster, and if the test is made against TN 40+, you automatically accumulate the maximum of 10 Weariness points per round. PACE Water-treading Relaxed Quick Fast Rapid

SWIM Athletic; Physical Ni/St/Vi, –5

Average

Untrained: –5

You swim with speed and strength, crossing rivers and lakes that would daunt other men. DISTANCE MULTIPLIER AND WEARINESS: The Weariness accruing from swimming directly relates to your speed, as shown on the below chart. However, the given Weariness rates only apply to moderately difficult swimming actions. At

WEARINESS POINTS 1 every 5 minutes 1 every 10 rounds 1 every 5 rounds 1 each round 10 each round

SAMPLE SPECIALTIES: Dive, Currents & Undertows, Endurance, Speed. TEST: Ordinarily, swimming requires no test (provided you have at least one skill rank). Only if you have to swim in battle (which normally raises the TN by +5) or try to swim further in a round than normal must you make a test. Cross-index the test result with the percentage column of Table 9.10 on page 219 to determine the covered distance. How often a Turambar calls for a Swim (Speed) test depends on the situation: In a dramatic pursuit, he may require a new test each round. If he only needs to know how long it takes you to reach a certain point, a single test may suffice. Test your Swim (Endurance) skill specialty if you wish to pace yourself while swimming great distances. Each LoS decreases the amount of Weariness points you accumulate by 10%, while each LoF increases it by 10%. Swim (Endurance) is normally tested once per hour or after any other period of time the Turambar sees fit.

Routine (TN 9): Swimming in an indoor pool. Easy (TN 12): Swimming in a smooth lake. Light (TN 15): Swimming against a slight current. Medium (TN 20): Swimming underwater or while wearing heavy clothes. Challenging (TN 25): Swimming against a strong current or while wearing leather armour. Hard (TN 30): Swimming in rapids or while wearing quilt or hardened leather armour. Extremely Hard (TN 35): Swimming against a powerful undertow or while wearing metal armour. Virtually Impossible (TN 40+): Swimming in extremely fast and treacherous rapids or while wearing multiple layers of armour, including chain- or scalemail.

FORAGING In hospitable terrain, you can supplement your rations by foraging for food. On any day, each character can forage as the party travels. Each LoS with a Survival or Search (Forage) test allows to collect enough edible plants and berries for one meal. The TN depends on the specific environment and must be established by the Turambar according to the guidelines described above. Alternatively, the party can take some time off from travel and do some serious foraging. Each character can make one Survival or Search (Forage) test per hour, but no more than five tests per day. In a harsher environment, the time required for a single foraging test should be raised to four (or more) hours.

DISTANCE MULTIPLIER — Swim BMR x 1/5 Swim BMR x 2/5 Swim BMR x 3/5 Swim BMR x 4/5

LSF: Use the above guidelines to establish your progress in feet per test. If you suffer LoF –2 or worse and are in deep water, you sink and begin to drown (see page 228). ADDITIONAL MODIFIERS: If you are encumbered by any burden other than your armour (which is accounted for in the sample difficulties), make sure to apply the due encumbrance penalty. ACTION TIME: Swimming—or even treading water— requires a minimum of 8 AP per round, but is usually a full round action. See Table 9.1 and the accompanying rules on page 212 for details. EXTENDED TEST FAILURE: Yes.

118

CHAPTER FOUR: SKILLS

Aw/De/Ni, –5

TEAMSTER

THROW (P)

Outdoor; Physical

Combat; Physical

Average

Untrained: –3

You know how to drive carts and wains and—if an Easterling warrior—perhaps chariots as well. DISTANCE MULTIPLIER: Animal-powered vehicles cannot go faster than a Run (BMR x 3). Depending on the size and load of the vehicle and the animals pulling it, it takes one to three rounds to accelerate one pace category (from Jog to Run, for example). SAMPLE SPECIALTIES: Carts, Chariots, Sledges, Wains. TEST: Ordinarily, Teamster requires no test (provided you have at least one skill rank). Only when the ground, speed, or other condition make it likely that your vehicle could get stuck or fall over must you make a test. See page 248 for additional information on travelling on vehicles. Routine (TN 9): Driving on a paved road in flat terrain. Easy (TN 12): Driving on a paved road in hilly lands. Light (TN 15): Driving on an unpaved, but dry road. Slowing down one pace category. Medium (TN 20): Driving on a muddy dirt road in flat terrain. Driving a chariot on the outskirts of a battle. Controlling a vehicle that brushes against another (either intentionally or not). Challenging (TN 25): Driving on a muddy dirt road in a rolling landscape. Slowing down two pace categories. Hard (TN 30): Driving a chariot in the midst of a battle. Controlling a vehicle that collides with another (either intentionally or not). Slowing down three pace categories in one round (from Run to stop). Extremely Hard (TN 35): Driving on a muddy mountain trail. Virtually Impossible (TN 40+): Driving on a narrow and slippery mountain trail. LSF: See the movement percentage results on Table 9.10

(page 219) for the effect of achieving additional LSF. If you fare poorly on the test, this may indicate that the animals ignore you, or you that you have come across an obstacle and be forced to retreat. If you also fail a subsequent Fumble test (use the Teamster skill), the vehicle crashes or overturns. ADDITIONAL MODIFIERS: The above examples assume that the vehicle is moving at a walking pace. Apply a –3 test result penalty at a jogging and a –6 penalty at a running pace. Moreover, if the animals pulling your vehicle are unruly, panicky, or stubborn, apply a –3 (or greater) penalty. AFFINITY: Beastmaster or Ride reflect your skill with animals and may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Normally, driving a vehicle is a full round action. However, if you wish to take another action besides controlling the vehicle and the draught animals, you may do so, but you will suffer a –1 test result penalty on the Teamster test for every 2 AP spent less than your total AA in a given turn. With an AA of 16, for example, you would suffer a –3 test result penalty if you only spend 10 AP. EXTENDED TEST FAILURE: Yes.

Aw/De/Ni, –5

Average

Untrained: –4

You are handy with thrown weapons of all sorts: Hurling hafted missiles such as spears or javelins, as well as smaller ones like daggers, axes, or stones. Use them to slay your foes at a distance, making them fear to come within your range. REQUISITE: You must be strong enough to throw your weapon (see Chapter Six). WEARINESS: 1 point every 2 rounds SAMPLE SUB-SKILLS AND SPECIALTIES: Axes (Handaxe), Blades (Dagger, Knife), Objects (Rotten Eggs, Stones), Spears (Javelin, Spear), Spells (Lightning), and so on. TEST: Most Throw tests are standard tests, with a difficulty based on the target’s Defence and the range to the target, as defined by the thrown weapon (see Table 10.1 on page 254). To avoid damage from a successful attack, the target may dodge or parry with his shield as an opposed test. LSF: The greater your LoS, the worse the injury your attack causes. The effects of injury, weariness, and healing are described in Chapter Nine. A fumble or a LoF –2 or worse can damage your weapon or cause you to accidentally shoot a comrade (see page 220). ADDITIONAL MODIFIERS: See Chapter Ten for details on combat, including shield-parries, dodging, and modifiers. ACTION TIME: Table 10.1 on page 253 lists detailed action point costs for throwing weapons. EXTENDED TEST FAILURE: N/A.

TRACK Perception; Physical Aw/In/Wt, –5

Average

Untrained: –4

You can read signs left upon the ground by those who walk upon it, discerning how swiftly they passed or whether they carried burdens. You can also listen to the ground to hear the movement of groups of men at a great distance. SAMPLE SPECIALTIES: Any Specific Environment (Needleleaf Forests, Heathland, Swamps, and so forth), Scent. TEST: Tracking is normally a standard test, with a difficulty based on the type of terrain. If the person you are tracking has Track himself, he can use it to hide the signs he leaves, forcing you to make an opposed test in addition to the standard test. You can also use Track to roughly follow the movements of people by listening to the ground. This provides little information, save whether the group is large or small, afoot or horsed, but even that can prove helpful at times.

119

Routine (TN 9): Following tracks through dust, thick mud, or the like; the person being tracked left bloody or muddy footprints. Roughly determining the size of the tracked beast (tiny, small, medium, large, or huge). Listening to movements within half a mile.

CHAPTER FOUR: SKILLS Easy (TN 12): Following tracks trough snow. Determining if tracks belong to a person or a beast. Listening to movements within 1 mile. Light (TN 15): Following tracks across wet earth. Determining the number of persons or beasts. Listening to movements within 2 miles. Medium (TN 20): Following tracks through a forest or across packed soil. Determining what type of beast left the tracks (for example, dog, wolf, cat, and so forth). Listening to movements within 3–4 miles. Challenging (TN 25): Following tracks across grass, hard earth, gravel, or the like. Determining the speed of the tracked being or the age of the tracks. Listening to movements within 5–6 miles. Hard (TN 30): Following tracks through a swamp or after rain, snow, or other phenomena obscure them. Determining the race and approximate weight of the person. Listening to movements within 7–10 miles. Extremely Hard (TN 35): Following tracks trough a narrow stream or across coarse stone. Determining the frequency with which a specific type of beast uses a game trail. Listening to movements within 11–15 miles. Virtually Impossible (TN 40+): Following tracks across pavement or smooth stone. Determining if a known individual made the tracks. Listening to movements 16 or more miles away. The Scent specialty is usually for animals and keen-nosed people (such as Woses or Orcs) only, who can often follow trails using their sense of smell. ADDITIONAL MODIFIERS: The TNs above assume you track one person. For every doubling of the size of the group (2, 3–4, 5–8, and so forth), you receive a +1 test result bonus. If your quarry is on horse, he usually cannot hide his tracks, and you receive a +2 test result bonus to hear him through the ground. On the other hand, for each hour that has elapsed since the track was made, apply a –1 test result penalty (to a maximum penalty of –5) unless there are hardly no outside influences—such as wind or game—that could mar the track. AFFINITY: Observe may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Finding and interpreting a track or trail usually requires 1 minute per category of difficulty: 1 minute for a Routine task, 2 minutes for an Easy task, and so forth. Actually following a trail may take hours or days, depending on how far ahead of the character his quarry is. EXTENDED TEST FAILURE: Yes.

TRAPS Stealth; Physical Aw/De/Wt, –5

Average

Untrained: –5

You are skilled at disarming, building and setting traps. SAMPLE SPECIALTIES: Disarm, Build, Set. TEST: Traps is a standard test, with a difficulty depending on which specialty you use, and of course the complexity of the task. See page 240 for a variety of sample traps and further information on how to use traps in your game. Traps (Disarm) allows to identify and disarm, but not locate (use the Search (Traps) skill specialty for that purpose), an inanimate trap. The difficulty of a Traps (Disarm) test depends entirely on the complexity of the trap. Some traps can simply be triggered safely. Other traps may require an elaborate system of counter-balances. Once a trap has been discovered, it is usually fairly obvious how difficult it will be to disarm it. Note that Search (Traps) may reveal the trigger, but not the trap itself. The victim may not know the level of danger he is facing. Traps (Build) allows to build simple or complex mechanisms designed to injure or immobilise other persons or beasts. The difficulty of the test depends on the number of moving pieces in the trap. A Traps (Set) test must normally be made to effectively place and activate the trap. The difficulty of setting a trap depends on the amount of effort involved in hiding the trigger, thus determining the TN of the Search (Traps) test needed to discover the trap.

120

Routine (TN 9): Disarm: Triggering a trap safely. For example, turning a door knob without grabbing the portion of the knob in which a needle is hidden. Build: A simple trap involving no moving pieces (for example, a pit). Set: Traps triggered by a rope strung across a corridor. Easy (TN 12): Disarm: The trap can be triggered and blocked or diverted in some way. For example, covering the hole out of which a dart flies. Build: A simple trap with a single moving piece (for example, a falling net or cage). Set: Portable traps triggered by pressure plates, such as a bear-trap. Light (TN 15): Disarm: Disarming a trap that you designed. Build: A simple portable trap (for example, a mouse-trap or a bear-trap). Set: Traps triggered by weight, such as a pit trap. Medium (TN 20): Disarm: Disarming the trap requires removing a counterweight. The trap’s natural position is not activated. This often includes pit traps and rotating walls. Once the counterweight is removed or disabled, the trap’s components cannot move. Build: A trap involving counterbalances (for example, covered pits, pressure plates, and so forth). Set: Traps triggered by turning a door knob or opening latch.

CHAPTER FOUR: SKILLS Challenging (TN 25): Disarm: Disarming a lever-based trap. For example, a pressure sensitive plate that causes a lever to move, activating the trap. Build: A spring loaded trap. Set: Traps whose effect spans a large area (for example, a collapsing wall or flooding room) unless the trigger is listed above. Hard (TN 30): Disarm: Disarming the trap requires disabling a spring or other similar mechanism. Traps that propel darts or arrows are one example. Build: A trap with many moving pieces (for example, a rolling stone trap). Set: Gas traps. Extremely Hard (TN 35): Disarm: Disarming the trap requires removing a trigger. Removal of a trigger usually causes the trap to be sprung, so the trigger must be disabled without activating the trap. The natural state of the trap is active, the trigger prevents activation. Build: A trap with multiple moving pieces (for example, a room with walls that crush its occupants). Set: Traps whose trigger is on the other side of a door. Virtually Impossible (TN 40+): Disarming the trap requires removing a trigger that is attached to another trigger such that one trap is triggered if the other is disabled. Both triggers must be disabled simultaneously. Build: Portable traps with multiple moving pieces (for example, a trap that flings oil on its victim, followed by piece of flint striking steel). Set: Traps whose trigger is specific to a given individual. LSF: See ‘Extended Tests’, page 223, for the effect of

achieving additional LSF in dramatic situations. LoF –3 or worse with a test to disarm a trap results in triggering it. ADDITIONAL MODIFIERS: Without proper tools, you suffer the standard +5 to +10 TN modifier for lack of equipment or may not be able to attempt the test at all. For each time you have unsuccessfully attempted to set or build the trap, you suffer a –3 test result modifier. If you have successfully disarmed, built, or set the trap before, you receive a +6 test result bonus. If you have successfully disarmed, built, or set that type of trap before, you receive a +3 test result bonus. If you have a description of the mechanism of the trap, you receive a +1 test result bonus. AFFINITY: Locks or Search (Traps) may sometimes be tested to provide an affinity bonus of +1 per LoS. ACTION TIME: Typically, it takes at least one minute per category of difficulty to disarm or set a trap (for example, it would take approximately five minutes to disarm a TN 25 trap). Building a trap usually takes a considerable amount of time (maybe even months or years, depending on its complexity and size). EXTENDED TEST FAILURE: Yes.

UNARMED COMBAT (P) Combat; Physical De/Ni/St, –5

Average

Untrained: –2

You are skilled at using your hands and feet in combat, making your body a weapon all of its own. Sub-skills within this parental skill represent certain styles of weaponless fighting.

UNARMED COMBAT SKILLS BRAWLING: You are handy at fighting in the bare-knuckle style favoured on battlefields and the roughest inns of the largest city. Common specialties include Punch, Kick, and Headbutt. WRESTLING: You are skilled at wrestling your foe to the ground. Common specialties include Grapple, Throw, and Trip. NATURAL WEAPONS: This skill may only be acquired by Beorning shapechangers who use it to attack and defend themselves in Bear-form. Common specialties include Paws and Jaws.

COMMON RULES WEARINESS: 2 points per round TEST: Make a test with the Unarmed Combat skill of

your choice to hit a target in close combat, or to block (i.e., parry an unarmed attack) your foe’s assault. When attacking, your base TN is the target’s Defence. To avoid damage from a successful attack, the target may perform a defensive manoeuvre as an opposed test. See Chapter Ten for details on combat, including blocking, dodging, attack options, and modifiers. The effects of injury, weariness, and healing are described in Chapter Nine. Note that the damage inflicted in Unarmed Combat is subdual damage per default (see page 226). However, you may choose to deal regular blunt damage instead if you are willing to accept a –3 test result penalty on your unarmed attack. LSF: The greater your LoS, the harder you hit your foe. With a little luck and sound skill, you may even wreak a Critical Injury upon him (see page 226). On the other hand, if you fumble your Unarmed Combat test, or if it fails by LoF –2 or worse, your Turambar may ask for a Stumble test (see page 220). ADDITIONAL MODIFIERS: Chapter Ten describes each specialty and how these combat actions will modify your Unarmed Combat tests. ACTION TIME: Table 10.1 on page 253 lists detailed action point costs for attacking and blocking with all sorts of Unarmed Combat skills. EXTENDED TEST FAILURE: N/A.

121

CHAPTER FOUR: SKILLS

In/Wl/Wt, –7

WARFARE

WEAPONSMITH (P)

Combat; Physical

Craft; Physical

Hard

Untrained: –4

You know much about the tactics and planning of extended military operations such as besieging fortifications and cities, leading campaigns, or commanding in battles. REQUISITE: You must not have more ranks in Warfare than in Lead. SAMPLE SPECIALTIES: Besieging, Campaigns, Field Battles, Naval Battles, Scouting, Siege Defence, Unit Maintenance, or any other specific military operation. TEST: Warfare is most often used in an opposed test against an enemy captain’s Warfare. It represents a captain’s ability to perceive and plan an appropriate and effective strategy in tactical military situations such as a field battle. See page 277 for rules on mass battles. Warfare (Unit Maintenance) is a standard test—normally made once per month against TN 20—required to properly billet and supply a unit, post watches, run patrols, and similar military duties to maintain a unit. If the test fails, the unit’s Morale and Combat scores will begin to deteriorate by 1 point per LoF, and the TN of next month’s Warfare (Unit Maintenance) test increases by +5. The Besieging and Siege Defence specialties also require standard tests. They encompass the knowledge of conducting —respectively defending against—a siege, including the best positioning of siege weapons, determining weaker portions of a wall, building ramps, digging trenches and horse traps, and the like. The difficulty of this kind of Warfare tests depends on the quality of the structure under siege (see the below examples). The actual implementation of any measures may require the use of a variety of skills such as Siege Engines or Stonecraft. Routine (TN 9): Besieging a straw hut. Easy (TN 12): Besieging a wooden dwelling. Light (TN 15): Besieging a stone dwelling. Medium (TN 20): Besieging an outpost or wooden palisade. Challenging (TN 25): Besieging a palace or an average city wall. Hard (TN 30): Besieging a fortress or an extremely solid city wall. Extremely Hard (TN 35): Besieging a heavily fortified keep. Virtually Impossible (TN 40+): Besieging a fortress built out of a mountain, rather than on. AFFINITY: Lead may be tested to provide an affinity bonus of +1 per LoS. ACTION TIME: Warfare is tested once per battle round in an opposed test. The duration of a battle round varies according to the scale of the battle, from a couple of minutes to several hours. See page 278 for details. EXTENDED TEST FAILURE: Yes, for standard tests of Warfare. N/A, for opposed tests.

De/St/Vi, –6

Average

Untrained: –4

Whether sword or axe, flail or spear, your craftsmanship allows you to create almost any weapon. SAMPLE SUB-SKILLS AND SPECIALTIES: Axes (Battleaxe, Handaxe), Blades (Dagger, Longsword), Polearms (Spear, Halberd, Lance), or any other type of metal weapon. TESTING THIS SKILL: Please refer to the section on Smithcraft, page 115, for details on resolving tests of Weaponsmith.

WEATHER-SENSE Outdoor; Physical Aw/In/Wt, –5

Average

Untrained: –2

You can read the weather, determining what turns it may take or how much time will pass before a storm arrives. SAMPLE SPECIALTIES: Any Specific Climate. TEST: Weather-sense requires a standard test with a difficulty based upon how far in advance you want to gauge the weather. The greater the LoS, the more certain you are about what course the weather will take. Weather-sense is never foolproof, though, especially when the Dark Lord himself can alter the weather in need. Routine (TN 9): Determining what the weather will be like in one hour. Easy (TN 12): Determining what the weather will be like later today. Light (TN 15): Determining what the weather will be like tomorrow. Medium (TN 20): Determining what the weather will be like in 2 days. Challenging (TN 25): Determining what the weather will be like in 3–4 days. Hard (TN 30): Determining what the weather will be like in 5 days. Extremely Hard (TN 35): Determining what the weather will be like in 6 days. Virtually Impossible (TN 40+): Determining what the weather will be like in one week. SPECIAL: At skill rank 12 and above, the character’s sensitivity to wind and weather becomes so great that at times the air ‘brings messages’ to him. With a TN 30 test, he can gather rough information, such as the movements of armies or fleets, through Weather-sense. The Turambar determines when this applies and what the character learns. AFFINITY: Observe may be tested to provide an affinity bonus of +1 per LoS. ACTION TIME: 1 minute per category of difficulty: 1 minute for a Routine task, 2 minutes for an Easy task, and so forth. EXTENDED TEST FAILURE: N/A.

122

CHAPTER FOUR: SKILLS

Aw/De/De, –5

WHIPS

WORDSMITH

Combat; Physical

Artistic; Influence

Average

Untrained: –5

You are skilled in the use of whips and other weapons with thongs. SAMPLE SPECIALTIES: Cat-o’-nine-tails, Whip. TESTING THIS SKILL: Please refer to the section on Melee Weapons, page 105, for details on testing the Whips skill. ADDITIONAL MODIFIERS: When using a whip, you get a +3 test result bonus on your attempts to disarm a foe (including the test to avoid being disarmed if you fail to disarm your foe). In addition, a whip can be used to entangle an opponent. See the description of the entangle attack manoeuvre on page 259 for details.

WOODCRAFT

Bg/In/Wt, –5

Average

Routine (TN 9): Retelling an epic tale, full of exaggerated detail. Easy (TN 12): Telling a bar of revellers about an adventurer’s latest heroics. Light (TN 15): Telling an abbreviated first-hand account of an adventure. Medium (TN 20): Narrating a tale with occasional slow points. Challenging (TN 25): Telling someone else’s story with a complicated plot. Hard (TN 30): Relating an epic tale, full of the usual redundancies and long lists of places visited or people met. Extremely Hard (TN 35): Telling a story concerning mundane activities. Virtually Impossible (TN 40+): Reciting a genealogical list or philosophical treatise in an entertaining manner.

Untrained: –3

You are skilled at fashioning wooden objects and structures. SAMPLE SPECIALTIES: Cabinetmaker, Carpenter, Carver, Cooper, Wheelwright, Woodcutter, and so forth. TEST: Woodcraft is a standard test whose difficulty depends on the intricacy of the final product. An ornate carving is more difficult than a simple dwelling. Routine (TN 9): Making a crude object such as a staff or club. Easy (TN 12): Making an object that requires a single piece of wood and no real craftsmanship (for example, a shovel). Light (TN 15): Fashioning a simple object that requires multiple pieces of wood (for example, a box or crate). Medium (TN 20): Building a simple wooden palisade. Challenging (TN 25): Making a simple wood carving whose features are more symbolic than realistic. Hard (TN 30): Building a dwelling with multiple rooms. Extremely Hard (TN 35): Making a realistic wood carving. Virtually Impossible (TN 40+): Making a life-like carving. Building an architect’s masterpiece that includes dramatic curves and careful attention to detail. LSF: See the section on Craft Skills, page 78, for rules on producing superior or inferior items based on varying LSF. ADDITIONAL MODIFIERS: Superior equipment may provide a test result bonus, usually ranging from +1 to +5. Without the necessary implements, there is little a craftsman can do—increase all test TNs by at least +5. AFFINITY: Appraise or Devise may be tested in applicable situations to provide an affinity bonus of +1 per LoS. ACTION TIME: Varies. Most Woodcraft tests require hours, or even days. EXTENDED TEST FAILURE: Yes.

Untrained: –4

You are a skilled entertainer, able to jest, write poems and books, or tell amusing stories. SAMPLE SPECIALTIES: Jests, Narrate, Poetry, Prose. TEST: Wordsmith is used for entertaining an audience. The ultimate goal is successfully conveying a story in an engaging manner. Longer, less exciting stories or lays are more difficult to tell or write. Wordsmith is primarily for the purpose of entertainment and subtle instruction; attempts to inform or influence large groups of people should use Debate (Oratory) or Persuade (Oratory) instead—but these skills will benefit from you rhetorical ability. You may use Wordsmith for relating improvised or memorised stories. Generally, you can memorise one epic adventure for every skill rank of Wordsmith. When attempting to memorise a new story, you may also test this skill.

Craft; Physical Aw/De/St, –5

Average

ADDITIONAL MODIFIERS: Improvised tales or poems are subject to a –5 test result penalty. A receptive, friendly audience may provide a +1 test result bonus, while a harsh, critical, or heckling one may impose a –2 (or greater) test result penalty. AFFINITY: At the Turambar’s discretion, Wordsmith may provide an affinity modifier for almost all Social skills, and it may itself receive an affinity bonus from applicable Artistic skills. At skill ranks 6, 9, 12, 15, and so forth, you can select one Social skill (other than Discern, Games, and Lead) and receive a +1 bonus when you use it. You can select the same skill repeatedly to get a greater bonus (to a maximum of +3). ACTION TIME: Varies depending on the length of the poem, tale, or jest. EXTENDED TEST FAILURE: Yes.

123

Chapter Five

ABILITIES AND FLAWS n addition to their skills and racial abilities, Ambarquenta characters, being remarkable individuals—and sometimes the subjects of prophecy and foretellings—possess certain qualities (or maybe even weaknesses) that set them apart from ordinary folk. These are referred to as abilities and flaws.

I

A

bilities come in two types: talents and edges. Both types are equally beneficial or useful, but while you can acquire edges by training, you must be born with a particular talent. A flaw, on the other hand, hinders the character or complicates his life. That’s right: Even the truest of heroes have flaws. In fact, one of the things that makes a person a hero is his capacity to overcome his own problems, inadequacies, and difficulties. Unlike skills, abilities and flaws affect characters all the time and usually do not require any tests to activate or use. In game terms, many of them apply modifiers to certain skills, but that is just the way the rules represent how a particular ability (such as being valorous or hardy) or flaw (like being arrogant) affects the character. A lot of abilities and flaws represent personality traits that your character possesses. You should remember them during the game and roleplay them properly. For example, a Curious character should sometimes poke his nose in where it does not belong, and a Stern character should be serious most of the time. If you roleplay your abilities and flaws well, your Turambar may grant you one of the awards for an excellent character performance (see page 206). On the other hand, if you do not roleplay them at all, he may deny you the use of these abilities or flaws.

number is called a character’s ability allowance . Note that picks gained for a high Grace score do not count against this limit if they are used for obtaining an above-average Social Rank. Young characters who do not start off with the full amount of youth or apprenticeship picks may still spend a number of picks up to their normal ability allowance on edges and talents, thus reducing their available picks for skills. Distribute any desired amount of picks among talents and/or edges as you see fit. For some abilities, the pick cost is fixed. Others can be bought at levels, with each level costing the indicated number of picks. Note that the effects of the different levels are not cumulative unless the description of an edge specifically says so. You can upgrade an edge’s level during play, as described under ‘Spending the Picks’ on page 209. Like skills, abilities can only be acquired with picks from the appropriate class. Most abilities require either physical or mental class picks. General class picks can be used to acquire any ability. Similarly, some abilities may be purchased with any kind of picks—in this case, use any combination of physical, mental, and/or general picks that you see fit. The below table, repeated from Chapter Four, summarises these guidelines and shows which picks can be spent on which abilities:

ACQUIRING ABILITIES

TABLE 4.1: PICK CLASSES ATTRIBUTES Deftness, Nimbleness, Strength Vigour, Awareness, Will Bearing, Insight, Wits

W

hen it comes to acquiring abilities, the most important thing to remember is that talents are innate traits which a character may only be given during his youth development. After that, there is no way to gain or ‘earn’ them (i.e., you cannot spend apprenticeship development or advancement picks on talents). Edges, on the other hand, may be acquired at any time by some sort of special training, or even over the course of a journey. Each ability has a pick cost, and edges also have a required training time. The maximum number of picks a character can spend on abilities during character creation is equal to the sum of his nine primary attributes’ total scores (i.e., one full set of development picks, as received during both your character’s youth and apprenticeship development). This

PICK CLASS Physical General Mental

TRAINING TIME FOR EDGES In addition to their pick costs, the descriptions of the various edges also give a required training time. The time to acquire up to three edges (or three levels of edges) is already included in the typical starting age given for each race. However, if more than three edges are obtained during character creation, you have to figure your character’s actual starting age as explained on page 67. If you wish to acquire a new edge (or a higher level in one that you already have) over the course of a tale, the events of the game must justify it.

124

CHAPTER FIVE: ABILITIES AND FLAWS

TABLE 5.1: MASTER ABILITIES AND FLAWS LIST NAME Absent-minded Accurate Accurate Recall Addict Aged Agile Air of Command Allergic Ally Ambidextrous Ambush Ancient Scripts Animal Bane Animal Empathy Armour of Heroes Arrogant Artificer Artist Athlete Bane Bardic Gift Battle Confusion Battle Focus Battle Reflexes Battle-fury Battle-hardened Bleeder Blessed Blind Bold Born to the Saddle Bowyer Breaker Calm Champion Charismatic Charmed Life Clumsy Code of Honour Cold Resistance Cold Sensitive Colour Blind Combat Paralysis Command Common Sense Compulsive Behaviour Corpulent Corsair Courtier Craftmaster Craven Crippling Wound Curious Cursed Danger Sense Dark Secret Deadly Shot Deep Sleeper Deference Deft Delusionary Dependent Disarm Skill Diver Domain Doom Doughty Dramatic Luck Dullard Dull-eared

TYPE AND CATEGORY Flaw, mental Edge, warlike Talent, mental Flaw, mental Flaw, physical Edge, warlike Edge, special Flaw, physical Edge, social Talent, physical Edge, warlike Edge, special Flaw, physical Talent, mental Talent, special Flaw, social Edge, special Talent, social Edge, physical Talent, special Talent, social Flaw, mental Edge, warlike Edge, special Flaw, mental Edge, warlike Flaw, physical Edge, special Flaw, physical Talent, special Talent, special Edge, special Flaw, special Talent, mental Edge, warlike Edge, social Talent, special Flaw, physical Flaw, mental Talent, physical Flaw, physical Flaw, physical Flaw, mental Edge, special Talent, mental Flaw, mental Flaw, physical Edge, warlike Edge, social Edge, special Flaw, mental Flaw, physical Talent, mental Flaw, special Talent, special Flaw, special Edge, warlike Flaw, physical Edge, social Edge, special Flaw, mental Flaw, special Edge, warlike Edge, physical Edge, special Edge, special Edge, physical Talent, special Flaw, mental Flaw, physical

PAGE 164 139 130 164 157 139 149 158 147 127 140 149 158 130 134 171 150 132 137 134 132 164 140 150 165 140 158 150 158 134 134 150 174 130 140 147 134 158 165 128 158 158 165 150 131 165 159 140 147 151 166 159 131 174 134 174 140 159 148 151 166 175 140 138 151 151 138 134 166 159

125

NAME

TYPE AND CATEGORY

Dull-eyed Dull-nosed Duty Dwarfism Ear for Music Eidetic Memory Elf-friend Eloquent Empathy Enemy Epileptic Eunuch Evasion Expertise Facility with Armour Fair Faithful Fanatic Far Shot Favour of Fortune Fealty Fear of Pain Fell-handed Fey Fires of Devotion Fleet-footed Fleetness Fluent Foresighted Fortunate Fragile Wrists Friends Furtive Getaway Gift of Tongues Gigantism Gladden Glutton Government Ties Grasping Great Arm Gullible Hammerhand Hard March Hardy Hatred Healing Hands Heat Resistance Heat Sensitive Heir Herbalist Hero’s Strength Hideout High-ranking Hoard Honey-tongued Honour’s Insight Horse Archer Horsemaster Humourless Illiterate Ill-tempered Immune Impervious to Sorcery Impervious to the Art Incompetent Incorruptible Indomitable Inner Ear Problem Inquisitive

Flaw, physical Flaw, physical Flaw, special Flaw, physical Talent, social Talent, mental Edge, social Edge, social Talent, social Flaw, special Flaw, physical Flaw, physical Edge, warlike Edge, special Edge, physical Talent, social Edge, warlike Flaw, mental Edge, warlike Talent, special Flaw, social Flaw, mental Edge, warlike Flaw, mental Edge, warlike Edge, physical Talent, physical Edge, special Talent, special Edge, special Flaw, physical Edge, social Edge, outdoor/stealthy Edge, outdoor/stealthy Talent, mental Talent, physical Edge, special Flaw, mental Edge, special Flaw, mental Edge, warlike Flaw, mental Edge, warlike Edge, outdoor/stealthy Edge, physical Flaw, social Talent, special Talent, physical Flaw, physical Talent, special Edge, outdoor/stealthy Edge, warlike Edge, special Talent & Edge, social Edge, special Talent, social Talent, social Edge, warlike Talent, special Flaw, social Flaw, special Flaw, social Talent, physical Talent, mental Talent, mental Flaw, special Talent, mental Talent, mental Flaw, physical Flaw, mental

PAGE 160 160 175 160 132 131 148 148 132 175 160 160 141 151 138 132 141 166 141 135 171 166 141 166 141 138 128 151 135 151 160 148 145 145 131 128 151 167 152 167 141 167 142 145 138 171 135 128 161 135 145 142 152 133/148 152 133 133 142 135 171 176 171 128 131 131 176 132 132 161 167

CHAPTER FIVE: ABILITIES AND FLAWS NAME Inspiring Performance Intense Eyes Internal Clock Intolerant of Burdens Intuition Jealous Keen-eared Keen-eyed Keen-nosed Kindling of the Spirit Lack of Range Lazy Leader Lecherous Legal Enforcement Powers Light Sleeper Light-blind Lightning Calculator Lion-hearted Literate Longevity Lordly Presence Loss of Memory Loss of Vision Lost Favour Love Low-ranking Lucky Lucky Blow Lurking in Shadows Master of Heights Masterwork Mighty Shot Miser Mobile Archer Mounted Combat Mute Night-eyed Noble Mien Nose-bleeding Oath Oblivious Obsessed Odious Habits Off-hand Training Orphan Outsider Overconfident Pale Passive Peace-loving Peripheral Vision Phobia Place of Trade Poor Poor Concentration Portage Skills Precision Preferred Weapon Preservation Proud Queasy Quick-draw Quirks Rage Reckless Refuge Resilient Resolute Rival Rope-mastery Ruffian Sadist

TYPE AND CATEGORY Edge, special Talent, social Talent, special Flaw, physical Talent, special Flaw, social Talent, physical Talent, physical Talent, physical Edge, special Flaw, physical Flaw, mental Edge, social Flaw, social Edge, special Talent, special Flaw, physical Edge, special Talent, special Edge, special Talent, physical Edge, social Flaw, mental Flaw, physical Flaw, social Flaw, mental Flaw, social Talent, special Edge, warlike Edge, outdoor/stealthy Talent, physical Edge, special Edge, warlike Flaw, mental Edge, warlike Edge, warlike Flaw, physical Talent, physical Talent, social Flaw, physical Flaw, special Flaw, mental Flaw, mental Flaw, social Edge, physical Flaw, special Flaw, social Flaw, mental Flaw, physical Flaw, mental Flaw, mental Talent, physical Flaw, mental Edge, special Flaw, social Flaw, mental Edge, physical Edge, warlike Edge, warlike Edge, special Flaw, social Flaw, mental Edge, warlike Flaw, special Edge, warlike Flaw, mental Edge, special Talent, physical Edge, special Flaw, special Edge, outdoor/stealthy Flaw, social Flaw, mental

PAGE

NAME

152 133 135 161 136 172 128 128 128 152 161 167 149 172 153 136 161 153 136 153 129 149 167 161 172 168 172 136 142 146 129 153 142 168 142 142 161 129 133 161 176 168 168 172 138 177 172 168 161 168 168 129 169 153 173 169 138 143 143 154 173 169 143 177 143 169 154 129 154 177 146 173 170

Sage Sailor’s Eye Scoundrel’s Fortune Scroll Hoard Sea Legs Secret Identity Sense of Duty Shield Mastery Shield-Wall Ship Short of Breath Shy Sickly Skilled Skinny Sleight of Hand Sloth Slow Slow Recovery Speed Reading Speedy Work Staunch Defender Steel Grip Stern Stiff-necked Stutter Superstitious Suspicious Swift Recovery Swift Shot Swift Strike Tactics Tender Skin Terrible Luck Tired Legs Tireless Tolerance Tough Traumatised Travel-sense Truthful Two-handed Fighting Ugly Uncontrollable Strength Unfaltering Ungainly Unhealthy Unlucky Unusual Background Unwakeable Vala Virtue Valiant Valorous Deeds Valour Voice of Power Vulnerable to Sorcery Vulnerable to the Art Wakefulness Walk Without Trace Wanted Warrior’s Heart Warrior-born Warwise Wary Weak Weak-willed Weapon Control Weapon Mastery Wilderness Lore Wind-mastery Woodcrafty Woven Words Young

126

TYPE AND CATEGORY Edge, special Edge, outdoor/stealthy Talent, special Edge, special Edge, outdoor/stealthy Flaw, special Flaw, mental Edge, warlike Edge, warlike Edge, special Flaw, physical Flaw, social Flaw, physical Talent, special Flaw, physical Edge, physical Flaw, physical Flaw, physical Flaw, physical Edge, special Edge, special Edge, warlike Edge, warlike Talent, social Flaw, social Flaw, social Flaw, mental Flaw, social Talent, physical Edge, warlike Edge, warlike Edge, warlike Flaw, physical Flaw, special Flaw, physical Edge, physical Talent, physical Edge, physical Flaw, mental Edge, outdoor/stealthy Flaw, mental Edge, warlike Flaw, social Flaw, physical Talent, physical Flaw, physical Flaw, physical Flaw, special Talent, special Flaw, physical Edge, special Talent, special Edge, social Talent, mental Edge, special Flaw, mental Flaw, mental Edge, physical Edge, outdoor/stealthy Flaw, special Edge, physical Talent, physical Edge, warlike Talent, physical Flaw, physical Flaw, mental Edge, warlike Edge, warlike Edge, outdoor/stealthy Edge, outdoor/stealthy Edge, outdoor/stealthy Edge, special Flaw, physical

PAGE 154 146 136 154 146 177 170 143 143 154 162 173 162 136 162 139 162 162 162 155 155 144 144 133 173 173 170 174 129 144 144 144 162 177 162 139 130 139 170 146 170 144 174 162 130 163 163 177 137 163 155 137 149 132 155 170 171 139 146 177 139 130 144 130 163 170 145 145 146 147 147 156 163

CHAPTER FIVE: ABILITIES AND FLAWS Whether you will also need to spend the indicated training time to acquire a new edge once the game has begun is solely at the Turambar’s discretion. If he does insist on training or studying for the indicated amount of time, some 30 to 60 minutes each day will usually do. Of course, the Turambar could choose to ignore the time to acquire a particular edge (or any number of them) altogether. Note that most of the talents and edges pertaining to magic are described in Chapter Eleven, rather than in the following sections.

THE BENEFIT OF TAKING FLAWS As described in more detail on page 156, flaws also have a ‘pick cost’—the worse the flaw, the higher this ‘cost’. However, instead of demanding them, flaws give you extra picks which will let you improve your character in other ways. Note that these extra picks count against your ability allowance if you spend them on talents or edges.

TALENTS

T

alents are abilities that a character is born with— there is no way of acquiring talents through practice or training. Thus, talents can only be picked during your character’s youth development. Unlike edges, talents cannot be improved during the game, even if more than one effect level is listed. If you wish to benefit from a talent’s second or greater effect level, you must purchase the desired level straight away with your available youth development picks. For easy reference, each talent belongs to one of four broad categories—physical, mental, social, or special. These category labels do not necessarily say anything about the type of picks a given talent requires. Neither do they accurately describe each talent’s nature—for instance, being of Fair appearance is a physical feature, but the corresponding talent is classified a social one because of the benefits it bestows. And least of all should a category’s name dictate your choice of abilities—for example, any cloistered scholar would benefit greatly from a physical talent like Longevity.

WORKING OUT THE STORY As you read the descriptions of the different abilities and flaws, you will undoubtedly see many that seem perfect for your character. Jot down their names and desired levels on a piece of paper. Once you have scanned through all of them and noted the ones you are interested in, remove those abilities that do not closely fit your character’s story or for which you cannot justify the pick cost. When you have shortened the list to a manageable length, think about how your character gained each of his abilities. These abilities should be more than just bonuses to your character. They should tell the history of your character: what he did as a child, how others feel about him, even how he received his education. Every ability, as well as every flaw, should have some form of history with it. In fact, the Turambar may insist that a short description of how the character acquired a particular ability or flaw be provided before he will approve the character. These descriptions should be more detailed than merely ‘my character was born with this talent’ or ‘my character was raised by a group of rangers who taught him how to do this’. Those statements may be true, but they do not tell the entire story. If your character was born with a particular talent, then how did he qualify for it? Was his father blessed by the Valar for some good deed? Is the character related to a forgotten noble house, or is there a faint trace of Elvish blood running through his veins? Or perhaps the character’s birth itself was a unique occasion that blessed him with the talent. The answers to these questions will not only prove to the Turambar that an ability is critical to the character’s background, it will also help solidify the character’s history in the player’s mind.

 INCREASING PICK COSTS Optionally, a Turambar may rule that the pick cost of the second talent from the same category as a previously chosen talent is increased by 50%. The pick costs of any further talents from the same category are increased by 100% each. However, these additional picks may come from any pick class, regardless of what type of picks is required for the basic cost of a talent. Note that all characters presented in this book and any supplements to Ambarquenta are created with this optional rule in use.

PHYSICAL TALENTS The abilities belonging to this category are of a physical nature. At the Turambar’s discretion, some physical talents may only be possessed by all members of a race, while others are available to individual characters. In any case, a character should not possess more than two or three of these abilities.

AMBIDEXTROUS Pick Cost: 15 per level

Pick Type: physical

Most folk have one hand they favour over the other, but not you. You can use either hand with equal ease. REQUISITE: Deftness 9+ EFFECT: You suffer only a –4 test result penalty for using your off-hand, rather than the usual –8. You still have to expend the normal number of AP for taking an action with your off-hand. IMPROVEMENT: You may acquire this talent at level two, thus eliminating the off-hand penalty entirely.

127

CHAPTER FIVE: ABILITIES AND FLAWS

COLD RESISTANCE Pick Cost: 8 per level

IMMUNE Pick Type: physical

Pick Cost: 20

Pick Type: physical

You are comfortable in the cold, and often do not need to wear heavy clothes until the very coldest of winter nights. EFFECT: You receive a +2 bonus to Stamina tests to resist the ill effects of extreme coldness. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the bonus by +2 (maximum of +8).

Your body naturally resists all disease organisms. REQUISITE: Vigour 13+ EFFECT: You never catch any infection or disease naturally. If you are forcibly injected with a disease organism, your body will throw it off immediately. Virus and fungus invasions are also considered ‘diseases’, though larger parasites (a tapeworm, for example) are not.

FLEETNESS

KEEN-EARED

Pick Cost: 8 per level

Pick Type: physical

Speed courses through your limbs, and you seem to fly as you run, so swift is your movement. EFFECT: Your Base Movement rate is increased by +1’. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases your BMR by +1’ (maximum of +5’ or one quarter of your BMR, whichever is less).

GIGANTISM Pick Cost: 20

Pick Type: physical

You are bigger than most people of your race. Though you have found some advantages to being as big as you are, you have also experienced that the world was made for people smaller than you, and so you must deal with small beds and clothes, smaller food portions, and low ceilings. REQUISITE: Your height as determined according to the rules presented on page 28 must be at least 1” above the average of your race. For example, a Fallohide must stand at least 3’5” (i.e., 41”) tall to be allowed to acquire this talent. EFFECT: Determine your height normally (see page 28), and then increase it by 20%. Weight is in proportion to height and must be recalculated upon taking this talent, as is the case with Stature and Girth and any attributes and modifiers derived from these scores (Health and Prowess, for example). You suffer a –2 penalty on Esteem tests, and your basic Nimbleness score cannot be greater than 18.

HEAT RESISTANCE Pick Cost: 8 per level

Pick Type: physical

You rarely become too hot, being comfortable in the hottest summer days of the Southlands. EFFECT: You receive a +2 bonus to Stamina tests to resist the ill effects of extreme heat. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the bonus by +2 (maximum of +8).

Pick Cost: 5 per level

Pick Type: physical

Not even the softest footfall or quietest whisper escapes your hearing. REQUISITE: Awareness (8 + 2 per level) or greater EFFECT: You receive a +1 bonus for Observe (Hear) tests. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +1 (maximum of +5).

KEEN-EYED Pick Cost: 8 per level

Pick Type: physical

You have sharp eyes that can pierce distance and gloom to see truly. REQUISITE: Awareness (8 + 2 per level) or greater EFFECT: You receive a +1 bonus for Observe (Spot) tests. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +1 (maximum of +5).

KEEN-NOSED Pick Cost: 5 per level

Pick Type: physical

Others may have only eyes and ears to rely upon, but you possess so keen a sense of smell that you can follow beasts or men by scent alone. REQUISITE: Awareness (8 + 2 per level) or greater EFFECT: You receive a +1 bonus for Observe (Smell & Taste) tests. Additionally, if you have Track (Scent), the bonus applies to it as well. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +1 (maximum of +5).

128

CHAPTER FIVE: ABILITIES AND FLAWS

LONGEVITY Pick Cost: 10 per level

Pick Type: physical

You belong to a family that possesses longevity of life. REQUISITE: Grace 12+ EFFECT: When you make an aging test (see page 69), you may roll an extra die (3d10 total), keeping the two highest dice. The normal rule for rolling 19 or 20 still applies. Characters with this talent only get half the normal amount of picks for taking Age as a flaw. IMPROVEMENT: You may acquire this talent at level two, allowing you to roll two extra dice (4d10 total) when making an aging test.

MASTER OF HEIGHTS Pick Cost: 8 per level

Pick Type: physical

The crest of mountain, far from filling you with dread, leaves you exhilarated. You are most comfortable on such heights, where the air is crisp and clear, and are not bothered by the altitude. In particular, you have trained to fight at such heights, and are more comfortable there than on the ground. REQUISITE: You must hail from a mountainous region. EFFECT: You gain a +1 bonus to all Combat, Climb, and Acrobatics tests while atop mountains or cliffs. However, this talent does not allow you to automatically ignore test modifiers due to uneven or broken terrain (see page 216). IMPROVEMENT: You may acquire additional levels in this talent. Each level increases the test result bonus by +1 (maximum of +4).

EFFECT: Whenever something dangerous or interesting happens behind your back, the Turambar makes an Awareness test against TN 20 for you. A success means you saw it, or saw enough to alert you in case of an attack. Thus, if you are attacked from the right or left hex, you defend without penalty. Moreover, you may even defend against attacks from the rear, but if you do so, you suffer a –3 test result penalty to any uses of defensive skills. If you are playing with a game map, you can attack into your right and left hexes as well as front hexes. Note that with a one-handed weapon wielded in your right hand, an attack to the left is clumsy and is still considered a ‘wild swing’ (see page 258). You still cannot attack a foe directly behind you (unless you make a wild swing). Furthermore, you have a wider arc of vision for ranged attacks. The figure below shows the arc of vision for a normal character (white) and for someone with Peripheral Vision (grey plus white).

NIGHT-EYED Pick Cost: 10 per level

Pick Type: physical

While the darkness blinds others, you see almost as well on a star-lit night as at the height of the day. REQUISITE: You must be Elven-blooded (or faintly related to any other night-eyed species) to acquire this talent. EFFECT: In the presence of even the faintest source of light, such as the light from a torch or the stars, you reduce the penalties for seeing in the dark by 5. For example, in full darkness, you suffer only a –7 test result penalty, not the usual –12. IMPROVEMENT: You may acquire this talent at level two. Doing so reduces the darkness penalties by 10.

PERIPHERAL VISION Pick Cost: 30

Pick Type: physical

You have an unusually wide field of vision and always try to keep track of everything on the battlefield. If someone starts to move around you, you keep track of them to the best of your ability. You keep an inventory of where everyone is in your head, ready to spin around and show them the error of trying to sneak up on you.

RESILIENT Pick Cost: 30

Pick Type: physical

You never really bleed much, and your wounds seem to quickly stop bleeding on their own. EFFECT: Any bleeding wounds (i.e., injuries giving a number of wound points of damage per round) that you receive have their rates reduced by half (rounded down).

SWIFT RECOVERY Pick Cost: 30

Pick Type: physical

Through strength of body and will, you heal quickly, shrugging off the effects of injury while others lie nursing their wounds. REQUISITE: Vigour 15+ EFFECT: When allowed to heal naturally, you heal twice as fast as others, recovering 2 points of Health while they recover but 1. The time to heal up critical injuries is also halved.

129

CHAPTER FIVE: ABILITIES AND FLAWS

MENTAL TALENTS

TOLERANCE Pick Cost: 30

Pick Type: physical

You have a high threshold for pain. When other people would fall unconscious, you still keep going. Yet, you are as susceptible to injury as anyone else, but you do not feel it as much. REQUISITE: Vigour 12+, Will 10+ EFFECT: You do not have the ‘Incapacitated’ and the ‘Near Death’ Health Levels, but you may take wound points of damage equalling 150% of your Health score in the remaining four Health Levels. Once you have lost all wound points in the ‘Wounded’ Health Level, you die. Note that this talent does not increase your Health score for the purpose of calculating injury thresholds or recovering wound points.

UNFALTERING Pick Cost: 15

Pick Type: physical

Whenever a blow dazes you, you are able to shake off its effects much quicker than most people. EFFECT: Any time you are stunned, you reduce the total rounds of stun by one. If a strike results in only one round of stun, then it has no effect.

WARRIOR-BORN Pick Cost: 18 per level

Pick Type: physical

From the moment you first picked up sword and shield, all could see that you had a natural talent for the warrior’s art. Your limbs respond almost instinctively to give you the best aim or strike the best blow. REQUISITE: Deftness, Nimbleness, and Strength 14+ EFFECT: You may make an Ambar test to receive a +1 bonus to all Combat skill tests during a single battle, as defined by the Turambar. The successful use of this talent causes your current Ambar score to drop by 1 point. You may garner the benefits of this talent only once each battle. IMPROVEMENT: You may acquire this talent at level two to increase the bonus to +2.

WARY Pick Cost: 20 per level

Pick Type: any

Naturally cautious and alert, you can react to peril more swiftly than others. EFFECT: You receive a +1 bonus to your action allowance (AA) for performing physical feats. Bonus AP from this talent cannot be used on mental actions such as casting a spell. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases your AA by +1 (maximum of +5).

The abilities belonging to this category reflect the power of the mind. These rare virtues manifest only in a selected few characters, and most people will not possess more than one or two mental talents.

ACCURATE RECALL Pick Cost: 15 per level

Pick Type: mental

You have an unusually good memory, even for someone of exceptional intelligence. Whether you read something in a tome or hear it in a rhyme of lore, it remains with you, even when you are under duress. REQUISITE: Wits 16+ EFFECT: You receive a bonus of +2 to all Lore skill tests. IMPROVEMENT: You may acquire additional levels in this talent. Each level increases the bonus to Lore skill tests by +2 (maximum of +6).

ANIMAL EMPATHY Pick Cost: 10

Pick Type: mental

You understand animals and like them, and they like you. REQUISITE: Insight 10+ EFFECT: You have a deep understanding of the feelings and thoughts of good animals like eagles or horses and receive a +2 bonus with all skills related to such beasts, except for Ride. The bonus also applies if the Turambar makes an Esteem test for any animal—tame or wild—to see how it reacts to you, or if he checks the characters’ Ambar scores to determine who is attacked by a certain beast (see ‘Other Uses of Ambar’, page 197). However, you may never kill an animal without a very good reason, and you should try to prevent others from doing so. Note that killing for food is perfectly acceptable—you get a +3 bonus to Hunt tests to find game.

CALM Pick Cost: 15 per level

Pick Type: mental

Gifted with a remarkable power of concentration and naturally calm in the direst situations, you can react to peril more quickly than others. EFFECT: You receive a +1 bonus to your action allowance (AA) for performing mental feats. Bonus AP from this talent cannot be used on physical actions such as attacking, parrying, or moving. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases your AA for performing mental actions by +1 (maximum of +5).

130

CHAPTER FIVE: ABILITIES AND FLAWS

COMMON SENSE Pick Cost: 20

IMPERVIOUS TO SORCERY Pick Type: mental

You are a naturally cautious and prudent person. Your instinct often tells you when it would be better to stop instead of taking rash action. EFFECT: Any time you start to do something that the Turambar feels is stupid, he makes a TN 20 Wits test on your behalf. A success means he must warn you, ‘Hadn't you better think about that?’ This talent allows an impulsive player to take the part of a thoughtful character.

CURIOUS Pick Cost: 10

Pick Type: mental

The unknown and the hidden lure you like a moth to the flame. You must find out what the locked chest holds and the shut door conceals. You cannot help but investigate every dark corner and forbidden room. EFFECT: When you succeed at an Ambar test to improve the result of any Lore skill test, you receive +9 to your test result, instead of the usual +5. But there is oft a price to pay for satisfying one’s curiosity…

EIDETIC MEMORY Pick Cost: 30

Pick Type: mental

You can picture in your mind’s eye anything you have seen before. If you have studied something for even a brief amount of time, you can remember exactly what it looks like. Your mind is a powerful repository for information, and you use it to its fullest. EFFECT: Anything you study for more than 10 minutes will be placed into your memory, to be recalled whenever you need. You can remember entire books if you need to, given the proper time to study. You cannot glance at a book and then remember everything the page said—you still have to read it. When you need to remember something that you have studied, make a TN 25 Wits test. If you achieve LSF ±0 or better, you fully remember what you want. If the test fails, you recall only part of the information you sought (depending on the actual LoF and the Turambar’s discretion). This talent also grants a +2 bonus to all Lore skill tests.

GIFT OF TONGUES Pick Cost: 5 per level

Pick Type: mental

You have a fine ear for languages and speak them with ease and fluency. REQUISITE: During character development, you must learn two or more Languages at rank 6+, and at least one of them must be a non-native language for your race. EFFECT: You receive a +1 bonus for tests with all languages you know. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +1 (maximum of +4).

Pick Cost: 4 per level

Pick Type: mental

Blessed with a strong spirit and an adamant resolve, you easily withstand most attempts to beguile or harm you with means of Sorcery. EFFECT: You are less likely to be affected by sorceries than most people. However, if you take this talent, you cannot acquire any ability related to Sorcery (see Chapter Eleven); indeed, if you are Impervious to Sorcery, you cannot cast spells at all (though you can still use items enchanted with such spells). Also, you cannot ‘turn off’ this talent to let friendly spells be cast on you. Whenever someone targets you with a spell that can be resisted in one way or the other (by making a Fortitude or a Wisdom test, for instance), add your level at this talent to the result of your resistance test. In other words, Impervious to Sorcery makes it easier to resist spells which (1) entitle you to a resistance test and (2) are directly aimed at you. What’s more, it also adds to your resistance against magical potions and similar substances created with means of Sorcery. Impervious to Sorcery does not defend you against (1) ranged spells such as Fiery Missile or Lightning; (2) attacks by enchanted weapons; (3) mass-effect spells in which the spell is not thrown directly on you, like Misdirection or a scaled Blinding Flash; and (4) any uses of the Art, even if they are specifically directed at you. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases your test result bonus for resisting spells of Sorcery targeted against you by +1 (maximum of +8).

IMPERVIOUS TO THE ART Pick Cost: 4 per level

Pick Type: mental

Strong-willed and slow to believe in what you cannot achieve yourself, you have a strange resistance to magic as wielded by the Elves and some other peoples. EFFECT: Impervious to the Art interferes with all uses of the Art, by or against you, friendly or hostile. It can never be turned off. Whenever you are the target of a spell of the Art that can be resisted in one way or the other (by making a Fortitude or a Wisdom test, for instance), add your level at this talent to the result of your resistance test. However, you must also add your level at this talent to the TN of any uses of the Art you attempt yourself. Hence, if you are highly Impervious to the Art, it will be hard for you to develop any significant abilities of your own. Impervious to the Art has no effects whatsoever on spells of Sorcery directed against or wielded by you. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases your test result bonus for resisting the Art, as well as the TN for your own attempts to use the Art, by +1 (maximum of +8).

131

CHAPTER FIVE: ABILITIES AND FLAWS

INCORRUPTIBLE Pick Cost: 15 per level

BARDIC GIFT Pick Type: mental

Pure of heart and motive, you can well resist temptation. REQUISITE: Grace 10+, Insight 10+ EFFECT: You receive a +2 bonus to Fortitude tests to resist temptation, seduction, and Corruption. The number of Corruption points each Corruption Level can hold does not change, though. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +2 (maximum of +8).

Pick Type: mental

You possess great strength of will and can more easily resist attempts to dominate or command you. EFFECT: You receive a +2 bonus to Will or Fortitude tests to resist torture, interrogation, domination, and similar influence. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +2 (maximum of +8).

VALOUR Pick Cost: 12 per level

Pick Type: mental

Stout-hearted and courageous, possessed of a nobility and virtue that not even the Nazgûl can entirely overcome, you withstand terror better than most men. EFFECT: You receive a +2 bonus to Fortitude tests for the purpose of resisting fear. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +2 (maximum of +8).

SOCIAL TALENTS The abilities belonging to this category aid a character in his social dealings or artistic efforts. Some social talents are only available to high-born individuals, and just a handful of characters will ever possess more than two or three of them.

ARTIST Pick Cost: 10

Pick Type: any

You posses an exceptional talent for the arts of a minstrel, enthralling and comforting those who listen to your songs or poetry. EFFECT: You receive a +1 test result bonus with all Artistic skills. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +1 (maximum of +5).

EAR FOR MUSIC

INDOMITABLE Pick Cost: 10 per level

Pick Cost: 10 per level

Pick Type: any

From the minute you first picked up an instrument, tried your hand at composing verse, or used your quick wits and silver tongue to convince others, you proved to have a natural talent for the arts of a minstrel. EFFECT: When you succeed at an Ambar test to improve the result of any Artistic skill test, you receive +9 to your test result, instead of the usual +5.

Pick Cost: 10

Pick Type: physical

You have a gift when it comes to music. Whenever you hear a song, you can picture the music written down on a music sheet. You can replicate virtually any sound you hear, given the proper instruments. You also can identify different unique sounds, like recognising a type of bird by its song. REQUISITE: Artist EFFECT: You can reproduce any sound you hear. If the noise could not be reproduced by your vocal cords, you can reproduce it on an appropriate instrument. You can also play any piece of music you hear once (though not necessarily played well). You receive a +5 bonus to Mimicry and Musician tests to replicate sounds.

EMPATHY Pick Cost: 10 per level

Pick Type: mental

You instinctively perceive what a person is feeling by being near them. REQUISITE: Insight 12+ EFFECT: You receive a +2 bonus to Discern tests as long as you are within 20’ feet of the person whose emotional state you are trying to perceive. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +2 (maximum of +8).

FAIR Pick Cost: 10 per level

Pick Type: any

You are wondrous fair to look upon. You win the hearts of all whose gaze comes to test upon your countenance. REQUISITE: Bearing (7 + 2 per level) or greater EFFECT: You receive a +2 bonus to Esteem and Persuade (Charm) tests, and—at the Turambar’s discretion—to appropriate Inspire tests. This bonus applies only to Esteem and Persuade tests made to attract members of your own race, or one that is similar to yours (for example, a Fair Elf gets this bonus against Men as well, and vice versa). The bonus is +4 against members of the opposite sex. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +1 (maximum of +5). Against members of the opposite sex, the bonus per additional level is +2 (maximum of +10).

132

CHAPTER FIVE: ABILITIES AND FLAWS

HIGH-RANKING Pick Cost: 10 per level

HONOUR’S INSIGHT Pick Type: any

Pick Cost: 10 per level

Pick Type: mental

You possess authority, perhaps even rulership, over some realm or body of men. REQUISITE: Some positions require that you come from a particular people, belong to a particular family or group, or be descended from a certain ancestor. Théoden, as King of Rohan, must belong to the House of Eorl, and Elessar can only become King of Gondor and Arnor because of his status as the Heir of Isildur. Other ranks merely require a higher power appoint you to them or that you attain them through your own strength and force of personality (see ‘Improvement’ below for increasing your Social Rank during the game). Aragorn earned rank in the militaries of Gondor and Rohan through his skill and bearing. Orc-chieftains achieve power by slaying their rivals and bullying their underlings, and Elrond has authority over the Elves due to their respect for his wisdom and experience. EFFECT: This talent allows to modify a character’s Social Rank as based on his Grace score. Unless a Turambar uses the option on Esteem tests (see pages 17 and 242), a character’s Social Rank has no effect on its own, but it acts as a requisite for a variety of abilities such as Command, Deference, or Domain, to name but a few. However, it may have substantial story effects, in that a high Social Rank confers many privileges, such as obedience and deference from NPCs. However, it does not grant the character military power (that requires Command), wealth (that requires Hoard), or actual rulership (that requires Domain). The Social Rank Table on page 16 indicates the level required for specific titles or positions in society. If you character’s race is not listed on that table, make up a similar table with the help of your Turambar. IMPROVEMENT: Classified a talent, this ability only allows you to improve your character’s starting Social Rank. However, when the events of the game warrant or require it, a Turambar may award additional levels of this talent as he sees fit, thus increasing a character’s original Social Rank without forcing him to spend the picks.

Your honour and honesty let you see into the hearts and minds of others, making it difficult for them to deceive you. REQUISITE: Grace 13+ EFFECT: You receive a +2 bonus for Wisdom, Fortitude, or Discern tests to prevent others from tricking or deceiving you with, say, Persuade (Fast Talk). IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +2 (maximum of +8).

HONEY-TONGUED

Your severe and exacting demeanour often makes others uneasy and thus the more ready to bow before your will. EFFECT: You receive a +2 bonus to Debate and Intimidate tests in which your sternness might help you cow others. However, you may have difficulty putting others at ease. The Turambar may impose a –1 test result penalty on your uses of other Social skills and any Esteem tests made on your behalf. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +2 (maximum of +8) and the penalty to other Social skills and Esteem tests by –1 (maximum of –4).

Pick Cost: 15 per level

Pick Type: any

Sweet-tongued and courteous, you can speak with kindness even when angered, winning favour with words. EFFECT: You receive a +2 bonus to all skill tests where pleasant speech is involved or might have an effect, such as most uses of Act, Sing, Debate, or Persuade, but not Intimidate. If the character gets the chance to talk to a newly encountered NPC before the Turambar makes an Esteem test, the bonus applies to such a test as well. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level increases the test result bonus by +2 (maximum of +8).

INTENSE EYES Pick Cost: 15

Pick Type: physical

You have arresting eyes. They seem able to meet anyone’s gaze, often allowing you to stop people in their tracks by glaring at them. EFFECT: Your powerful eyes grant you a +3 bonus to all skill tests in which you interact with other people, such as tests of most Social skills, or certain Artistic skills like Act or Wordsmith. Your eyes must be visible to whomever you are talking to for you to gain this bonus.

NOBLE MIEN Pick Cost: 15

Pick Type: mental

You have the gifts of leadership needed to rule well or triumph in battle. Your liege men and soldiers flock to your banner when you call, and they tremble with shame and fear when you are angry. REQUISITE: Grace 14+, Social Rank +3 or greater EFFECT: You receive a +3 bonus to all Lead, Inspire, and Intimidate tests made with your people.

STERN Pick Cost: 5 per level

133

Pick Type: mental

CHAPTER FIVE: ABILITIES AND FLAWS

SPECIAL TALENTS

BORN TO THE SADDLE

Some people have abilities that are hard to believe. Some special talents go far beyond what a normal person would think possible—those who possess them are truly gifted. Generally, it is recommended that a character have no more than two or, at most, three of these abilities.

ARMOUR OF HEROES Pick Cost: 20

Pick Type: any

Forthright, great-hearted, and valorous, you are a true hero, and fate smile kindly upon true heroes. Even when circumstance or necessity force you to go into peril unclad in armour, the subtle magic of Middle-earth protects you. EFFECT: When you wear no armour, you are always considered to have the equivalent of 2 points of armour. If you don a mail-shirt or other armour, you lose this benefit, though your minimum protection against any damage aspect always remains the equivalent of 2 points of armour. Using a shield does not cancel the protection of Armour of Heroes.

BANE Pick Cost: 30 per level

Pick Type: any

You are not sure if it is general intolerance or if you have been chosen to be a champion against a particular evil, but you have the ability to destroy members of a type of creature with ease. You can feel your weapon ripping into these creatures, hear them scream with agony. You have little fear from these creatures. You only hope that someone else does not have the same intolerance for you and your kind. EFFECT: You may select a limited group of enemies or a specific type of beasts (such as Mountain Goblins but not all Orcs, Balchoth but not all Easterlings, Wargs, and so on) against which you do +2 wound points of damage per LoS. IMPROVEMENT: You may acquire this talent at a greater level, improving it in one of two ways. First, you can increase the damage bonus by +1/LoS (to a maximum of +4/LoS). Second, you can add a second defined group of enemies, or broaden one of the groups of defined enemies you can affect to, for example, ‘all Orcs’ or ‘all Easterlings’.

BOLD Pick Cost: 20

Pick Type: any

Forthright and determined, you press on when others shrink from the rigours of the task. REQUISITE: Bearing 10+, Will 10+ EFFECT: When you succeed at an Ambar test to improve the result of a physical test, you receive +9 to your test result, instead of the usual +5.

Pick Cost: 15

Pick Type: any

You have a natural gift for riding horses and can coax greater effort from them without causing them harm. REQUISITE: Bearing and Insight 12+, 14+ ranks in Ride, Horsemaster EFFECT: For one hour, you can increase a horse’s pace by up to 30% without demanding more weariness points. Additionally, you accumulate only half the normal amount of weariness points for riding.

CHARMED LIFE Pick Cost: 25 for level 1, 35 for level 2

Pick Type: any

Fate smiles kindly on you, preserving your life when need or your own folly imperil it. EFFECT: Once per game session, when you suffer injury sufficient enough to decrease your Health Level, you may make a TN 30 Vigour test. If you succeed, you lose no Health Levels. Instead, you retain a single Health point in your current level, no matter how many levels you would have lost. Critical injuries are mitigated or prevented accordingly. If you fail, you remain as injured as before. IMPROVEMENT: You may select this talent at level two. Doing so reduces the TN for the Vigour test to 20.

DANGER SENSE Pick Cost: 30

Pick Type: any

Whenever you get near to some source of danger, you can feel it. You cannot always depend on it, but it has certainly saved your life on more than one occasion. REQUISITE: Insight 12+ EFFECT: In any situation involving an ambush, impending disaster, or a similar hazard, the Turambar may secretly make an Insight test (or, if more appropriate in a given situation, an Awareness test) against TN 20 on your behalf. If successful, he will give you a warning that something is wrong, but he will not reveal any details about the nature of the threat unless you achieve at least LoS +3. You also receive a +2 test result bonus to all uses of skills of the Perception skill category.

DRAMATIC LUCK Pick Cost: 18

Pick Type: any

All your life, you have had wide swings of luck. Things often seem to work out your way, but when they go badly, they go down hill quick. You do not rely on your luck, but it certainly makes your life more interesting. EFFECT: You have very unusual luck, both good and bad. Your high open-ended roll range is increased by 1 from 19– 20 to 18–20, and your low open-ended roll range is increased by 1 from 2–3 to 2–4.

134

CHAPTER FIVE: ABILITIES AND FLAWS

FAVOUR OF FORTUNE Pick Cost: 20 per level

HEALING HANDS Pick Type: any

Fate smiles upon you, and fortune follows you wherever you go. EFFECT: Once per game session, one Ambar test automatically succeeds, regardless of how low your current Ambar score is. However, your Ambar score still diminishes as normal. IMPROVEMENT: You may acquire this talent at level two. Doing so grants you one additional automatic success with an Ambar test per game session.

FORESIGHTED Pick Cost: 15

Pick Type: any

You have premonitions of future days, seeing dimly something of what is to come. Your control over this power may be little or great, and your foresight of the future somewhat clearer at times, but your prophetic insight is never a sure thing, or easily understood. REQUISITE: Insight 18+, Wisdom 15+ EFFECTS: Once per game session, a character with this talent may ask to foretell the future. He makes an Insight test at TN 30. If he succeeds, he receives a brief vision of events that may occur later in the episode. Usually this vision is couched in obscure terms, symbolism, and the like, making a precise interpretation of its meaning impossible. Thus, no guarantee exists that the doom he foretells will come to pass, since only with hindsight can he determine what his vision truly means. The Turambar has total control over what characters can learn by using this talent. In many cases foretelling provides flavour and atmosphere for the game but has little effect on the tale itself. For example, a character might foresee that another character’s line will never fail. These prophecies, since they have little (if any) game effect, may be quite clear and precise. Sometimes, even foretellings that can directly affect the game—such as ‘not by the hand of man will he be slain’ or ‘in your hour of greatest need, take the Paths of the Dead’—can be stated in relatively clear terms, particularly when the Turambar wishes to use them to guide the characters’ actions. But in many cases, such as Faramir’s dream, the story is best served by obscure or vague prophecies the characters must unravel, the outcome and counsel of which are unclear. See page 293 for more information on fate and foretelling. NOTE: Special circumstances (such as a fateful confrontation with one of the great servants of the Enemy, or a personal revelation) may occasionally allow a character to obtain this talent as an edge later during the game. This holds particularly true for magic-using characters and Elves.

Pick Cost: 10

Pick Type: any

You possess the hands of a healer, a natural gift for the healing arts that often brings succour and comfort to the injured and the sick. REQUISITE: Grace 13+, and you must be an Elf or at least faintly Elven-blooded to acquire this talent EFFECT: Whenever you test a skill from the Healing skill category, you gain a test result bonus equal to your Social Rank (for example, the King of Gondor has a +10 bonus). When you use this talent, you must make a Stamina test or lose an entire Weariness Level for every two Health Levels your patient has lost. The TN for the Stamina test equals 12, +4 for every Health Level the patient has lost. Thus, for instance, the TN to use Healing Hands on someone Near Death is 32.

HEIR Pick Cost: 20

Pick Type: any

You are the heir to a great hero or Lord. Few people of your position—in fact, you may not know it either. EFFECT: You may discover your lineage while retrieving a great item once belonging to your parents or some equally important quest. The Enemy may know more about your ancestry than you do, and you may well be hunted by his servants because of it. (Note that with an appropriately high Grace score and a low Social Rank, you do not need to acquire this talent to match such a background story unless your Turambar insists on it.)

HORSEMASTER Pick Cost: 10

Pick Type: any

You have a special rapport with horses and some other beasts of burden. REQUISITE: Bearing and Insight 9+, 3+ ranks in Ride EFFECT: When you succeed at an Ambar test to improve the result of a Ride test, you receive +9 to your test result, instead of the usual +5.

INTERNAL CLOCK Pick Cost: 10

Pick Type: any

Your internal clock is very precise, and can often time things accurately down to the second. EFFECT: You always know what hour it is, being able to tell how much time has elapsed since a particular event (such as sunrise or midday) took place. You can even make yourself wake up at any desired time.

135

CHAPTER FIVE: ABILITIES AND FLAWS

INTUITION Pick Cost: 10 per level

LION-HEARTED Pick Type: mental

When you come across a situation where you have no idea what to do next, you like to relax and attune to the world around you. If you concentrate hard enough, you can see which way will lead you to your goal. EFFECT: You usually guess right. When you are faced with a number of alternatives, and no logical way to choose between them (for example, when you need to determine which corridor leads outside the quickest), you can use your intuition as follows: The Turambar adds your Wisdom score to the number of ‘right’ choices, subtracts the number of possible ‘wrong’ choices, and secretly rolls with 2d10 against the resulting ‘Target Number’. A roll equal to or less than this TN means he steers you to a good choice; a roll of 2, 3, or 4 means he tells you the best choice. A roll greater than this TN means you are given no information. If you roll 18, 19, or 20 and the ‘test’ fails, the Turambar steers you towards a bad choice—your intuition betrayed you. The Turambar can modify this system as he sees fit for other situations in which intuition might logically help. This talent can only be used once per day. Turambari must not let this talent be used to short-circuit adventures – by letting the intuitive character walk into a room, slap the cuffs on the guilty party, and close the case. At the most, intuition would point the character in the direction of a good clue. Turambari who do not think they can control this talent should not allow it at all. IMPROVEMENT: You may acquire this talent at any desired level, with each additional level gaining you an additional chance to use this talent in a given day. However, you still can use it only once per question.

LIGHT SLEEPER Pick Cost: 10

Pick Type: any

You have always been a light sleeper. You sleep well, but you always seem to keep your ears open. At the first sign that something is not right, you are awake and ready to take whatever action is necessary. EFFECT: You may make an Observe (Hear) test against TN 15 to immediately wake from sleep and be ready to act with a successful Surprise test (while those without this talent must succeed at an Observe (Hear) test against a TN set by an opposing character’s or beast’s Sneak test or, in the case of a natural threat, by the Turambar).

Pick Cost: 20

Pick Type: any

Your destiny shines through in battle, protecting you from injury. EFFECT: You may expend Ambar to reduce or avoid the effects of injury. This Ambar must be spent immediately after the character suffers a wound; doing so requires no Ambar test. Your Ambar does not provide instant healing but rather reflects the fact that you dodged, parried, or otherwise avoided the attack at the last minute. For each point of Ambar spent, reduce the damage inflicted by a number of wound points equal to 2d10. You can entirely negate incoming damage, but not reduce damage sustained from previous injuries.

LUCKY Pick Cost: 30

Pick Type: any

All your life, you have thought yourself lucky. Things seem to work out your way. Even when things go badly, they never seem as bad as they could be. You do not rely on your luck, but it certainly makes your life a little easier. EFFECT: You are lucky. Your high open-ended roll range is increased by 1 from 19–20 to 18–20.

SCOUNDREL’S FORTUNE Pick Cost: 25 per level

Pick Type: any

Fortune shines on you. You have far more luck than most people, and it often helps you when you engage in roguish activities. EFFECT: Once per game session, you may spend one point of Ambar to re-roll one test with any skill of the Stealth skill category, adding a +3 bonus to the second roll. You use the better of the two results. You don’t need to make an Ambar test to activate this talent. IMPROVEMENT: You may acquire this talent at any desired level, with each additional level garnering you an additional re-roll per game session.

SKILLED Pick Cost: 15

Pick Type: variable

Through devoted training and natural talent, you have a special knack for a particular skill. EFFECT: When you acquire this talent, select any one nonCombat skill. The skill’s learning difficulty is shifted one step in your favour (for example, from hard to average). If you have selected a skill of easy learning difficulty, its pick cost and the TN for improvement rolls made for it is reduced by 1, to a minimum of 1. This talent becomes effective during your character’s apprenticeship development and remains so throughout his future life. IMPROVEMENT: You may take this talent multiple times for multiple skills.

136

CHAPTER FIVE: ABILITIES AND FLAWS

UNUSUAL BACKGROUND Pick Cost: 20 or more

Pick Type: any

In one way or another, something that happened in your past sets you apart from others. EFFECT: This is a ‘catch-all’ talent that can be used whenever it is needed. For instance, if your parents were travelling merchants, you could reasonably claim to have two or three ‘native’ languages which are not listed in the description of your race. But that is clearly an unusual background, which costs development picks. Similarly, if you have access to skills not available to the people around you, that is unusual. In general, any time a player comes up with a ‘character story’ that would reasonably give him some special benefit, the Turambar might allow this, but require Unusual Background to cover it. The Turambar may charge extra picks if he rules the background is very unusual. For example, being a Mannish child raised by Dwarves, or a wizard’s student, should normally be considered ‘very unusual’.

During the game, the time to acquire a new edge (or an improved level in one of your previously developed edges) acts as a mere guideline and is not to be confused with the training time to acquire a skill rank: Instead of actually ‘training’ at an edge the whole day, you subconsciously adapt to it—either over the given period of time, or by virtue of a crucial experience. If required at all, actual practicing would be done in about half an hour or an hour per day. Hence, the given amount of time to acquire an edge may be changed (or ignored) by the Turambar as he sees fit—from instantaneous to decades, and vice-versa. For easy reference, all edges are assembled in five categories—physical, warlike, outdoor & stealthy, social, or special. Of course, any character who meets the requisites of a desired edge may purchase it (given the Turambar’s assent), no matter whether its name—or the label of the category to which it belongs to—fits the character’s background story or the concept you have in mind for him. For example, Warrior’s Heart—a physical edge—would be a great choice for any learned character who hopes to become a wizard one day.

VALIANT

 INCREASING PICK COSTS

Pick Cost: 20 per level

Pick Type: any

The fires of true courage and noble determination burn within your breast. When only heroic action can win through to victory, you can succeed where others fail. REQUISITE: Bearing 15+, Will 15+ EFFECT: Once per game session, you may make a TN 25 Bearing test. If you succeed, you receive one additional point of Ambar to spend on any one action in that scene. You must still succeed at an Ambar test, adding the bonus point to your current Ambar score for this purpose. If you do not use it, the bonus Ambar vanishes when the scene ends. Note that the optional ‘Dramatic Heroism’ bonus (see page 293) has a similar function, but unlike the bonus from this talent, that option is completely arbitrary and applied in truly heroic situations only, as the Turambar sees fit. IMPROVEMENT: You may acquire this talent at any desired level, with each additional level allowing you to make an additional Bearing test to receive bonus Ambar.

EDGES

E

During initial character creation, a Turambar may rule that the pick cost of the second edge from the same category as a previously chosen edge is increased by 50%. The pick costs of any further edges from the same category are increased by 100% each. However, these additional picks may come from any pick class, regardless of what type of picks is required for the basic cost of an edge. Note that this option should not be applied when purchasing edges with veteran development picks or advancement picks. All characters presented in this book and any supplements to Ambarquenta are created with this optional rule in use.

PHYSICAL EDGES Given a particular place and set of circumstances, almost anyone who is in good shape can acquire these edges through physical exercise, labouring, or journeying. The training represented by the edges of this category is not common, but it is not quite as mystical as some of the talents described earlier in this chapter. Physical edges should be made available to any character, with no limit in number.

ATHLETE

dges are abilities that can be acquired and sometimes even improved by training or studying. Though you could basically acquire any edge at any time by spending the appropriate amount of development picks (with youth, apprenticeship, and advancement picks being equally suitable), a Turambar will usually require that the events of the game justify the purchase of any new edges. In addition, the description of each edge lists a certain time to acquire. While the time to acquire up to three levels of edges is already included in your character’s starting age, you would have to recalculate your starting age if you wish to begin with more than three levels of edges (see page 67).

Pick Cost: 15 per level Time to Acquire: 6 months per level

Pick Type: physical

Brawny and nimble through hard exercise, your body is perfectly suited for any athletic endeavours. REQUISITE: Deftness, Nimbleness, Strength, and Vigour (8 + 2 per level) or greater EFFECT: You receive a +1 test result bonus with all Athletic skills. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4).

137

CHAPTER FIVE: ABILITIES AND FLAWS

DIVER Pick Cost: 18 per level Time to Acquire: 3 months per level

FLEET-FOOTED Pick Type: physical

You are a strong swimmer, accustomed to rough waters and to diving underwater for long times. REQUISITE: Strength or Vigour 10+ EFFECT: Due to a special technique of hyperventilating, you may hold your breath 50% longer than other people before suffering the effects of drowning (i.e., for a number of rounds equal to your Stamina score times three; see page 228 for more information on suffocating). In addition, you receive a +2 bonus to all Swim tests. IMPROVEMENT: You may acquire additional levels in this edge. Each level extends the amount of time you can hold your breath by another 25% (to a maximum of +100%, i.e. a number of rounds equal to your Stamina score times four) and provides an additional +2 bonus to Swim tests (to a maximum of +6).

DOUGHTY Pick Cost: 15 per level Time to Acquire: 4 months per level

Pick Type: physical

Your brawny thews and mighty frame give you capacities of strength beyond those of normal men. REQUISITE: Basic Strength (13 + 2 per level) or greater EFFECT: You receive a +1 special adjustment to Strength. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +3).

FACILITY WITH ARMOUR Pick Cost: 20 per level Time to Acquire: 1 year per level

Pick Type: physical

Unlike most people, you have no problem manoeuvring while wearing armour. You seem to wear armour like a second skin; armour is only as uncomfortable as wearing a heavy jacket. EFFECT: Both your maximum and your minimum armour penalties are reduced by one sixth (16.67%). Note that this edge has no impact on the encumbrance penalty accruing from weapons and other gear whatsoever. IMPROVEMENT: You may acquire up to three levels in this edge. Each additional level allows you to reduce your maximum and minimum armour penalties by another sixth (to a minimum of three sixths, or 50%).

Pick Cost: 10 per level Time to Acquire: 6 months per level

Pick Type: physical

You have the swiftness of the wind, enabling you to elude pursuers—or catch fleeing prey—with ease. REQUISITE: Nimbleness (8 + 2 per level) or greater EFFECT: You gain a +1 bonus to Run and Swiftness tests, including Swiftness tests to settle initiative ties. (Note that this bonus does not apply to your Swiftness score in general.) IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4).

HARDY Pick Cost: 20 per level Pick Type: physical Time to Acquire: Turambar’s discretion A hard life and perilous has inured you to pain, allowing you to withstand more than other folk. REQUISITE: Vigour 12+, Will 10+, and a number of painful injuries sustained in your past life EFFECT: Reduce the Injury Penalty you suffer by 1. For example, when Wounded, you perform tests at a –4 test result penalty instead of the usual –5. IMPROVEMENT: You may acquire a second level in this edge. Doing so allows you to reduce the Injury Penalty you suffer by 2.

OFF-HAND TRAINING Pick Cost: 20 Time to Acquire: 6 months

Pick Type: physical

Through hard training, you can use your off-hand almost as effectively as your favoured hand. REQUISITE: Deftness 12+ EFFECT: You suffer only a –3 test result penalty for using your off-hand, rather than the usual –8. You still have to expend the normal number of AP for taking an action with your off-hand.

PORTAGE SKILLS Pick Cost: 15 per level Time to Acquire: 6 months per level

Pick Type: physical

Most people cannot pack equipment well, though it makes travelling much easier. You know just where to put everything so it will pack nice and tight, wondering why others do not pack like you do. EFFECT: Reduce the encumbrance penalty accruing from any non-armour equipment (such as weapons, shields, and other gear) by one sixth (16.67%). Note that this edge has no impact on your armour penalties whatsoever. IMPROVEMENT: You may acquire up to three levels in this edge. Each additional level allows you to reduce your encumbrance penalty by another sixth (to a minimum of three sixths, or 50%).

138

CHAPTER FIVE: ABILITIES AND FLAWS

SLEIGHT OF HAND Pick Cost: 15 per level Time to Acquire: 6 months per level

WARRIOR’S HEART Pick Type: physical

Pick Cost: 15 per level Pick Type: physical Time to Acquire: Turambar’s discretion

Having trained in the arts of the juggler, you can manipulate objects and perform many other tricks with ease and grace, astounding audiences with your cleverness and deft fingers. REQUISITE: Deftness (8 + 2 per level) or greater EFFECT: You receive a +1 bonus with all Acrobatics, Legerdemain, Locks, Throw, and deftness-based Games tests. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4).

The cry of battle is a song to your heart, granting you the power to fight on when weariness has forced other warriors from the field. REQUISITE: Strength, Vigour, and Will 12+ EFFECT: Reduce all Weariness Penalties you suffer by 1. For example, when Tired, you perform tests at a –3 test result penalty instead of the usual –4. IMPROVEMENT: You may acquire this edge at level two, allowing you to reduce all Weariness Penalties by –2.

WARLIKE EDGES

TIRELESS Pick Cost: 15 per level Time to Acquire: 3 months per level

Pick Type: physical

You possess unflagging endurance and can push yourself past the point where others would collapse from exhaustion. REQUISITE: Vigour (10 + 2 per level) or greater EFFECT: Add +1 to the basic number of weariness points each Weariness Level can hold. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the number of weariness points each Weariness Level can hold by another +1. The maximum number of bonus points depends on your Vigour score.

TOUGH Pick Cost: 20 per level Time to Acquire: 3 months per level

Pick Type: physical

Hardened from battle or long toiling, you can withstand more pain and injuries than most people. REQUISITE: Vigour (10 + 2 per level) or greater EFFECT: You receive a +1 bonus to your Health score. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the bonus to your Health score by +1. The maximum number of bonus points depends on your Vigour score (see ‘Requisite’ above).

WAKEFULNESS Pick Cost: 15 Time to Acquire: 1 year

Pick Type: any

Your strength of body and will allows you to remain awake without ill effect far longer than most people. REQUISITE: Vigour 12+, Will 10+ EFFECT: Whereas most characters must sleep some each day, a character with this edge can remain awake a number of nights in a row equal to his Stamina divided by four (minimum of three nights). Though awake, he can still recover lost Weariness Levels by resting. However, the character may still lose one or more Weariness Levels per day he goes without sleep, and he may not recover these lost levels until he sleeps. See ‘Sleeping in the Wilderness’, page 247, for further information.

Whether acquired through formal training in the ranks of an army, or self-taught in countless battles, warlike edges always come in handy. Needless to say, only the most accomplished swordsmen and archers will ever have more than a handful of these abilities, but there is no limit on who may possess how many of them.

ACCURATE Pick Cost: 10 per level Time to Acquire: 3 months per level

Pick Type: physical

Sharp-eyed and swift-handed, you can shoot targets others could never hit. Be it a low-flying fell beast or a mûmak’s eye, your arrow or javelin can strike it while other shots go astray. REQUISITE: (3 + 3 per level) or more ranks in the applicable weapon skill EFFECT: Select one ranged weapon from your Combat skill specialties. You receive a +1 test result bonus when using this kind of weapon. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4).

AGILE Pick Cost: 25 per level Time to Acquire: 6 months per level

Pick Type: physical

Through hard experience of pain—or a desire to preserve your own skin whole and unharmed—you have developed a knack for avoiding peril and moving quickly in face of immediate danger. REQUISITE: Nimbleness 15+, Awareness 12+ EFFECT: You gain a +1 bonus to all purely defensive manoeuvres (i.e., dodging and parrying, but not counterstrikes) and—provided that you are aware of the attack—your Defence score. Note that the armour penalty may offset this bonus to Defence as normal. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4).

139

CHAPTER FIVE: ABILITIES AND FLAWS

AMBUSH Pick Cost: 15 per level Time to Acquire: 4 months per level

Pick Type: physical

You have a particular skill at bringing down your prey from behind or by surprise. REQUISITE: Nimbleness 12+, 8+ ranks in Sneak EFFECT: When you attack an unsuspecting victim, you receive a +4 bonus on your attack tests. The Turambar determines whether the bonus applies in any given situation. A successful Sneak test will be required almost every time. At best, it usually only applies to the first attack you make against a target. IMPROVEMENT: You may acquire a second levels in this edge, thus increasing the bonus to +8.

BATTLE FOCUS Pick Cost: 20 per level Time to Acquire: 1 year per level

Pick Type: physical

Your focus while in combat is as sharp as your blade. EFFECT: While engaged in combat, you may make an Ambar test to cancel out up to –3 worth of penalties due to injuries, weariness, or other distractions. If the Ambar test succeeds, this effect lasts for 3 rounds and causes your current Ambar score to drop by 1 point. IMPROVEMENT: You may acquire additional levels in this edge. Each level allows you either to cancel out another –3 worth of penalties (maximum of –9), or to extend the effect of this edge by 3 rounds (maximum of 9 rounds).

BATTLE-HARDENED Pick Cost: 9 Time to Acquire: 3 years

Pick Type: any

You are a veteran of many battles and sieges, and you have learned through hard experience how best to achieve victory. EFFECT: When you succeed at an Ambar test to improve the result of any Warfare or Lead skill test, you receive +9 to your test result, instead of the usual +5.

CHAMPION Pick Cost: 20 per level Time to Acquire: 6 months per level

Pick Type: physical

You are one of the chief protectors and warriors of your people, charged with defending your lands and brethren against the attacks of enemies. REQUISITE: 12+ ranks in at least one Combat skill EFFECT: When you fight to protect your people or lands, or to harm a specific enemy defined when you first acquire this edge, you receive a +1 bonus to all attack tests and to tests to dodge or parry. The Turambar determines whether you receive the bonus in any given situation and may also opt to apply it to other tests. Examples of defined enemies include a single tribe (for instance, a Dunlending clan), the Orcs of a particular region or stronghold, or the like.

IMPROVEMENT: You may select this edge a multiple times, improving it in one of two ways. First, you can increase the test result bonus by +1 (to a maximum of +4). Second, you can add a second defined group of enemies, or broaden one of the groups of defined enemies you can affect to, for example, ‘all Dunlendings’ or ‘all Orcs’.

CORSAIR Pick Cost: 15 per level Time to Acquire: 6 months per level

Pick Type: any

You excel at naval combat. REQUISITE: Sea Legs, Strength 9+ EFFECT: You may make an Ambar test to receive a +1 bonus to all Combat skill tests while fighting on a ship, bridge, riverbank, or ford. This bonus lasts for the rest of the battle scene, as defined by the Turambar. The successful use of this edge causes your current Ambar score to drop by 1 point. IMPROVEMENT: You may acquire this edge at level two to increase the bonus to +2.

DEADLY SHOT Pick Cost: 18 for level 1, +9 per additional level Pick Type: physical Time to Acquire: 6 months per level No matter how difficult it is to hit a target, you always strike with lethal accuracy, hitting vulnerable spots. REQUISITE: Deftness 14+, 12+ ranks in the Bows skill, Mighty Shot EFFECT: Choose one particular type of bows. When you use such a bow, you may choose to receive a +1 bonus which can be used to offset the test result penalty (TRP) for called shots, or to change the result of your 1d100 roll to randomly determine which body part you have hit by up to ±3. As with any called shot, you must take an Aim action to garner either benefit provided by this edge. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the bonus available for cancelling out called shot TRPs by +1 (maximum of +8) or allows to change the result of the 1d100 roll by up to another ±3 (maximum of ±24). You could also apply additional levels to a different kind of bow.

DISARM SKILL Pick Cost: 10 per level Time to Acquire: 6 months per level

Pick Type: physical

You are very skilled at intentionally disarming a foe. REQUISITE: Deftness 12+, 9+ ranks in any applicable Combat skill EFFECT: You receive a +2 test result bonus for attempts to disarm an opponent. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +5).

140

CHAPTER FIVE: ABILITIES AND FLAWS

EVASION Pick Cost: 20 Time to Acquire: 2 years

FELL-HANDED Pick Type: physical

Through natural ability and long experience, you have developed great skill in avoiding the blows of your enemies. REQUISITE: Nimbleness 12+, Awareness 10+ EFFECT: When you make a Dodge skill test, you may roll an extra die (3d10 total), keeping the two highest dice. The normal rule for rolling 19 or 20 still applies.

FAITHFUL Pick Cost: 10 for level 1, +5 per additional level Time to Acquire: variable Pick Type: any You possess great devotion to and love for a person, group, or realm, and that inspires you to fight the harder and risk greater dangers to preserve it and keep it safe. EFFECT: You select a person (Frodo, Faramir, Théoden, your beloved), a group (the Wise, the Shadow, the Rangers, your children), or a realm (Gondor, Rohan). When fighting on behalf of that which you hold dear, you receive a +1 test result bonus for parrying, dodging, and otherwise defending against direct assaults upon it, and for attacking foes who directly threaten it. (The Turambar determines whether you receive the bonus in any given situation.) You also receive bonuses for resisting fear in these situations (see page 239). However, your loyalty to and desire to protect that to which you are Faithful may tempt you to actions you would otherwise avoid. When confronted by possible Corruption related to defending the object of your faithfulness (‘If I put on the Ring, I can save Mr. Frodo from the Orcs!’), you suffer a –1 Fortitude test result penalty to resist the temptation. IMPROVEMENT: You may select this edge a multiple times. Each additional level garners you increased bonuses to resist fear. However, each additional pick also increases the Fortitude test result penalty to resist Corruption by –1.

FAR SHOT Pick Cost: 15 per level Time to Acquire: 6 months per level

Pick Type: physical

You can shoot more accurately at great distances than most bowmen can. REQUISITE: Mighty Shot EFFECT: You add +5 yards to each category of range for a single type of bows of your choice (see Table 10.1, page 254). IMPROVEMENT: You may acquire multiple levels in this edge. Each additional level either applies the standard bonus to another type of bows or increases the bonus by +5 yards (for a maximum of +10 yards total with a single type of bows).

Pick Cost: 12 (or 18) per level Time to Acquire: 6 months per level

Pick Type: physical

You are a fearsome warrior whose hands and heart are filled with death for the foes you hate the most. REQUISITE: (6 +3 per level) or more ranks in the applicable weapon skill EFFECT: You receive a +1 test result bonus to hit foes belonging to a limited group (Uruks but not all Orcs, knights or Men of Gondor but not all Men, Grey Elves but not all Elves, and so on). Note that the bonus does not apply to defensive uses of weapon skills, such as parrying. IMPROVEMENT: An additional level expands your group of foes to a broad group (all Orcs, all Men, all Elves, and so on). A third level expands this to all foes. You can also acquire extra levels to improve the bonus, though at a higher pick cost. Each additional level obtained for this purpose costs 18 picks and increases the bonus by +1 (maximum of +3).

FIRES OF DEVOTION Pick Cost: 25 Pick Type: mental Time to Acquire: 3 years (combinable with other edges that have Command as requisite) You inspire such loyalty and devotion in those who follow you that they can withstand most attempts to break or terrify them. REQUISITE: Air of Command, 12+ ranks in Lead or Inspire EFFECT: When you lead an entire army in a battle (see page 277), your troops receive a +2 bonus to Morale. If you lead only a single formation, your units receive a +4 bonus to Morale instead. Additionally, you receive a +3 bonus with Lead and Inspire tests to keep your units together, help the men resist fear, and so forth. These bonuses only apply so long as you remain alive, active, and in command of the unit. If you are injured so badly that you cannot continue to fight, the unit loses its Morale bonus, and you lose the bonus to Lead and Inspire. If you are slain, the unit not only loses the bonus, it suffers an additional –3 penalty to its Morale for the next 1d3 battle rounds.

GREAT ARM Pick Cost: 10 per level Time to Acquire: 4 months per level

Pick Type: physical

You can throw items more accurately at great distances than most people can. EFFECT: You add +1 yard to each category of range (see Table 10.1, page 254) for all thrown weapons. IMPROVEMENT: You may acquire additional levels in this edge. Each level allows you to add +1 yard to each category of range for all thrown weapons (maximum of +5 yards).

141

CHAPTER FIVE: ABILITIES AND FLAWS

HAMMERHAND Pick Cost: 15 per level Time to Acquire: 8 months per level

Pick Type: physical

While others must fight with weapons, you have strong, powerful fists that can inflict great injuries on others. REQUISITE: Strength 14+ EFFECT: You inflict regular blunt damage instead of subdual damage with unarmed attacks. IMPROVEMENT: You may acquire additional levels in this edge. Each level allows you to increase the damage you inflict with your unarmed attacks by +0.5B per LoS (maximum of +2B per LoS).

HERO’S STRENGTH Pick Cost: 25 Pick Type: mental Time to Acquire: 3 years (combinable with other edges that have Command as requisite) So powerful a warrior are you that with you at their head your men can take on foes of greater strength and defeat them. REQUISITE: Command, Bearing 12+, 16+ ranks in at least one Combat skill, 9+ ranks in Inspire, Intimidate, and Lead EFFECT: When you lead an entire army in a battle (see page 277), your troops receive a +1 bonus to Melee Combat. If you lead only a single formation, your units receive a +3 bonus to Melee Combat instead. Either bonus only applies so long as you remain alive, active, and in command of the unit. If you are injured so badly that you cannot continue to fight, the unit loses the bonus. If you are slain, the unit not only loses the bonus, it suffers an additional –3 penalty to its Morale for the next 1d3 rounds.

HORSE ARCHER Pick Cost: 12 per level Time to Acquire: 9 months per level

Pick Type: physical

You have trained long and hard to shoot and throw accurately while riding. REQUISITE: Nimbleness 8+, 9+ ranks in Bows and Ride EFFECT: You suffer only a –3 test result penalty when attempting to shoot arrows or throw missiles from horseback, rather than the usual –5 penalty. IMPROVEMENT: You may acquire this edge at level two, thus eliminating the standard –5 penalty for ranged attacks from horseback entirely.

LUCKY BLOW Pick Cost: 20 Time to Acquire: 1 year

Pick Type: physical

Your courageous heart blesses you with good fortune, and sometimes you land a lucky blow that would otherwise be turned aside. EFFECT: When making an attack with a Combat skill, you may spend a point of Ambar and roll an extra die (3d10 total) for your attack test, keeping the two highest dice. The

normal rule for rolling 19 or 20 still applies. If your attack hits, you receive a +1 bonus per LoS to the damage dealt by that attack. You may use this edge only once each battle scene. No Ambar test is required to activate it.

MIGHTY SHOT Pick Cost: 15 per level Time to Acquire: 6 months per level

Pick Type: physical

So skilled are you with bow and arrow that conditions which hinder other archers mean little to you. REQUISITE: Deftness 13+, 8+ ranks in Bows EFFECT: You may cancel out up to –2 worth of penalties applying to your tests of the Bows skill. IMPROVEMENT: You may acquire additional levels in this edge. Each level allows you to cancel out another –2 worth of penalties (maximum of –6).

MOBILE ARCHER Pick Cost: 10 per level Time to Acquire: 12 months per level

Pick Type: physical

Most archers prefer to stand and aim, but that is not always possible. You have mastered the art of aiming and firing while on the move. REQUISITE: Nimbleness 8+, 5+ ranks in Bows and Run EFFECT: Most archers suffer a test result penalty when shooting while in motion. Thanks to your training, your penalty for firing in such situations (see character and target motion penalties on page 267) is 3 less than it would otherwise be (i.e., you could walk and make ranged attacks without suffering a penalty). This edge has no effect on the penalty associated with firing while on horseback. IMPROVEMENT: You may acquire this edge at level two, thus reducing your test result penalty for firing while on the move by 6 (thus allowing you to jog and make ranged attacks without suffering a penalty).

MOUNTED COMBAT Pick Cost: 10 per level Time to Acquire: 6 months per level

Pick Type: physical

Thanks to the many hours you have spent in the saddle, training at arms and practicing battle manoeuvres, you are actually better at fighting from horseback than on foot. REQUISITE: Nimbleness 10+, 12+ ranks in Ride, 9+ ranks in any one applicable Combat skill EFFECT: You receive a +1 bonus to all weapon skill tests you make while mounted. This edge also allows your applicable total weapon skill bonus to exceed your total Ride skill bonus by +1. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +3) and allows your total weapon skill bonus to exceed your total Ride skill bonus by +1 (maximum of +3).

142

CHAPTER FIVE: ABILITIES AND FLAWS

PRECISION Pick Cost: 20 for level 1, +10 per additional level Pick Type: physical Time to Acquire: 6 months per level Your teacher taught you one important aspect of combat: know exactly where you are going to strike. You can take time waiting for your strike, but when you do, you strike precisely where you want to. REQUISITE: Deftness 14+, 12+ ranks in the applicable melee specialty weapon EFFECT: Choose one particular melee weapon in which you have specialised. When you use this weapon to strike at your foe, you may choose to receive a +1 bonus which can be used to offset the test result penalty (TRP) for called shots, or to change the result of your 1d100 roll to randomly determine which body part you have hit by up to ±3. As with any called shot, you must take an Aim action to garner either benefit provided by this edge. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the bonus available for cancelling out called shot TRPs by +1 (maximum of +8) or allows to change the result of the 1d100 roll by up to another ±3 (maximum of ±24). You could also apply additional levels to a different kind of melee weapon.

PREFERRED WEAPON Pick Cost: 10 per level Time to Acquire: 3 months per level

Pick Type: physical

You favour one weapon above all others and have learned to use it with exquisite skill, neglecting other fighting arts. EFFECT: When you acquire this edge, define one Combat skill (melee or ranged weapon) and one specialty weapon for it. You receive a +2 bonus to your improvement rolls to develop new ranks in this weapon skill. However, when you use another weapon governed by the same skill (for example, a hatchet if the battleaxe is your preferred weapon), you suffer a special –2 test result penalty. IMPROVEMENT: Each additional level increases the bonus to the improvement roll by +1, but it also increases the test result penalty with other weapons of the same kind by –1. You may take this edge multiple times for multiple weapons.

QUICK-DRAW Pick Cost: 10 per level Time to Acquire: 3 months per level

Pick Type: physical

Your life of battle and wariness has taught you how to ready your favourite weapon with blinding speed. REQUISITE: Deftness (6 + 2 per level) or greater, at least (6 + 2 per level) ranks in any applicable weapon skill EFFECT: Your AP cost to ready, draw, or load a specified weapon is reduced by –1, to a minimum of 2 AP. In addition, each level you have in Quick-draw reduces the attack IN penalty you suffer on your first attack in a round in which you need to draw your weapon by 3 points.

If you are tied for initiative with your foe after you have both declared an attack (and, if appropriate, applied any IN modifiers), and your foe also has Quick-draw, whoever has the greatest level in this edge may choose to resolve his attack first. If both have the same number of levels, use an opposed Swiftness test to determine who may go first. IMPROVEMENT: You may acquire additional levels in this edge. Each level reduces the AP cost to ready, load, or draw the specified weapon by –1, to a minimum cost of 2 AP. Note that additional levels in Quick-draw may also make you faster than others with this edge (see above). With three levels in Quick-draw, the attack IN penalty you suffer on your first attack is nullified.

RAGE Pick Cost: 20 per level Time to Acquire: 1 year per level

Pick Type: any

When locked in desperate combat, you can fly into a wild rage and shrug off the strain of injury and fatigue. REQUISITE: You must belong to a fairly primitive society. EFFECT: As the normal benefit of spending Ambar described under ‘Adrenalin’, page 197, but the duration is increased to a number of rounds equal to your Stamina score ÷3 (minimum of 1 round), and the TN for the consecutive Stamina test is only 25. You may use this edge only once each battle scene. IMPROVEMENT: You may acquire additional levels in this edge. At level two, the TN for the Stamina test is decreased to 20; at level three, the duration becomes equal to your Stamina score ÷ 2; and at level four, this edge costs only 1 point of Ambar to trigger.

SHIELD MASTERY Pick Cost: 10 per level Time to Acquire: 3 months per level

Pick Type: physical

You have learned how to use a shield to its utmost. REQUISITE: 10+ ranks in Shields EFFECT: You receive a +1 bonus to all tests of the Shields skill. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +3).

SHIELD-WALL Pick Cost: 25 Time to Acquire: 6 months

Pick Type: physical

You are especially skilled at protecting yourself and your adjacent brother-in-arms with your shield. REQUISITE: 10+ ranks in Shields EFFECT: When you fight side-by-side with another allied person using a shield, each of you gains an additional +3 bonus for parrying with the shield.

143

CHAPTER FIVE: ABILITIES AND FLAWS

STAUNCH DEFENDER Pick Cost: 30 Time to Acquire: 1 year

TACTICS Pick Type: physical

You are a stalwart fighter, adept at defending against many foes. REQUISITE: Evasion EFFECT: When you are simultaneously engaged by two or more opponents, the AP cost of any defensive manoeuvre(s) you take is reduced by 1 (to a minimum of 1 AP).

STEEL GRIP Pick Cost: 30 Time to Acquire: 2 years

Pick Type: physical

Your weapon is your life, so you learned as a soldier. When you are in combat, you hold onto your weapon tightly as you do not want someone to send it flying from your hand with a strong blow or a surprise jab. REQUISITE: Strength 14+ EFFECT: You receive a +5 bonus for tests to resist attempts to disarm you. In addition, all fumble ranges for melee weapons are reduced by 1 (to a minimum of 2).

SWIFT SHOT Pick Cost: 20 per level Time to Acquire: 6 months per level

Pick Type: physical

You can string an arrow, draw your bow, and fire with blinding speed, allowing you to shoot more often than other bowman. REQUISITE: Deftness 15+, 12+ ranks in the Bows skill, Far Shot and Mighty Shot EFFECT: Your AP cost to fire any bow is reduced by –1. To reduce the time to (re)load the bow, you need the Quickdraw edge. IMPROVEMENT: You may acquire additional levels in this edge. Each level reduces the AP cost to fire the bow by –1, to a minimum of half the normal AP cost (rounded off normally).

that have Command as requisite) You are skilled at the conduct of battles and sieges, able to order your forces for greatest effect. REQUISITE: Command, Bearing 12+, 12+ ranks in Warfare EFFECT: Once per game session, you may spend one point of Ambar to re-roll one test with any skill of the Combat skill category, adding a +3 bonus to the second roll. You use the better of the two results. No Ambar test is required to activate this edge. IMPROVEMENT: You may acquire this edge at any desired level, with each additional level garnering you an additional re-roll per game session.

TWO-HANDED FIGHTING Pick Cost: 30 Pick Type: physical Time to Acquire: developing the off-hand weapon’s skill You can fight with a weapon in either hand, and you can make additional attacks or parries with the extra weapon. REQUISITE: Deftness 10+ EFFECT: When fighting with a weapon in either hand, you gain an extra set of action points equal to your action allowance divided by two (rounded down). These extra AP may only be spent on actions performed with your off-hand weapon, and you have to develop a separate sub-skill for this weapon (for example, Blades: Small/Off-hand (Dagger)). Unless you are Ambidextrous or have received some Offhand Training, you still suffer the –8 penalty for using your off-hand. You cannot use a shield or a two-handed weapon when fighting with two weapons. The initiative number (IN) for an attack carried out with your off-hand weapon is based on your extra action allowance, not on the number of standard AP. You may only perform an extra attack in a suitable extra turn of yours, but you could make an interrupt parry at any time.

WARWISE

SWIFT STRIKE Pick Cost: 20 per level Time to Acquire: 6 months per level

Pick Cost: 30 per level Pick Type: any Time to Acquire: 2 years per level (combinable with other edges

Pick Type: physical

You fight with speed and grace, striking blows and dodging counterattacks more quickly than enemies can follow. REQUISITE: Nimbleness 15+, 12+ ranks in an applicable melee weapon skill (which defines your ‘personal weapon’) EFFECT: Your AP cost to use any personal melee weapon is reduced by –1. IMPROVEMENT: You may acquire additional levels in this edge. Each level reduces the AP cost to use the melee weapon by –1, to a minimum of half its normal AP cost (rounded off normally).

Pick Cost: 20 per level Time to Acquire: 1 year per level

Pick Type: any

Through experience or natural skill, you possess a gift for matters of tactics and battle. REQUISITE: You must have (6 +3 per level) or more ranks in two of the affected skills, and at least one of them must be Lead or Warfare EFFECT: You receive a +1 test result bonus with Lead, Warfare, and two more Combat skills of your choice. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +3).

144

CHAPTER FIVE: ABILITIES AND FLAWS

WEAPON CONTROL Pick Cost: 12 per level Time to Acquire: 6 months per level

GETAWAY Pick Type: physical

Your control of your favoured weapon is exquisite, and you rarely make a mistake while wielding it. REQUISITE: Deftness 14+, 8+ ranks in the designated weapon skill EFFECT: Select one melee weapon from your Combat skill specialties. This weapon has its fumble range reduced by 1 (to a minimum of 2). IMPROVEMENT: You may acquire additional levels in this edge. Each level reduces the fumble range by 1 more point (to a minimum of 2). You could also select this edge multiple times for multiple weapons.

WEAPON MASTERY Pick Cost: 10 per level Time to Acquire: 3 months per level

Pick Type: physical

Your skill with blade and spear is legend. Allies look on you with awe, and foes regard you with fear. REQUISITE: (3 + 3 per level) or more ranks in the designated weapon skill EFFECT: Select one melee weapon from your Combat skill specialties. You receive a +1 test result bonus when using this kind of weapon. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4). You could also select this edge multiple times for multiple weapons.

OUTDOOR & STEALTHY EDGES This category encompasses a variety of edges that may help a character in a variety of environments—be it forest or sea, city or countryside—and situations. Therefore, roguish abilities can be found alongside the virtues of a ranger.

FURTIVE Pick Cost: 15 per level Time to Acquire: 8 months per level

Pick Type: any

Wary and clever, you know well how to hide both yourself and small objects. REQUISITE: Deftness, Nimbleness, Awareness, Will, and Wits (10 + 2 per level) or greater EFFECT: You receive a +1 test result bonus when using skills of the Stealth skill category. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4).

Pick Cost: 15 Time to Acquire: 4 months

Pick Type: physical

You excel at slipping out of sight and hiding from your foes. REQUISITE: Lurking in Shadows, 10+ ranks in Sneak EFFECT: During a fight, as a full-round action you may stealthily move at up to a Run pace in order to get behind nearby concealment (such as a dense grove, a dark shadow, or behind a wall). As long as you do not move, no enemies can attack you unless one of them first moves toward your location and wins an Observe (Spot) test opposed by your Hide test. If you are not discovered, when you stop hiding your foes will not be aware of you and you may strike with surprise or from behind.

HARD MARCH Pick Cost: 20 per level Pick Type: physical Time to Acquire: 2 years per type of terrain You are accustomed to journeying through hard lands and can travel through them as swiftly as ordinary men cross unbroken ground. EFFECT: Choose one type of rough terrain: hills, mountains, marshes, forests, northern wastes, southern wastes, or the like. When travelling through that terrain on foot, you move as if it were ‘average’ ground (see ‘Travelling’, page 245). Of course, this may do you little good if your companions lack your mobility. Nor does this edge allow you to ignore geography altogether. If there is no pass through a range of mountains, for instance, your ability to travel swiftly in mountainous terrain does not allow you to cross them. IMPROVEMENT: Additional levels can improve this edge in one of two ways. First, they can add more types of terrain this ability affects. Second, they can each extend the benefit of this edge to either your mount or one additional person who travels with you.

HERBALIST Pick Cost: 10 Time to Acquire: 3 years

Pick Type: any

You are very knowledgeable about enchanted herbs and deadly poisons, being able to find them in their natural state and put them to the appropriate use. You also know what various plants taste like and can liven up a meal or even make a meal out of the surrounding Olvar (Q. ‘Plants’). EFFECT: When you succeed at an Ambar test to improve the result of any test of the following skills, you receive +9 to your test result, instead of the usual +5: Cook, Herbcraft, Alchemy: Poisons/Potions, Survival (Forage), and Search (Forage).

145

CHAPTER FIVE: ABILITIES AND FLAWS

LURKING IN SHADOWS Pick Cost: 15 Time to Acquire: 1 year

TRAVEL-SENSE Pick Type: any

You excel at all stealthy activities: sneaking, hiding in shadows, following people without being suspected, and the like. EFFECT: When you succeed at an Ambar test to improve the result of any Stealth skill test, you receive +9 to your test result, instead of the usual +5. (Note that the bonus you get for spending Ambar on a Stealth skill test increases to +12 if you also have the Bold talent.)

ROPE-MASTERY Pick Cost: 5 per level Time to Acquire: 3 months per level

Pick Type: physical

A sailor or docker, you use rope every single day to lash down cargos, control the sails, and climb up into the rigging. (Note that this edge may be equally appropriate for trappers or other folk that often use ropes. For them, however, the requisite skill should be changed accordingly.) REQUISITE: Deftness 10+, 5+ ranks in Ropecraft and Seafaring EFFECT: You are particularly skilled at tying knots, splicing, and other rope-related tasks. When you make a Ropecraft test or any other test involving ropes (such as climbing them), you receive a +2 bonus. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +2 (maximum of +6).

SAILOR’S EYE Pick Cost: 12 Time to Acquire: 3 years

Pick Type: any

More so even than for farmers or travellers, weather is an important factor in a mariner’s life. Fortunately for your ship, you have a particular talent for reading the weather, allowing you to avoid—or at least prepare for—deadly storms. REQUISITE: 5+ ranks in the Weather-sense skill EFFECT: You receive a +5 bonus to all Weather-sense tests made while on or near the water.

SEA LEGS Pick Cost: 15 Time to Acquire: 1 year

Pick Type: any

Landsmen often find shipboard life uncomfortable. They cannot keep their balance on a rocking deck, and the movement of the ship makes them queasy and ill. You experience no such problems, having gained your sea legs through practice. (Properly renamed, this edge may be equally suitable for characters who spent a long time riding a mûmakil or wains and chariots.) EFFECT: You do not suffer the –3 (or greater) test result penalty to Nimbleness-related tests that others do aboard a rocking deck, and never have to make Stamina test to resist sea-sickness.

Pick Cost: 10 Time to Acquire: 3 years

Pick Type: any

You have spent years travelling the Wilds and have learned many roads and many ways to tell where you are. You can always remember how to return to or travel through a place you have been. EFFECT: You never get lost travelling to or through any place you have been to, nor do you ever lose the ability to determine north, south, east, and west (unless you are in underground terrain). This edge functions automatically, requiring no tests. In subterranean caverns, you receive a +3 bonus to Survival: Underground (Orienteering) tests.

WALK WITHOUT TRACE Pick Cost: 8 per level Time to Acquire: 1 year per type of terrain

Pick Type: any

So woodcrafty are you that you can walk through the wilds without leaving tracks or other traces for your enemies to follow. REQUISITE: 9+ skill ranks in Survival or 6+ skill ranks in Track EFFECT: When you acquire this ability, define one type of terrain or land: plains, forests, mountains, hills, marshes, or the like. When you move through it, you leave so few traces that all attempts to follow your trail suffer a –6 penalty to Track tests. When using this edge, you move ‘stealthily’ (at half travel rate; see ‘Travelling’, page 245). IMPROVEMENT: Additional levels can improve this edge in one of three ways. First, they can add more types of terrain this ability affects. Second, they can increase the test result penalty for Track for any one terrain you can move through by –3 (maximum of –12). Third, they can each extend the benefit of this edge to either your mount or one additional person who travels with you.

WILDERNESS LORE Pick Cost: 10 Time to Acquire: 3 years

Pick Type: any

Your skill with matters of woodcraft is high indeed, at times causing amazement even in others trained in the wilderness arts. EFFECT: When you succeed at an Ambar test to improve a test with any wilderness-based skill (like Conceal (Camouflage), Fish, Hunt, Survival, Track, or Weather Sense), you receive a +9 bonus to your test result, instead of the usual +5. (Note that the bonus you get for spending Ambar on a wilderness-based skill test increases to +12 if you also have the Bold talent.)

146

CHAPTER FIVE: ABILITIES AND FLAWS

WIND-MASTERY Pick Cost: 25 per level Time to Acquire: 5 years per level

Pick Type: any

Through years of experience, you have learned how to read the winds and use them to best effect when sailing a ship. REQUISITE: 14+ ranks in Seafaring EFFECT: When you travel by water on a craft with sails, you can improve the ship’s speed by 25%. IMPROVEMENT: You may acquire a second level in this edge, so that you can increase a sailing ship’s speed by 50%.

WOODCRAFTY Pick Cost: 10 per level Time to Acquire: 1 year per level

Pick Type: any

You possess matchless skill in the wild and can follow tracks or hide where others cannot. EFFECT: You receive a +1 bonus with all wilderness-based skills—like Conceal (Camouflage), Fish, Hunt, Survival, Track, or Weather Sense—and with Hide and Sneak when used to hide in or move silently through natural areas. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4).

CHARISMATIC

SOCIAL EDGES A social edge can be anything from a virtuous trait to a dear friend or an exalted status. Thus, a Turambar will certainly wish to closely monitor a player’s choice of these abilities—even if his character fulfils all due requisites.

ALLY Pick Cost: Ally’s Renown +10 Time to Acquire: Turambar’s discretion

You must talk with him, taking account of his whims and fancies, justifying your requests with kindly and persuasive words. At times, it may be that he will seek your aid as well, asking a boon of you in return for favours past. IMPROVEMENT: Spending additional picks on this edge strengthens the bond between you and your ally: INSTRUCTOR: An instructor is a close ally (perhaps even a friend) who is a great warrior, a renowned champion of the Free Peoples, such as Glorfindel or Boromir. Befriending an instructor and convincing him to train you costs 15 picks in addition to the basic pick cost for taking him as a normal ally. His tutelage allows you to select any one Combat skill. The skill’s learning difficulty is shifted one step in your favour (for example, from hard to average). If you have selected a skill of easy learning difficulty, its pick cost and the TN for improvement rolls made for it is reduced by 1, to a minimum of 1. If applicable, this edge becomes effective during your character’s apprenticeship development and remains so throughout his future life. MENTOR: A mentor is a close ally (perhaps even a friend) who is a wizard or an Elf-lord accomplished in the Art, a faithful aide of the Free Peoples, such as Gandalf or Elrond. Befriending a mentor and convincing him to actually teach you some spells costs 15 picks in addition to the basic pick cost for taking him as a normal ally. Any details—such as your closeness to your mentor, or which spells he willingly teaches you—are at the Turambar’s discretion.

Pick Type: any

A person great and powerful is known to you and considers you a boon companion—or at least worthy of respect. If you seek his aid, he will give it to you if he is able. EFFECT: You must speak with your Turambar and together decide who your Ally is. He could be someone known across all of Middle-earth (Elrond) or a person of lesser import (a chieftain of a tribe or people), but he must be able to aid you, either with counsel or deeds. When you seek his help by making social tests, he is always friendly (+5 test result bonus, no Esteem test required) to you. But you must take care not to press him too closely or too often, lest he find himself unable or unwilling to help you. Nor should you ask for what you know he cannot provide. Elrond, for instance, cannot give you an army of Elven warriors, no matter how highly he regards you. Because your Ally is a person with his own hopes and fears, you cannot seek his assistance through dice rolls alone.

Pick Cost: 5 per level Time to Acquire: 6 months per level

Pick Type: mental

Witty and charming, you easily win the hearts of strangers. REQUISITE: Bearing (10 + 2 per level) or greater EFFECT: You receive a +1 bonus to any Esteem tests the Turambar makes on your behalf. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the bonus to Esteem tests by +1 (maximum of +5).

COURTIER Pick Cost: 20 Time to Acquire: 2 years

Pick Type: mental

Adept at judging social situations, you know how to behave properly and argue convincingly. REQUISITE: Social Rank +3 or greater EFFECT: You receive a +3 bonus to Etiquette, and to all Persuade and Debate tests made when trying to convince a king or other person of greater rank than you. Furthermore, if you spend ten minutes or more with any group of people, you can make a Discern test against a TN set by the Turambar (usually 25) to evaluate the relationships within the group: who defers to whom, who is in charge (or thinks he is), who has romantic feelings for whom, and so forth.

147

CHAPTER FIVE: ABILITIES AND FLAWS

DEFERENCE

ELOQUENT

Pick Cost: 35, minus the number of bonus attribute points re-

Pick Cost: 10 per level Time to Acquire: 6 months per level

ceived for Grace (see Table 1.1, page 16) Pick Type: any Time to Acquire: variable (this edge may usually not be acquired or improved once the game has begun) A just and rightful ruler, the common folk treats you with respect and deference. REQUISITE: Grace 16+, Social Rank +4 or greater, Domain, and a corresponding Duty flaw (determined by the Turambar, but counting for picks) EFFECT: Whether it takes the form of Sam’s respectful behaviour toward Frodo and willingness to help him in any way he can, Prince Imrahil’s acknowledgement of his duties to Aragorn even without a formal claim, or the simple expectation that a noble will do whatever is right and necessary to keep his people safe, those who are worthy are treated with deference by the Free Peoples of Middle-earth. Even the subtle magic of the world recognises the right of nobles to rule their just domains by granting them healing powers and other abilities. To reflect this attitude of respect and deference in game terms as well, you receive a +4 test result bonus with all Social skills (except Games, Inspire, Intimidate, and Streetwise) used with or against your own people, and a +2 bonus when using Social skills with or against other peoples (except servants of the Shadow).

ELF-FRIEND Pick Cost: 15 Time to Acquire: Turambar’s discretion

Pick Type: mental

The Elves have named you their friend, one who has done them great service and is entitled to call upon them at need. REQUISITE: You must have done something to earn the favour of the Elves, be it fighting on their behalf, performing a task for them that entailed great danger, or saving Elven lives at the risk of your own. EFFECT: You receive +3 Renown when Elves determine whether they know of you, and a +2 test result bonus for all friendly uses of Social skills with Elves. This privilege comes with responsibilities. At times, the Elves may seek your aid, and refusal to help them could lead them to revoke your status as Elf-friend. They may do likewise if you abuse their friendship by seeking favours from them too often. You need an Elven Ally for such uses. The Turambar may, at his choice, allow you to take this edge—properly renamed—as a reflection of a special friendship between you and some other people, such as the Dwarves or the Rohirrim.

Pick Type: mental

You speak well, with force or sweetness as the occasion demands, winning others to your side with bold speech. EFFECT: You receive a +1 bonus when making Debate, Etiquette, and Persuade tests. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +3).

FRIENDS Pick Cost: 10 per level Time to Acquire: variable

Pick Type: mental

You know many people and can call upon them for information or for help in acquiring it. EFFECT: You must define a place or group where you have friends, such as Bree, the Rangers, Minas Tirith, or the Wandering Companies. When you use Inquire or Locate to obtain information there, from that group, or in places that group frequents, you receive a +3 test result bonus. Friends provide no help beyond this, though. They will not aid you with arms, money, or in any other way unless you also have an appropriate Ally—or the Turambar feels generous. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +3 (maximum of +9) or adds another group or place to your circle of Friends.

HIGH-RANKING Pick Cost: 10 per level Time to Acquire: Turambar’s discretion

Pick Type: any

See the corresponding talent on page 133 for a full description of this edge. REQUISITE: Turambar’s approval IMPROVEMENT: The High-ranking talent is repeated here to allow a veteran character to raise his Social Rank beyond its initial score. While a Turambar would normally award additional levels of this ability as he sees fit, thus increasing a character’s original Social Rank without forcing him to spend any picks, a character who starts off with some pre-game experience (i.e., who receives veteran development picks) usually needs to expend picks to acquire a higher Social Rank.

148

CHAPTER FIVE: ABILITIES AND FLAWS

LEADER

AIR OF COMMAND

Pick Cost: 30 Pick Type: mental Time to Acquire: 3 years (combinable with other edges that

Pick Cost: 20 Pick Type: mental Time to Acquire: may be acquired simultaneously with the

have Command as requisite)

Command edge

As a captain, you must command others, leading each member of your group or unit to do his best to accomplish the group’s goals. Truly skilled at leading men, you can actually inspire those under your command to perform tasks better than they otherwise would. REQUISITE: Air of Command, 12+ ranks in Lead EFFECT: As a full-round action, you may make a Lead test (TN 20, +2 per number of characters led). All who are to receive the benefit of your skills as a Leader must be in your presence (within 10 hexes or 30 feet of you) and able to hear you speak or see you act. If you succeed with the test, all the men under your command double the bonus they confer by participating in combined tests. They grant a +2 bonus per LoS, rather than the usual +1 bonus per LoS. If the test is an extended test, you must participate for the entire task, with each successful Lead test adding to the test result for the round. If anything interrupts your use of the Lead skill, you lose the benefits of this edge and must make a new Lead test to recover them.

LORDLY PRESENCE Pick Cost: 18 per level Time to Acquire: 2 years per level

Pick Type: mental

You possess a lordly demeanour that bolsters your friends during times of crisis. REQUISITE: Noble Mien, 8+ ranks in Inspire EFFECT: During a battle scene, all allies who can see and hear you receive a +2 bonus on all tests to resist fear, terror, and Intimidate. IMPROVEMENT: You may acquire this edge at a greater level. Each additional level increases the test result bonus by +2 (maximum of +6).

VALOROUS DEEDS Pick Cost: 10 Pick Type: any Time to Acquire: variable (this edge may not be acquired once the game has begun) In your past background, you played a notable role in some great event. Make up the story together with your Turambar. EFFECT: You begin play with 3 Renown points, and those who benefited from your famous deeds get +2 on tests made to recognise you. This bonus also applies to Esteem tests made for any people who know you and benefited from your deeds.

You emanate an aura of authority and decisiveness, predestining you to lead a force of men as their captain. REQUISITE: Command, Bearing 12+, 12+ ranks in any Combat skill, 9+ ranks in Inspire and Lead, and 6+ ranks in Intimidate EFFECT: When you make a Will or Fortitude test, you roll 3d10, keeping the highest two dice. The standard rule for rolling 19 or 20 still applies.

ANCIENT SCRIPTS Pick Cost: 30 Time to Acquire: 10 years

Pick Type: mental

Throughout the three ages of Middle-earth, the Free Peoples have created dozens, if not hundreds, of tongues and scripts, but most are now lost, even to the masters of lore. Not so to you, who have made a special study of speech and writing. Though you may not be well versed in any of the ancient tongues, through long and diligent study you ca decipher them. REQUISITE: 8+ ranks in two or more non-native Language skills and (if required for the character’s race) the Literate edge EFFECT: Deciphering an unknown script (one for which the character does not possess a Language skill) takes a long time—as much as an hour to a day or even a week per paragraph translated—and requires uninterrupted effort and study. At the end of that time, the character makes a Wits test. The TN for the test depends upon the complexity of the writing studied: 15 for simple texts (typical records, tales, or superficial historical accounts), 25 for complex texts (detailed records of advanced or technical subjects, such as battle reports), and 35 for very complex texts (magical or arcane lore). He receives a +1 test result bonus for each Language skill he has (at any level, native or non-native). At the Turambar’s discretion, a test with an applicable Lore skill may bestow an additional +2 test result bonus for each LoS the character achieves. If the test to decipher an unknown script yields LSF ±0, he understands the gist of what he has read, but he may miss some pertinent details. If he scores LoS +1, he has a better understanding of what he has read, but he may not know the meaning of a few phrases here and there. If he scores LoS +2, he knows what it is that he has read, and he is confident that his understanding of it is nearly complete, barring a few words. If he achieves LoS +3 or better, he can read and understand the entire text without mishap.

SPECIAL EDGES This category is too broad to specify all types of edges it encompasses in detail. To name but a few, there are academic and mental abilities as well as magical powers and occupational achievements. Given the proper requisite skills and attributes, though, any character could pick any special edge.

149

CHAPTER FIVE: ABILITIES AND FLAWS

ARTIFICER Pick Cost: 30 Time to Acquire: 10 years

Pick Type: any

So skilled are you at crafting objects of beauty and strength that you sometimes weave your very imagination and power of spirit into them, imbuing them with minor enchantments. (Note that this edge actually is a minor form of the Art, available to all craftsmen who are dedicated and accomplished enough.) REQUISITE: 18+ ranks in an appropriate Crafts skill, as well as the edges Masterwork and Preservation EFFECT: When you succeed in creating a masterwork item (see page 153), you may add one low-powered magical effect to it. Examples include: An up to +2 test result bonus for an appropriate skill (say +2 to Sneak for enchanted boots), reduced weight (the item weighs only 80% of its normal weight, or the armour penalty is reduced by 20%), virtual unbreakability (item receives a +10 bonus to its Breakage Number), durability (item cannot be damaged by fire, water, or other everyday phenomena that would ordinarily ruin it), returning (item makes its way back to you after use, as with Elven-rope), or floating (item does not sink in water). The Turambar must approve all enchantments and should exercise his discretion to ensure that enchanted items remain rare and contribute to the flavour and feel of the story. See ‘Enchanted Items’, page 319, for more information. Remember that this edge only allows to imbue low-powered enchantments. Truly skilled wielders of the Art who have this edge may, though maybe only once or twice during their entire lifetime, create exceedingly powerful artefacts, such as a palantír or a Ring of Power, if they are allowed to permanently sacrifice Ambar while working them. See page 319 for details.

BATTLE REFLEXES Pick Cost: 20 per level

Type: any (advancement picks only)

You can adapt to any perilous situation very quickly, assessing the whirlwind of information that assaults you in battle and mayhem. REQUISITE: This edge cannot be purchased using youth or apprenticeship picks. Awareness and Insight 12+ EFFECT: Instead of rolling two dice and adding the worse result to your action allowance in a given round, you roll only a single die (a 0 rolled grants no extra AP). IMPROVEMENT: You may acquire this edge at level 2. Doing so allows you to roll two ten-sided dice and apply the better result to your action allowance.

BOWYER Pick Cost: 15 Time to Acquire: 6 months

Pick Type: physical

A versatile archer, you know how to keep yourself supplied with arrows and how to keep your bow in good repair. REQUISITE: Deftness 13+, 12+ ranks in Bows

EFFECT: You receive a +5 bonus to Fletcher, and to Weaponsmith when using it to forge arrowheads. Furthermore, even if you lack the proper tools for shaping wood into bows or arrows, you can fashion crude weapons from unformed wood. Such bows impose a –3 penalty on Bows tests, and the arrows inflict a –2 penalty. These penalties are cumulative. An arrow without a head does –1.5/LoS less damage—pointed damage if it has a sharpened point, or if left completely blunt it can be used to inflict subdual damage (see page 226).

BLESSED Pick Cost: 20 per level Pick Type: any Time to Acquire: special (an act of bravery, or a one-time success against all odds) Sometimes, your actions seem to blessed – or do you simply have more luck than judgement? EFFECT: You may test and spend Ambar twice in any given situation, for instance to improve a test result twice. Each use of Ambar still requires its own test and trigger cost. IMPROVEMENT: Each additional level allows you to test and spend Ambar one more time per situation or dice roll, to a maximum of 4 tests of Ambar per each situation.

COMMAND Pick Cost: 15 per level Pick Type: any Time to Acquire: 4 years per level, added to the starting age You have the captaincy or authority over a force of men —perhaps an army or ship. REQUISITE: Through kind chance or the choice of wise men, leadership often comes to those both deserving and capable, but most who take up the mantle of command have rank in accord with their power. Unless the Turambar makes special provision, a character cannot acquire a level in Command exceeding his Social Rank divided by 2. Thus, to have Command 3, a character must have Social Rank +5 or higher. EFFECT: You are the rightful captain of a group of up to 50 men, such as squad of Gondorian warriors or a ship-full of bold mariners. IMPROVEMENT: The higher the level you acquire in this edge, the larger the force you command: COMMAND 2: 51–150 men (the Rangers of the North; a company of Gondorian knights and warriors; an Éored). COMMAND 3: 151–1,000 men (the force of knights Prince Imrahil leads to the defence of Minas Tirith; Faramir’s Rangers of Ithilien). COMMAND 4: 1,001–5,000 men (the Riders led by Elfhelm to assault the Enemy in Anórien after the Battle of the Pelennor Fields). COMMAND 5: Over 5,000 men (King Théoden’s authority over the Riders of Rohan).

150

CHAPTER FIVE: ABILITIES AND FLAWS

CRAFTMASTER Pick Cost: 12 per level Time to Acquire: 1 year per level

Pick Type: any

Your hands have marvellous skill in the arts of making, and your mind has an unbounded ability to conceive of new things for your hands to create. EFFECT: You receive a +1 bonus to all tests made for skills of the Crafts skill category. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4).

DEFT Pick Cost: 12 Time to Acquire: 1 year

Pick Type: any

You are deft at making and appraising craft-works. EFFECT: When you succeed at an Ambar test to improve the result of any Crafts skill or Appraise test, you receive +9 to your test result, instead of the usual +5. (Note that the bonus you get for spending Ambar on a Crafts skill test increases to +12 if you also have the Bold talent.)

EXPERTISE Pick Cost: 12 per level Time to Acquire: 4 years per level

Pick Type: mental

Among all the wise men of Middle-earth, you are specially known for your expertise on a particular body of lore. Few loremasters can match your mastery of that subject. REQUISITE: (9 + 3 per level) or more ranks in a Lore skill dealing primarily with your chosen subject of expertise EFFECT: Select one general subject, such as ‘Orcs’ or ‘Gondor’ or ‘Rings of Power’. When you make any test the Turambar deems to involve knowledge of that subject—not just Lore skill tests—you receive a +2 test result bonus. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +2 (maximum of +8).

FLUENT

DOMAIN Pick Cost: 30 Pick Type: any Time to Acquire: variable (this edge may usually not be acquired or improved once the game has begun) You rule over or have great authority within a particular keep, city, kingdom, or other realm. REQUISITE: Appropriate Social Rank (depending on your culture of origin and the size of the governed area) and a corresponding Duty flaw (determined by the Turambar, but counting for picks). EFFECT: In an area determined by the Turambar in compliance with your Social Rank and any other appropriate abilities, and according to the responsibilities given to you, you make and enforce laws, see to the safety and health of your people, keep the army—and perhaps navy—fit for duty, build roads and structures, and otherwise govern as you see fit. (Note that this edge may not be a good choice for player characters, since it tends to tie them to a particular location. Consult with your Turambar before selecting it. The Turambar may award this edge freely to a character if the events of the game demand it.)

DOOM Pick Cost: 30 Time to Acquire: variable

to your test’s LoS (i.e., 1 for LoS +1, 2 for LoS +2, and so on). If the enemy’s current Ambar score is so reduced to 7 or less, he also suffers a –5 penalty on all tests governed by Bearing and/or Will for the rest of the scene (including Fortitude and applicable skill tests). You may use this ability only once each scene.

Pick Type: any

You speak with a voice of authority, pronouncing doom upon those who dare stand against you. REQUISITE: Deference, 9+ ranks in Intimidate (Majesty) EFFECT: As a full-round action, you may make an Intimidate (Majesty) test against a specific enemy at a TN equal to that enemy’s Bearing or his basic Ambar score, whichever is higher. That enemy loses a number of points of Ambar equal

Pick Cost: 10 x level Time to Acquire: 3 years

Pick Type: mental

You have either studied a language in depth, or lived in an area that uses that language constantly. You are completely fluent in this language and master it like an educated native. EFFECT: This edge grants you 10 extra skill ranks to apply to one or more of your starting languages. You may ignore the normal upper limit of ranks for the languages that benefit from this edge. IMPROVEMENT: You may acquire this edge multiple times, with each additional level gaining you another 10 skill ranks to distribute among your starting languages, or, at the Turambar’s discretion, any other languages. However, the pick cost for acquiring any level greater than level 1 is 10 x level. For example, three levels of this edge cost 60 picks (= 10 + 10 x 2 + 10 x 30).

FORTUNATE Pick Cost: 20 per level Time to Acquire: variable

Pick Type: any

When all odds are against you, you still have your luck and skill to trust in. EFFECT: Whenever you roll an Ambar test, subtract 1 from the result the dice yield, thus increasing your chance to pass the Ambar test. IMPROVEMENT: You may acquire additional levels in this edge. Each level allows you to subtract another –1 from the dice roll (maximum of –5).

151

CHAPTER FIVE: ABILITIES AND FLAWS

GLADDEN Pick Cost: 20 Time to Acquire: 4 years

HOARD Pick Type: mental

Your words and music are so soothing that those who listen to you take great comfort from them. REQUISITE: 7+ ranks in a suitable Artistic skill EFFECT: Make a Musician or Sing test against TN 20. If you succeed, while you play or sing, anyone who spends time resting and listening to you recovers lost Weariness Levels at twice the normal rate (see page 238 for additional information). Since you are actively performing, you cannot recover Weariness Levels at this accelerated rate, but you can recover them at the normal rate. This edge only affects characters who can hear you perform. If something prevents that—deafness or unconsciousness, for example—the ‘listener’ cannot recover Weariness Levels at the faster rate.  At the Turambar’s discretion, other Artistic skills may also trigger the effects of this edge. For example, watching a graceful dancer or a marvellous painting could put the beholder into a similarly peaceful state of mind.

GOVERNMENT TIES Pick Cost: 15 Pick Type: any Time to Acquire: variable (Turambar’s discretion) You have a reputation for aiding government figures. REQUISITE: Applicable only in realms with a relatively formalised government, such as Gondor, Arthedain, or Dale. EFFECT: You will usually receive aid from the local constabulary (in the form of shelter, subsistence, protection, and maybe even money). You receive a +3 bonus to any Esteem tests made by ‘good’ government figures who know you or have heard about you. However, you have also earned a reputation in the underworld as being associated with the government, and thus suffer a –3 penalty to Esteem tests made by criminals and their ilk.

HIDEOUT Pick Cost: 20 for level 1, +10 per additional level Pick Type: any Time to Acquire: variable Unbeknownst to anyone else, you have a well-concealed place to hide. This could be a few rooms in the basement of a house in Minas Tirith, a cave right off the Greenway in Eriador, an old barrow, a secret room within a castle, or the like. There you can store supplies and weapons, rest without fear of discovery, and plan operations. EFFECT: The Turambar must approve all hideouts. If someone else suspects the existence of the hideout and tries to find it, the difficulty for Observe or Search tests to do so is TN 20. (Note that this edge may not be a good choice for player characters, since it tends to tie them to a particular location. Consult with your Turambar before selecting it.) IMPROVEMENT: For each additional level acquired in this edge, increase the difficulty to find the hideout by +5.

Pick Cost: 20 per level Pick Type: any Time to Acquire: variable (this edge may usually not be acquired or improved once the game has begun) You possess great stores of gold, silver, gems and other things of value. EFFECT: You own wealth equal in value to 50 silver pennies, of Gondorian silver coins. However, this wealth often is not in the form of coins but rather in objects of great value, such as jewellery, golden cups, heirlooms, horses, or an inn. You must speak with your Turambar to determine the nature of your Hoard. IMPROVEMENT: Taking this edge at a higher level increases the amount of wealth a character owns: HOARD 2: 5d10 x 10 silver pence (sp). HOARD 3: 5d10 x 100 silver pence (sp). HOARD 4: 5d10 x 1,000 silver pence (sp). HOARD 5: 5d10 x 10,000 silver pence (sp).

INSPIRING PERFORMANCE Pick Cost: 15 Time to Acquire: 4 years

Pick Type: any

When need requires, you can play and sing so that your music enheartens and inspires all of your comrades and allies who hear you. REQUISITE: 10+ ranks in a suitable Artistic skill EFFECT: Make a Musician or Sing test against TN 20. With LSF ±0, you receive a bonus to Inspire equal to +1 while you perform. Add another +1 for each additional LoS. You may make Inspire tests while continuing to perform. This edge only affects characters who can hear you perform. If something prevents that—the noise of battle, for example—you cannot apply the Inspire bonus to interactions with people you cannot hear you.  At the Turambar’s discretion, other Artistic skills may also trigger the effects of this edge. For example, watching a graceful dancer or hearing the encouraging words of a poem could inspire the audience as well.

KINDLING OF THE SPIRIT Pick Cost: 40 Pick Type: any Time to Acquire: developing the requisite edge Your stirring exhortations can renew courage and faith in the hearts of your friends. REQUISITE: Voice of Power, Bearing 15+ EFFECT: You may spend 1 point of Ambar (no test is required) and make a Sing or Wordsmith test against TN 30. Every ally who can hear your words immediately recovers a number of Ambar points based on your LoS: 1 for LoS +1, 2 for LoS +2, 3 for LoS +3 or better. These points can only restore spent Ambar and cannot exceed the character’s basic Ambar score. You may use this ability only after your fellowship has performed a deed that earned each character at least 1 point of Renown.

152

CHAPTER FIVE: ABILITIES AND FLAWS

LEGAL ENFORCEMENT POWERS Pick Cost: 10 per level Time to Acquire: 2 or more years per level

Pick Type: any

You are an officer of the law (a shirrif, ranger, or cityguard, for example), with all the accompanying rights, powers and restrictions. EFFECT: Depending on the area and the local laws, the effect benefits of this edge may vary—in some places and ranks, this amounts to a license to kill; in others, it is little more than the right to carry a badge and do routine guard duty. In any case you are recognised as an officer of the law (unless you are undercover) and may be called on by citizens to perform various legal tasks. At level one, your jurisdiction is no more than a single city, town, or county, and you are generally limited to the rights to arrest suspected criminals, perform searches with an appropriate warrant, and carry a weapon. Legal Enforcement Powers usually go hand-in-hand with an appropriate Duty flaw and will likely earn you the scorn of the local underworld, meaning that your Renown modifier is applied as a penalty to any Esteem tests made by outlaws. IMPROVEMENT: You may acquire additional levels in this edge. Each level either allows you to expand your jurisdiction to a greater area (a whole province or even an entire realm, as the Turambar sees fit), or to pay little heed to the civil rights of others (if such rights exist at all in a given society), or to engage in covert investigations, or to kill with relative impunity. Thus, most royal guardsmen must acquire at least two levels in this edge, and a spy would need even more levels.

LIGHTNING CALCULATOR Pick Cost: 15 Pick Type: mental Time to Acquire: none (acquired along with Reckon) Your skill at mental calculating is remarkable. REQUISITE: 10+ ranks in Reckon EFFECT: You can instantly calculate virtually any mathematical formula known to your culture in your head. If you have this edge, then you as a player may use a calculator at any time, to figure anything you want—even if your character is fleeing for his life at the time. Alternatively, for simple math problems, the Turambar may just say the character knows the answer. You also receive a +2 bonus to all Reckon tests, and a +1 bonus to all Debate (Bargain) tests.

MASTERWORK Pick Cost: 30 Time to Acquire: 5 years

Pick Type: any

At times, your skill surpasses even its usual high level, allowing you to create items of surpassing quality and beauty. REQUISITE: 12+ ranks in an appropriate Crafts skill and the Place of Trade edge. You may only create masterworks with a skill of the Crafts skill category that you possess at the required level. A character with Weaponsmith can forge masterwork swords, but he cannot create masterwork armours unless he has 12+ ranks in Armoursmith, too. EFFECT: When you craft an item, consult the sections on Product Quality and Masterwork Pieces on page 79. If Table 4.7 indicates you have produced a superior item (+1 to +4 product quality bonus), you have actually created a masterwork as described in these guidelines. Such works are rare indeed, commanding prices far beyond those of ordinary objects—at least triple, if not much more.

PLACE OF TRADE

LITERATE Pick Cost: 15 per script, or free Time to Acquire: 6 months per script

not belong to one of these races or wish to learn a new script would need to expend development picks for this edge. EFFECT: Regardless of whether you acquire this edge by spending picks or receive it automatically due to your racial background, consult with your Turambar which script(s) your character actually knows. The two main scripts and letters used in the Third Age are both of Eldarin origin, yet of independent kind: the Tengwar, devised for writing with brush or pen, and the Certar or Cirth, mostly used for scratched or incised inscriptions. The latter, a runic alphabet created by Daeron of Doriath, became favoured by the Dwarves who helped to spread an adapted form of it, the famous Angerthas Moria. Despite the overwhelming importance these three basic alphabets have in north-western Middle-earth, there are dozens, if not hundreds, other letters in use in other parts of the world. This edge allows you to write any language you know. How correctly your spelling and fast your hand is depends on your proficiency with the tongue (i.e., the number of skill ranks you have in a particular language). You can also read any accounts written in a familiar language (again with the number of skill ranks determining your level of understanding), provided the text comes in a script you know. IMPROVEMENT: You may take this edge multiple times for multiple scripts.

Pick Type: mental

Unlike most other members of your race, you know how to read and write. REQUISITE: Although more like a skill in real life, the ability to read and write is so unusual among many peoples of Middle-earth that it must be considered an edge for some Ambarquenta characters. Since most Elves, Dwarves, Dúnedain, and Hobbits learn to read one or more scripts as a part of their normal education, only those characters who do

Pick Cost: 20 for level 1, +5 per additional level Pick Type: any Time to Acquire: 5 years in the employ of a master You own a business or place of commerce of your own (or have been assigned one by your guild), such as an inn, a forge, a tailor’s shop, or the like. REQUISITE: 6+ ranks in an appropriate Crafts skill EFFECT: For every full month you work at your place of trade, you either earn a minimum of 6d6 copper pieces (CP) or, if your character qualifies for a particular occupation described in Appendix A, the normal monthly income of your

153

CHAPTER FIVE: ABILITIES AND FLAWS occupation plus 2d6 copper pieces. The Turambar can decide that you earn more in any particular month, perhaps working the opportunity into the story somehow. (Note that this edge may not be a good choice for player characters, since it tends to tie them to a particular location. Consult with your Turambar before selecting it.) IMPROVEMENT: For each additional level acquired in this edge, add +4d6 CP to your monthly income.

PRESERVATION Pick Cost: 10 Time to Acquire: 2 years

Pick Type: any

So skilled are you at crafting and shaping objects that they can withstand the ruinous effects of age and weather. REQUISITE: 12+ ranks in an appropriate Crafts skill and the Masterwork edge. EFFECT: Any masterwork items you create suffer no harm from cruellest ravages of time or the harshest wind or rain, remaining always seemingly new, though they can be damaged by attacks.

REFUGE Pick Cost: 20 per level Time to Acquire: 2 years

Pick Type: any

Through your skill and careful attention, you have created a small area, such as a garden or inn, where you unconsciously harness the subtle magic of Middle-earth for beneficial effects. REQUISITE: 10+ ranks in an appropriate Crafts skill such as Gardener or Services: Innkeeper. EFFECT: Anyone who spends time resting in the Refuge you created recovers lost Weariness Levels at twice the normal rate (see page 233 for more information on recovering Weariness). It takes one month of dedicated work to create a Refuge. You must spend at least seven days a month maintaining the Refuge. If for any reason you fail in this duty, the Refuge loses its powers until you spend one month correcting the effects of your neglect. (Note that this edge may not be a good choice for player characters, since it tends to tie them to a particular location. Consult with your Turambar before selecting it.) IMPROVEMENT: You may acquire additional levels in this edge. By doing so, you continue to halve the time it takes to recover a lost Weariness Level there. However, each additional level doubles the time it takes to create the Refuge, the number of days per month you must tend it, and the number of months required to put it to right after neglecting it.

RESOLUTE Pick Cost: 10 per level Time to Acquire: 6 months per level

Pick Type: mental

Strong-willed and determined, you cannot be swayed from your chosen path, either by harsh action or wily counsel. REQUISITE: Will (10 + 2 per level) or greater

EFFECT: You receive a +1 bonus to Fortitude and Will tests (but not to the respective attribute scores). IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4).

SAGE Pick Cost: 15 per level Time to Acquire: 8 years per level

Pick Type: mental

You are accounted among the wise, one whose sage counsel others seek. REQUISITE: (6 +3 per level) or more ranks in at least two skills of the Lore skill category EFFECT: You receive a +1 bonus with all Lore skills and Wisdom tests. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +1 (maximum of +4).

SCROLL HOARD Pick Cost: 20 per level Time to Acquire: variable

Pick Type: any

Through long years of careful searching and purchasing, or perhaps as an inheritance from your master, you have acquired an extensive library of books, scrolls, and other records of learning. EFFECT: When you have the opportunity and time to read through your books and scrolls while seeking an answer to some question, you receive a +2 bonus to any corresponding Lore skill tests. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the test result bonus by +2 (maximum of +8).

SHIP Pick Cost: 40 per level Pick Type: any Time to Acquire: variable (this edge may usually not be acquired or improved once the game has begun) You possess a ship of your own, with sufficient crew to sail her safely. REQUISITE: 12+ ranks in Seafaring EFFECT: Typically, you will possess a trading ship, but with the Turambar’s permission it may be a warship, particularly if you also have the Command edge and/or a Social Rank of +4 or greater. The player and the Turambar must work together to determine the size and capabilities of the character’s ship. This should at least partly be in line with the character’s wealth and power. Otherwise, the character is likely to soon find his ship taken from him by pirates or mutineers. The Turambar creates and runs the crewmen as NPCs. These crewmen are there to operate the ship as a transport, not to serve as henchmen for the character and his companions. They may be willing to help out in dire need (maybe an Esteem test will help to decided), but they are no adventurers themselves and probably have no desire to be. NPC crewmen

154

CHAPTER FIVE: ABILITIES AND FLAWS who are ordered to do things they are not comfortable with often refuse to comply or simply quit. (Note that this edge may not be a good choice for player characters, since it tends to tie them to seaborne adventures. Consult with your Turambar before selecting it.) IMPROVEMENT: For each additional level, you have one more ship.

SPEED READING Pick Cost: 10 per level Time to Acquire: 2 years per level

Pick Type: mental

You have read voraciously for years, ever since you were taught how. Over the years, you have noticed the increase in speed at which you read, often being able to read an entire book in the span of one hour. You keep in practice by reading as much as you can. REQUISITE: Literate, 8+ ranks in at least one Lore skill, and sufficient proficiency with the language in which a particular text is written. EFFECT: You can read books, maps, and other documents at a rate of five pages per minute. IMPROVEMENT: You may acquire this edge at level two, allowing you to read ten pages per minute.

SPEEDY WORK Pick Cost: 25 Time to Acquire: 1 year

Pick Type: physical

You work swiftly, but without diminishment of skill or quality. REQUISITE: 6+ ranks in an appropriate Crafts skill EFFECT: By spending 1 point of Ambar (no test is required), you can create an item in half the time it would normally take, without suffering any test result penalties or requiring extra LoS. The base time required to create any item is shown under ‘Production Time’ in the equipment lists of Chapter Six. It takes at least three times as long to create masterwork items.

VALA VIRTUE Pick Cost: 30 Pick Type: any Time to Acquire: developing the pertinent Lore skill In the twilight days of the late Third Age, few among the peoples of Middle-earth remember or revere the Valar—but you are different. You not only pay homage to them according to the ancient forms, but through your study of their lore and devotion to them you have developed a particular affinity for one of them. You have, in a sense, come to embody the virtues and qualities that Vala represents, and as such you attract more of that Vala’s attention than the average person. When you call upon that Vala by name, for inspiration or to ward off evil, you achieve a greater effect than others can. REQUISITE: Grace 10+, no greater Corruption Level than Intrigued, and 6+ ranks in a Lore skill pertaining to your chosen Vala

EFFECT: This edge has several effects. First, if a character invokes the power of words to master his fate (see page 293), he gets a +9 bonus, instead of the usual +7. Second, if he does so to provide inspiration, he grants a +4 bonus, instead of the normal +2. Third, you must select on Vala whose virtues your character best embodies. It is this Vala he usually calls upon to get the bonuses described above, and he receives additional benefits for this as follows (i.e., the above bonuses and the specific ones described immediately below stack): Aulë: +3 bonus to all Armoursmith, Blacksmith, Goldsmith, Stonecraft, Weaponsmith, and Appraise tests. Elbereth: +3 bonus for all tests to resist spells cast by evil powers (such as the Witch-king, the Mouth of Sauron, Saruman after he has fallen from grace, and so on). Estë: +3 bonus to all tests of skills from the Healing skill category, and to Inspire tests to reduce Weariness. Lórien (Irmo): +3 bonus to Inspire tests and to Wisdom or Lore skill tests to interpret dreams. Mandos (Námo): +3 bonus to all tests involving memory (such as most Lore skill tests, or Fortitude tests to resist the spell Forgetfulness) and prophecy (such as the Foresighted edge or similar magical effects). Manwë: +3 bonus to Wisdom, Discern, and Observe (Spot) tests. Nessa: +3 bonus to Dance, Run, and Swiftness tests. Nienna: +3 bonus to Bearing, Will, and Fortitude tests involving endurance of spirit (i.e., coping with grief and preserving oneself when all hope seems lost). Oromë: +3 bonus to Hunt, Survival, and Ride tests, and to Combat tests for bringing down wild beasts. Tulkas: +3 bonus to Unarmed Combat and Strength tests, and to Fortitude tests to resist fear. Ulmo: +3 bonus to all tests involving the Sea and resisting Corruption. A character only gets this bonus to resist Corruption if he is standing nearby some water which is connected to the ocean and if he is resisting Corruption in good faith (i.e., a character cannot willingly commit an action that provokes a Corruption test and apply this bonus to the roll). Vairë: +3 bonus to all tests involving history (for example, History or Region Lore: Gondor (History) tests), and to all tests involving the Charmed Life edge. Vána: +3 bonus to Sing and Persuade (Charm) tests. Yavanna: +3 bonus to all tests involving kelvar (Q. ‘Animals’, ‘Things that move’) and olvar (Q. ‘Plants’, ‘Growing things with roots in the earth’), except tests to harm, kill, or otherwise abuse them.

VOICE OF POWER Pick Cost: 20 Pick Type: any Time to Acquire: developing the requisite edges So powerful is your voice and your spirit that when you utter words of power, you have a greater effect than most folk do. REQUISITE: Gladden, Inspiring Performance, Bearing 12+ EFFECT: When you use the ‘Power of Words’ rules (page 293), you achieve a 50% greater effect than what is described in these rules.

155

CHAPTER FIVE: ABILITIES AND FLAWS

ACQUIRING FLAWS

WOVEN WORDS Pick Cost: 30 Time to Acquire: 5 years

Pick Type: mental

So skilled are you, and so resonant the music you make, that you can create an illusion or image of that which you describe with your verse. (Note that this edge is a minor form of the Art, available to all minstrels who are dedicated and accomplished enough.) REQUISITE: 15+ ranks in Sing, Gladden, Inspiring Performance EFFECT: Make a Sing test against TN 25. If you achieve LSF ±0 or LoS +1, you create an image of that which your verse describes, but it is obviously a phantasm. If you achieve LoS +2 or better, you may choose to make the illusion you create so thorough that it seems real. Anyone viewing it must make an Observe test, with a TN equal to your test result, to realise it is but an image. Anyone who fails this test thinks whatever it depicts actually exists, and he reacts accordingly. The image still lacks substance. Any who touch it realise at once that it is but an image. Turambari should monitor the use of this edge closely and work with players to ensure that it contributes to the flavour and fun of the game. When used cleverly, it can provide a significant advantage for a character, but it has its limits. For one, the illusion created must be something sung of, and that restricts what the character can realistically create. There are no songs in Middle-earth about pits suddenly appearing in the ground, walls of ice springing up out of nowhere, or dragons that heed the beck and call of Men. Onlookers automatically realise that an inappropriate illusion is nothing more than an image. For another, the illusions created cannot actually touch or harm anything. Third, the images only last as long as the character keeps playing and singing, and they cannot extend beyond the range of his voice.

FLAWS

F

To receive a benefit for having a flaw, it must be acquired before the character first comes into play. As a rule, a character may only be given flaws when he is first created. An impairment that is the result of the events taking place in a tale is usually not regarded a flaw, even if its effects would match a flaw’s description. Each flaw earns you a number of extra picks—the worse the flaw, the more picks you receive. Once you have decided which flaws to take, find the total number of extra picks you receive for flaws. Picks from flaws may be assigned to any combination of pick classes—physical, mental, and general— as you see fit. There are almost no limitations on how to spend these extra picks, but they do count against your ability allowance if you spend them on edges or talents. Next, you must declare when exactly your character has acquired a given flaw. If he was born with it, or acquired it during his childhood or youth, the extra picks provided by the flaw are added to any desired class of his youth development picks. If he acquired the flaw later in his life, the extra picks must be added to a class of apprenticeship development picks of your choice. Extra picks gained during a character’s youth development can be spent on talents, edges, or skills; extra picks received at a later point can only be spent on edges or skills.

BUYING OFF FLAWS If the events of the game warrant it, you may ‘buy off’ certain flaws to get rid of them. But if a character eliminates a flaw without spending the advancement picks to ‘buy off’ that flaw, the Turambar may assign a replacement flaw. For example, unless you spend the advancement picks to buy off the Enemy flaw, the Turambar will give you a new foe once you have killed your original blood-enemy.

‘GOOD’ AND ‘FIENDISH’ FLAWS

laws are disadvantageous traits: hindrances, complications, problems, and threats that affect a character, often making it more difficult for him to accomplish his objectives and achieve his goals. Flaws are an excellent way to round out your character. You may choose to have only one eye; you can then develop a story of how you lost your other eye. You may have been ambushed by brigands and lost your eye in the ensuing fight. You have since sworn vengeance against the band and its leader. When you find them, you will repay the pain and hardship you endured all these years. When planning a tale, the Turambar should review each character’s flaws and see how they might affect, or play a part in, the story he has in mind. This way he can better tailor the story to the characters.

It may seem strange that virtues such as being Truthful and following a Code of Honour are listed as flaws. Nevertheless, these virtues limit your freedom of action. For instance, a Truthful person will have trouble lying, even for a good cause. Therefore, within the framework of the game, several virtues are treated as flaws. This has one very worthwhile benefit: if you want to create a wholly heroic character, you do not have to take any inappropriate flaws at all. You can get extra development picks by choosing only those flaws that are actually virtuous. On the other hand, there are some flaws which may not be suitable for all ‘heroic’ characters. The Turambar is free to forbid such flaws to player characters. But they are often found in the more fiendish villains of Middle-earth, so they are included in the interest of non-player character creation.

156

CHAPTER FIVE: ABILITIES AND FLAWS

LIMITING FLAWS The following rules and guidelines will help a Turambar to limit the amount of extra picks characters can receive for taking flaws: First, you cannot take a flaw that one of your abilities would mitigate or negate. For instance, if you have Keeneared, you cannot take Dull-eared. Second, it is strongly recommended that flaws should not total more than 60 picks. However, if only a single severe flaw (for example, blindness) is taken, it may garner any number of picks. This not only keeps the character from being hopeless, but it also insures that the character does not have an unusually high number of abilities or skill ranks. Note that a low Social Rank with a negative pick cost does count as a flaw for the purpose of determining a character’s limit of picks from flaws.  Optionally, the maximum number of extra picks a character could receive for taking flaws could be calculated using the following formula: maximum picks from flaws = 180 – ability allowance

This way, the number of flaws a character can obtain is directly related to his attribute scores, representing the unblemished nature of Elves and heroes with high Grace scores. However, it is not recommended to use this option for Dwarvish characters, because their martial lifestyle often results in permanent physical marring and, sometimes, a stubborn or awkward behaviour (i.e., a lot of flaws!).  If a character’s background story absolutely requires to take a number of flaws totalling more than 60 picks, a Turambar may allow a player to take all the flaws necessary to mirror his (tragic) tale. However, any picks from flaws taken in excess of the normal limit of 60 must be halved or even quartered. To determine which flaws give you less picks, order them by the number of extra picks they grant. Those that bestow the fewest extra picks count fully; once these lesser flaws total more than 60 extra picks, add one half of the picks granted by greater flaws until your running total reaches 80 picks. If you still have not accounted for all flaws, the remaining flaws only contribute one quarter of their normal picks. In a tale where all player characters have a certain flaw, it does count for picks, but should not count against the limit of 60 picks. For example, in a tale depicting the Kin-strife of Gondor, all PCs could have 60 picks of flaws in addition to their ‘required’ Duty (King Eldacar). On the other hand, a flaw that does not inhibit you is not a flaw and is worth no picks (for example, Duty (Castamir the Usurper) might not count for picks if the tale exclusively takes place in the Usurper’s palace).

LATENT FLAWS Some flaws do not affect you all the time. Whenever circumstances are likely to trigger your flaw (as indicated by its description), you may make an attribute test of some sort to control your urges. With a success at that test (most of the time, Wisdom, Will, or Fortitude tests will be required), you can shrug off your problem, while a failure—or any roll of 5

or less—indicates that you suffer the flaw’s effects. (You must roll 6 or higher because otherwise extremely strongwilled people would effectively be unaffected by their own bad habits.) However, this is an optional self-control test— it’s usually good roleplaying to give in willingly! On the other hand, if the attribute test fails and you feel that you absolutely must avoid giving in to the flaw in a particular situation, you may spend a point of Ambar to avert its effect. Yet, if you do so, you will not be allowed to recover a point of Ambar at the beginning of the next session. Be sure to take a note of this and remind your Turambar when he considers who will gain back spent Ambar! See page 198 for more information on ‘Recovering Ambar’.

CATEGORIES OF FLAWS For easy reference, each flaw belongs to one of four broad categories—physical, mental, social, or special. Occasionally, these category labels do not accurately describe each flaw’s nature—for instance, being Ugly is a physical feature, but the corresponding flaw is classified a social one because of the ensuing detriments.

 DIMINISHING RETURNS FROM FLAWS Optionally, a Turambar may rule that the number of extra picks you gain for the second flaw of the same category as a previously chosen flaw is reduced by 25%. If you acquire even more flaws of the same category, you would gain only 50% of the normal recompense. Note that the Quirks flaw (see page 177) is not affected by this rule. All characters presented in this book and any supplements to Ambarquenta are created with this optional rule in use.

PHYSICAL FLAWS These flaws affect you physically. They may hinder your movement or prevent you from performing certain activities.

AGED Picks Gained: 20 per level By the standard of your people, you have reached the autumn years of your life and are considered venerably aged. REQUISITE: You must belong to a mortal race. EFFECT: You have reached at least the minimum age for your race to be considered ‘Old’ (see Table 3.1 on page 67). You suffer the effects of being Old as indicated in Table 3.2 on page 68. IMPROVEMENT: You may even choose to have reached at least the minimum age for your race to be considered ‘Aged’. Not only do you suffer the effects of belonging to this age category, but you also have to make one Aging Roll for each year over the minimum age for being Aged (see ‘Old Characters’, page 68f., for details). However, as a trade-off you receive +3 picks per Aging Roll made (during character creation, but not thereafter), plus the picks granted for having this flaw at level two.

157

CHAPTER FIVE: ABILITIES AND FLAWS per day until properly treated. Only a successful Physician (Surgery) test can really cure internal bleeding. If proper treatment is not available, you will eventually die.

ALLERGIC Picks Gained: 10 per level You have an allergy to one or more substances. EFFECT: You have an allergy to an uncommon object (for example, coniferous plants). You may choose what you are allergic to, subject to the Turambar’s approval. When you are exposed to the substance for more than one minute, your eyes start to water and your nose runs. While this is happening, you suffer a –3 test result penalty to all of your actions. This will continue for 1d100 minutes after you are no longer exposed to the substance. IMPROVEMENT: Some are Allergic to more common substances: ALLERGIC 2: As above, except that you have an allergy to a common substance (like pollen) that appears seasonally. ALLERGIC 3: As above, except the allergy is to something that is common and is present year-round.

ANIMAL BANE Picks Gained: 10 to 20 (Turambar’s discretion) You produce an odour that immediately drives one type of animal to attack you. You cannot mask this smell, no matter how you try. EFFECT: Your smell permeates everything that can mask it. It seems that the only beast that can smell this particular odour are of one animal type. You may choose the type of animal, subject to the Turambar’s approval. Whenever one such beast sees you, it will immediately attack ferociously. If you are near an animal’s territory, there is a 50% chance that it, or a pack of them, will hunt you down. Depending on the commonality and prowess of the chosen type of beasts, the Turambar will assess the number of picks gained for having this flaw.

BLEEDER Picks Gained: 60 You suffer greatly from bleeding wounds. Even a small wound, unless well bandaged, will not heal by itself—and you may bleed to death. REQUISITE: You may not have a basic Vigour of more than 13, and you may not be an Elf. EFFECT: Any critical injury that bleeds for a number of wound points per round has these wounds doubled—and thus sets a higher TN for the First Aid (Patch Wound) or Physician (Cauterise or Surgery) test. If a strike with an edged weapon is not severe enough to cause a critical injury (i.e., to open a bleeding wound), you will bleed at a rate equal to its original damage every minute. For instance, an untreated hit for 3 wound points of damage will do another 3 wound points after the first minute, and so on, until staunched. The TN to treat such a wound is 5 per wound point of damage, to a maximum TN of 25. A successful First Aid (Patch Wound) test will be satisfactory to treat most wounds. However, any impaling wound to the torso will cause slow internal bleeding. Such a wound will continue to do damage equal to its original damage once

BLIND Picks Gained: 100 By birth or injury, you are blind and cannot see at all. EFFECT: You suffer a –12 penalty on all tests involving sight (including combat), as though in complete darkness. As a partial compensation, you may acquire the talents Keeneared and Keen-nosed at half the normal pick cost. Furthermore, you never suffer extra penalties due to bad lighting conditions. In unfamiliar territory, you must travel slowly and carefully, or be led by a companion or guide animal. Many actions and abilities—too many to list—are impossible to you; Turambari should use common sense. Once you are accustomed to blindness and have acquired a total of at least three levels in the talents Keen-eared and/or Keen-nosed, you will be at only –8 on Combat skill tests. You can use hand weapons, but cannot aim a blow at any particular part of a foe’s body, and cannot fire a ranged weapon (except randomly, or at something so close you can hear it).

CLUMSY Picks Gained: 40 You are relatively ungraceful in your movements. EFFECT: You suffer a –3 penalty to tests of skills of the Athletic skill category, and to Swiftness tests. (Note that this penalty does not apply to your Swiftness score in general.)

COLD SENSITIVE Pick Cost: 20 You are abnormally sensitive to the cold. EFFECT: The colder it gets, the more you suffer from the cold’s effects. When the temperature is lower than 5°C (41°F), you suffer a penalty to all of your actions. You suffer a test result penalty of –1 for every fraction of 5°C (9°F) the temperature is below 5° C (41°F).

COLOUR BLIND Picks Gained: 18 You cannot see any colours at all. EFFECT: Completely colour-blind, everything is white, black, or a shade of grey for you. This is more of a nuisance than a serious flaw, but it can cause problems (for example, if you are looking for a green-cloaked man). In any situation requiring colour identification (appraising goods, heraldry, or livery identification, and so on), the Turambar should give you appropriate penalties. Therefore, certain skills will almost always be harder for you. In particular, you may suffer a –2 test result penalty on any Alchemy, Appraise, Debate (Bargain), Teamster, or Track tests.

158

CHAPTER FIVE: ABILITIES AND FLAWS

CORPULENT Picks Gained: 20 per level Like Bombur of Thorin Oakenshield’s company, you are considerably overweight for your race. REQUISITE: Your weight as determined according to the rules presented on page 28 must be above the average of your race for an individual of your height. An average-sized Dwarf (i.e., standing 4’4”), for example, must weigh at least 121 pounds to be allowed to acquire this flaw. Note that Elves may not take this flaw. EFFECT: Determine your weight normally (see page 28), and then increase it by 50%. Make sure to recalculate your character’s Girth and any attributes and modifiers derived from this score (Health and Prowess, for example). Your often unwieldy layer of body fat protects as if you were wearing thick clothes—add a layer of ‘cloth’ when figuring your compound armour protection as described on page 188. However, your basic Vigour score cannot be greater than 16, and your basic Nimbleness score is limited to a value of 15 or less. In addition, you suffer a –3 test result penalty on all tests of Esteem and Social skills in any area with a shortage of supplies, and you cannot be of Fair appearance. IMPROVEMENT: Truly fat, your weight as determined normally is increased by 100%. Your basic Vigour score cannot be greater than 15, and your basic Nimbleness score is limited to a value of 13 or less. In addition you suffer a –6 test result penalty on all tests of Esteem and Social skills in any area with a shortage of supplies, and you cannot be of Fair appearance.

CRIPPLING WOUND Picks Gained: variable You suffered a terrible injury in battle that crippled you, leaving you less able to fight and adventure than before. EFFECT: You must speak with your Turambar and determine what wound you suffered and its effects. Below are a few examples: CRIPPLED LEG: You have one bad leg. Your Base Movement Rate (BMR) is reduced by half, and you suffer a –4 penalty to all Nimbleness-based tests (except for Throw). In fact, the penalty applies to any melee tests, even if a particular weapon skill is not governed by Nimbleness (such as the Ax(30 picks) es skill). ONE LEG: You have lost a leg. You can only move at one quarter of your normal Base Movement Rate (BMR), provided you use crutches or a peg leg (otherwise, you cannot walk at all). In addition, you suffer a –8 penalty to any melee and Nimbleness-based tests (except for Throw). (50 picks) ONE HAND: You have lost a hand. You may choose which hand you have lost, but need your Turambar’s approval. You may have developed proficiency in your one remaining hand, even if it was not your original hand preference: you are allowed to acquire the Ambidextrous talent at any

time for only 15 picks. The Turambar will assess all reasonable penalties for this handicap, according to the situation. In any case, you cannot use sword and shield simultaneously, or any two-handed weapon, or do anything requiring two arms. Anything requiring only one hand can be done without penalty. In borderline cases, it is best to allow the character to attempt the action at a –5 (or greater) Deftness penalty. However, you may replace your lost hand by an appropriate prosthetic (usually a hook). Such an obvious replacement entails a –1 penalty on all Esteem tests the Turambar makes for you, and a –5 (or greater) on all Deftness-based tests performed with the replacement. A hook counts as a knife in combat (+3 Intimidate if waved at a foe); alternative(30 picks) ly, an ally could strap a shield to it. ONE ARM: As One Hand above, except that you have lost the whole arm, and that there is no way to ‘replace’ it by mechanical means, unless a craftsman of Maedhros’ skill is (40 picks) available. ONE EYE: You have lost one of your eyes. You may wear a glass eye, or cover the missing eye with a patch. You suffer a –1 test result penalty on melee combat, and on anything involving hand-eye coordination, and a –5 on anything involving bows, thrown objects, or driving any vehicle faster than a (30 picks) horse and buggy.

DEEP SLEEPER Picks Gained: 15 You sleep very deeply, especially during the first hour of rest. EFFECT: You cannot be awakened during your first hour of sleep, no matter what occurs around you. In certain rare circumstances, the Turambar may allow a drastic action to awaken you from deep slumber. After the first hour, you may awaken but suffer a –5 penalty to your Observe (Hear) test to awaken.

DULL-EARED Picks Gained: 20 per level Your hearing is poor. Others often must speak loudly to ensure that you hear their words. EFFECT: You suffer a –5 penalty to Observe (Hear) tests. This penalty also applies to tests of language skills whenever you must understand someone (i.e., if you are the one talking, this flaw does not affect you). IMPROVEMENT: Some unfortunate individuals are completely deaf: DULL-EARED 2: You can hear nothing at all. Any information you receive must be communicated in writing (if you are literate) or through sign language. In addition, your basic cutback for any language skills but your primary native tongue is –10. However, you get a +3 bonus on any Signal (Hand-signs) tests.

159

CHAPTER FIVE: ABILITIES AND FLAWS

DULL-EYED Picks Gained: variable Your sigh is poor. You have trouble seeing objects others perceive plainly. EFFECT: You are either nearsighted or farsighted—choose which you are when you take this flaw. In general, there are no means of correcting your impairment; however, if the Turambar deems it appropriate for a particular culture (like Númenor of yore) to produce glasses, this flaw only grants you only half the normal amount of picks. FARSIGHTED: You cannot read a book except with great difficulty (triple the normal time), and you are at –4 penalty on any close manual labour (i.e., most skills governed by Deftness, as well as some tests based on Nimbleness).

30 picks

NEARSIGHTED: You cannot read small print (and the like)

more than a foot away, or clearly perceive any objects at more than about 20 feet. In melee, you suffer a –2 test result penalty; when using a bow or a thrown weapon, apply the test modifier appropriate to double the actual distance to the target (or a minimum penalty of –4). Note that a Turambar may completely disallow Observe (Spot) tests at more than about 20 feet, but sometimes it might be better to allow the character to attempt the test at a –5 (or greater) penalty.

50 picks

DULL-NOSED Picks Gained: 10 You have no sense of smell and taste. EFFECT: You cannot make any Observe (Smell, Taste) tests, but at least you are not bothered by any stench or bad taste. However, you cannot tell if your food is poisoned or foul either.

DWARFISM Picks Gained: 25 You are shorter than most folks. You are stuck in a world that is designed for people taller than you, but there are at least some advantages to being small. You are, for example, harder to hit in combat, often able to duck under furniture and other obstructions. It is also easier for you to hide from people, since there are many available hiding places for you. REQUISITE: Your height as determined according to the rules presented on page 28 must be at least 1” below the average of your race. A Fallohide Hobbit, for example, must not be greater than 3’3” (i.e., 39”) to be allowed to acquire this talent. EFFECT: Determine your height normally (see page 28), and then reduce it to two thirds (i.e., 67%) of that value. Weight is in proportion to height and must be recalculated upon taking this flaw, as is the case with Stature and Girth and any attributes and modifiers derived from these scores

(Health and Prowess, for example). Since most folks either deem you ‘cute and charming’ or noticeably unappealing, you suffer a –3 penalty on Esteem tests. In addition, your basic Strength score cannot be greater than 15, and you cannot be of Fair appearance.

EPILEPTIC Picks Gained: 60 You suffer from seizures, during which your limbs tremble uncontrollably and you cannot speak or think clearly. EFFECT: This represents a severe case of epilepsy. Whenever you are subject to very stressful situations (especially if your life or the life of a friend is threatened), you must make a Stamina test against TN 20. A failure will bring on a seizure lasting for 2d5 minutes. You lose your ability to think and speak clearly, and your body starts having violent shakes. Anything you are holding in your hands will fall to the ground, and you lose 1d10 weariness points each minute the fit lasts. If you have any sort of Phobia, exposure to the object of fear is automatically a stressful situation; make a Stamina test every ten minutes. By concentrating, you may attempt to wilfully induce a seizure. This requires one minute and a successful Will test against TN 20. If you are Foresighted (see page 135), you receive a +10 bonus to the Insight test to trigger that talent. Primitives, not understanding such fits, are sometimes awed by them, and may think your seizure shows a communication from a deity. The Turambar will make an Esteem test on your behalf, adding a bonus of +2. Very good results indicate worship; poor results will cause the savages to flee— but never to attack.

EUNUCH Picks Gained: 10 Due to a tragic accident or as a sign of status, you (male characters only) no longer have your manhood. EFFECT: You can neither be seduced by someone nor seduce them. You are also not quite as quick to anger.

FRAGILE WRISTS Picks Gained: 15 Your wrists are susceptible to sprains. EFFECT: When you leap, fall, climb, hang, throw an object, or attack with a melee weapon, there is a 3% (noncumulative) chance that you will sprain your wrists. If a test is involved in such a situation, a roll of 2 or 3 (which is usually a fumble, too) indicates that you sprain your wrists; otherwise, roll 1d100—on 01–03, you suffer from the same effect. If you do sprain your wrists, you will be Stunned for 1d10 rounds, and operate at –6 for 1d10 days whenever you attempt an action that uses or requires wrist movement.

160

CHAPTER FIVE: ABILITIES AND FLAWS

HEAT SENSITIVE

LOSS OF VISION

Pick Cost: 20

Picks Gained: 20

You are abnormally sensitive to heat. EFFECT: The hotter it gets, the more you suffer from the heat’s effects. Whenever the temperature is higher than 25°C (77°F), you suffer a penalty to all of your actions. You suffer a test result penalty of –1 for every fraction of 5°C (9°F) the temperature is above 25°C (77°F).

You may suffer temporary blindness whenever you are struck in the head. EFFECT: Any time you receive a blow to your head, there is a 10% chance (i.e., 01–10 on a 1d100) that you will be blinded for 1d10 minutes, after which your vision will return to normal. See the Blind flaw, page 158, for more information on blindness.

INNER EAR PROBLEM

MUTE

Picks Gained: 10 You suffer from a rare Inner Ear Problem that makes you sensitive to water and pressure changes. EFFECT: Whenever it is raining or your head is underwater, you will be deafened. See the Dull-eared 2 flaw for details on deafness. The deafness last for 1d10 minutes, or as long as you are exposed to water.

INTOLERANT OF BURDENS Picks Gained: 20 per level You are very intolerant of the weight you are carrying. You feel as if your backpack was full of lead and dragging you slowly down toward the ground. EFFECT: Increase your General Encumbrance Penalty (GEP) by one sixth (16.67%). In other words, both your armour penalties and your encumbrance penalty for carrying other gear are affected by this flaw. IMPROVEMENT: You may acquire up to three levels in this edge. Each additional level increases your GEP by another sixth (to a maximum of nine sixths, or 150%).

LACK OF RANGE Picks Gained: 40 You have a difficult time targeting from a long range, as your eyes blur if you look at something distant for too long. EFFECT: All of your ranged combat ranges (for bows, thrown weapons, and spells alike) are halved (round down).

Picks Gained: 50 You cannot speak. EFFECT: Any communication you make with someone else must be non-verbal. You may write or use sign language, and it is strongly recommended that you as the player do not speak to other players to simulate your character’s muteness. (It is all right for the Turambar and the player to talk about what the character is doing, though, if necessary, they should go into a separate room.) A Mute character receives a +4 test result bonus on any Signal (Hand-signs) test. However, no test is allowed when you try to communicate with other player characters who do not know your sign language—roleplay this on your own.

NOSE-BLEEDING Picks Gained: 20 You suffer from nose bleeds caused by changes in altitude. EFFECT: For every full multiple of 1000’ above sea level, you suffer a –1 test result penalty to all your actions (from pressure in your head, as well as a bleeding nose). If you remain above 1000’ for more than an hour, you start taking 1 wound point of damage per minute from the constant bleeding. The bleeding and pressure subside when you go lower than 1000’ or while you rest (unless you are 3000’ above sea level).

PALE

LIGHT-BLIND

Picks Gained: 20

Picks Gained: 10 per level

You have no natural body pigment. Your hair and skin are pale-white, and your eyes are pink. EFFECT: You may seem Fair or (which is more likely) Ugly, but you must pick either of these traits. You can never blend into a crowd, you are simply too conspicuous. You have no resistance to sunburn, and thus must take precautions against the sun. If you are in the sun without protection, you take 1d5 wound points of damage for every 30 minutes of ordinary direct sunlight you are exposed to, or every 15 minutes of hot summer or desert sun. You also suffer a –3 penalty to any Observe (Spot) and ranged attack test made against direct sunlight.

The light of day seems harsh to you, causing you to blink and wince. EFFECT: You suffer a –3 penalty to all tests while you are exposed to daylight. IMPROVEMENT: Some have an even stronger aversion against the light of the sun, and they may take this flaw at a greater level: LIGHT-BLIND 2: You suffer a –6 penalty to all tests while you are exposed to daylight.

161

CHAPTER FIVE: ABILITIES AND FLAWS

SHORT OF BREATH

SLOW

Picks Gained: 8 per level

Picks Gained: 5 per level

You have less endurance than other people an find yourself gasping for breath after any physical activity. EFFECT: You have fewer weariness points than your Stamina score would dictate. Reduce the number of weariness points each Weariness Level can hold by –1. IMPROVEMENT: You may acquire additional levels in this flaw. Each level decreases the number of weariness points each Weariness Level can hold by another –1 (to a minimum of 50% of the normal amount).

Your body is not built for speed. You like to stand strong on the battlefield, not sprinting around, darting from foe to foe. EFFECT: Your Base Movement rate is reduced by –1’. IMPROVEMENT: You may acquire this flaw at a greater level. Each additional level decreases your BMR by another –1’ (to a minimum of 75% of your normal BMR).

SICKLY Picks Gained: 20 You are particularly susceptible to a certain disease that causes your body to swell up and you to feel ill. EFFECT: Every week, there is 2% chance (i.e., 01–02 on a 1d100) that you will develop symptoms of your disease. While suffering from this disease, all your actions are subject to a –5 test result penalty due to the swelling, and your Bearing score will be temporarily halved (if applicable, you also lose the benefits of the Fair talent during that time). After 1d10 days, the swelling and sickness go away, and your Bearing score will return to normal.

SKINNY Picks Gained: 20 You are notably underweight and far too slender for one of your race. REQUISITE: Your weight as determined according to the rules presented on page 28 must not be above the average of your race for an individual of your height. An average-sized Rohir maid (i.e., standing 5’5”), for example, must not weigh more than 130 pounds to be allowed to acquire this flaw. EFFECT: Determine your weight normally (see page 28), and then decrease it by one third (i.e., multiply it by 0.67). Make sure to recalculate your character’s Girth and any attributes and modifiers derived from this score (Health and Prowess, for example). Your basic Vigour score cannot be greater than 16. If you make a Charge attack (see page 258) or are its victim, your Strength test is modified by –3. You suffer a –3 penalty to Guise tests, and to Streetwise (Mingle) and Sneak (Shadow) tests if you are trying to follow someone in a crowd.

SLOW RECOVERY Picks Gained: 30 Sickly, or perhaps simply weak in body or will, you heal slowly when injured or laid low by illness. REQUISITE: Stamina 12 or less EFFECT: When allowed to heal naturally, you heal twice as slowly as others, recovering but 1 point of Health while they recover 2. The time to heal up critical injuries is also doubled.

TENDER SKIN Picks Gained: 20 Whenever you wear metal (including armour), your body breaks out into a itchy and painful rash. EFFECT: The rash causes you to suffer a –2 test result penalty to all your actions while you are wearing any metal (except for mithril). The rash stays until you remove the metal and then lasts another 1d10 hours after you have removed the armour. There is nothing that can prevent your allergic reaction to metal armour; wearing gloves while you are dealing with coins seems to help, though.

TIRED LEGS Picks Gained: 15 Your legs are significantly weaker than typical for a member of your race. EFFECT: You cannot walk more than five hours without resting for at least two hours. If you walk for more than five hours, there is a 25% chance (i.e., 01–25 on a 1d100) that each of your legs will develop cramps (roll once for each leg). If they cramp, they will stay cramped for 2d10 hours, and be completely useless during that time.

UNCONTROLLABLE STRENGTH Picks Gained: 15

SLOTH Picks Gained: 25 per level You are slow in combat and by no way fearful, for your moves are obvious, awkward, and weak. EFFECT: Your action allowance (AA) is decreased by –1. IMPROVEMENT: You may acquire this flaw at a greater level. Each additional level decreases your AA by –1 (maximum of –3).

You have great strength at times, but you have a very difficult time controlling it. EFFECT: Whenever you are in an extreme emotional state (love, happiness, hate, and so, but—at least normally—not the excitement of battle) there is a 10% chance (i.e., 01–10 on a 1d100) that you will receive a special +10 bonus to your Strength for one round. You use this strength whether you wish or not. You could maul an enemy you utterly hate, or break the ribs of a friend while hugging him. You often crush or break things without meaning to. You cannot choose when to get this bonus.

162

CHAPTER FIVE: ABILITIES AND FLAWS

UNGAINLY

YOUNG

Picks Gained: 30

Picks Gained: variable

Whenever you try to move quietly, you prove a miserable sneak. In fact, the more you try to be subtle and quiet, the louder you are. EFFECT: You suffer a –2 penalty to tests of skills of the Stealth skill category. In addition, you suffer a special test result penalty of –3 to any Hide or Sneak actions (thus resulting in a total penalty of –5).

You are underage by your culture’s standards. NOTE: The primary disadvantage arising from this flaw is that you will lose a considerable amount of development picks; the picks you gain for taking this flaw by no means compensate for this loss. On the other hand, you may start your adventuring career at a young age if you pick this flaw, thus beginning your character’s regular improvement at an earlier point than most others. EFFECT: You are a young adult by your culture’s standard, merely years under the normal starting age of your race. You suffer a –1 penalty to all tests of Esteem and Social skills when you try to deal with elders as a peer, and you do not receive the full amount of apprenticeship development picks (as described on page 68). You must keep track of time, and ‘buy off’ this flaw with advancement picks when you reach the (10 picks) starting age of your race. IMPROVEMENT: Even younger characters are treated with less respect and lose a greater amount of development picks: YOUNG 2: By the standard of your people, you are still in the youth age category (see Table 3.1 on page 68). You suffer from the underage effects listed on Table 3.2 (see page 68) and lose a corresponding number of your development picks. In addition, any Esteem test the Turambar makes for you, as well as any Social skill test you make suffers a –3 test result penalty when you are dealing with others as an adult—they may like you, but they do not fully respect you. You may also be barred from inns at night, war parties, guild membership, and so on. You must keep track of time, and ‘buy off’ this flaw with advancement picks when you reach the next age (25 picks) category. YOUNG 3: You are still a child (see Table 3.1 on page 68). You suffer from the underage effects listed on Table 3.2 and lose a corresponding number of your development picks. In addition, any Esteem test the Turambar makes for you, as well as any Social skill test you make suffers a –5 test result penalty when you are dealing with elders—they may like you, but they do not fully respect you. You are also greatly limited in what you are allowed to do, often being told when it’s time to go to sleep, and so on. You must keep track of time, and ‘buy off’ this flaw with advancement picks when you reach (40 picks) the next age category.

UNHEALTHY Picks Gained: 20 per level You are not as muscular, healthy, and massive as most of race are. REQUISITE: Vigour, Strength, and Girth 12 or less EFFECT: Your Health score is reduced by –1. IMPROVEMENT: You may acquire additional levels in this flaw. Each level reduces your Health score by another –1 (to a minimum of 50% of your normal Health score).

UNWAKEABLE Picks Gained: 30 You are an exceptionally sound sleeper and your comrades find it extremely difficult to wake you once you have fallen asleep. EFFECT: You cannot be awakened while you are sleeping. In addition, you have to sleep at least six hours every night. If you are somehow (perhaps magically) awakened before receiving a full six hours of sleep, you will suffer a –2 tests result penalty to all actions for every hour less than six you slept.

WEAK Picks Gained: 20 per level You have little tolerance for pain. EFFECT: Increase the Injury Penalty you suffer by –1. For example, when Wounded, you suffer a –6 test result penalty, not the usual –5. IMPROVEMENT: You may acquire a second level in this flaw. Doing so increases the Injury Penalty you suffer by –2.

163

CHAPTER FIVE: ABILITIES AND FLAWS

MENTAL FLAWS These flaws change the way you perceive the world. Everyone is a little neurotic, you are just more so.

ABSENT-MINDED Picks Gained: 30 You have difficulty paying attention to anything not of immediate interest. EFFECT: You suffer a –6 penalty on any Wits-based tests (including tests of skills governed by Wits) except those for a task you are currently interested in and concentrating upon. If no engaging task or topic presents itself, your attention will drift to more interesting matters in five minutes; you will ignore your immediate surroundings until something catches your attention and brings you back. Once adrift in your own thoughts, you must succeed at a Wits test against TN 25 to even notice any event short of physically harming you. An Absent-minded character may attempt to rivet his attention on a boring topic through sheer strength of will. To do so, he must succeed at a TN 25 Will test once every five minutes. ‘Boring topics’ include guard duty, gossiping or other forms of meaningless conversation, repetitive manual tasks, riding over an open plain, and the like. Absent-minded individuals also tend to forget trivial tasks (like paying the bills) and items (like purses and spare arrows). Whenever it becomes important that an Absentminded character has performed such a task or brought such an item, the Turambar should call for Wits test against TN 20. On a failure, this detail slipped his attention.

ADDICT Picks Gained: variable You are addicted to a drug (such as alcohol, pipeweed, galenas, or the like), which you must use daily or suffer from withdrawal symptoms. EFFECT: The number of extra picks you gain for this flaw depends on the nature of the drug addiction, as follows:  If each daily dose costs 6 cp or less: 10 picks  If each daily dose costs 7 to 30 cp: 20 picks  If each daily dose costs over 30 cp: 30 picks  If the drug is incapacitating or hallucinogenic: 20 picks  If the drug is highly addictive (+6 TN to the Stamina 10 picks test for withdrawal):  If the drug is totally addictive (+12 TN to the Stamina 10 picks test for withdrawal):  If the drug is legal: –10 picks EXAMPLES: Pipeweed is cheap, highly addictive, and legal; thus, a pipeweed-Addict gains 10 picks. Sweet galenas is very expensive, hallucinogenic, illegal, and highly addictive; one dependent on galenas receives 60 picks as a trade-off. Alcohol

(not overly addictive in the beginning, but incapacitating you for at least a few hours each day if you choose this kind of addiction) is somewhat of an exception, as it is both legal and insidious; a serious addiction to alcohol grants you 30 picks. DRUG EFFECTS: An incapacitating drug will render its user unconscious (or blissfully, uselessly drowsy) for about two hours (four hours for characters with a Stamina score of 10 or less, one hour for those with a Stamina score over 16). A stimulating drug will affect its user for the same period of time: the user thinks he is smarter, but in fact suffers a temporary –1 penalty to all tests based on Wits. However, he does receive a +1 bonus to his action allowance (AA). A hallucinogenic drug renders its users useless for work or combat, though they may be active and talkative. Some drugs (pipeweed, for example) have none of these effects, and some drugs have unique effects. Side effects are also possible; a Turambar should feel free to look up or invent side effects for any unknown drug a character consumes. WITHDRAWAL: Sometimes, voluntarily or otherwise, a drug Addict must try to give up his vice. This may happen if he is imprisoned, if he travels to a place where his drug is not available, or just because he can no longer afford it. Withdrawal is a painful process requiring two weeks (14 days) of successful Stamina tests (the Turambar may vary this time as he thinks appropriate for a particular drug). Each day, the Addict makes a Stamina test against TN 20, modified by the addiction factor listed above (i.e., +0, +6, or +12). A success puts him one day closer to shaking off the addiction. A failure means the Addict must (if his drug is available) give in to the craving and take a dose of the drug. He must then start withdrawal all over again if he still wants to try. If the drug is not available, the Addict takes 2d5 wound points of damage and may continue to try to withdraw—but that day does not count toward the 14 successful Stamina tests in a row needed to withdraw. Wound points lost due to withdrawal are not recovered normally until the withdrawal has succeeded or been abandoned. You must ‘buy off’ this flaw before you voluntarily withdraw, or immediately after forced withdrawal succeeded.

BATTLE CONFUSION Picks Gained: 30 You tend to be single-minded in combat, concentrating on one foe at time. If ever two or more opponents attack you, you often become confused about whom to attack. In fact, they both distract you, which prevents you from attacking either. EFFECT: Whenever more than one foe is fighting you at a time, you must succeed at a TN 25 Observe (Spot) test each round. If you fail this test, you lose 80% of your action points that round.

164

CHAPTER FIVE: ABILITIES AND FLAWS

BATTLE-FURY Picks Gained: 12 per level In war, a lust or fury for battle overcomes you. You cannot leave the field of combat until no foe remains able to oppose you. EFFECT: When you fight, you cannot withdraw or surrender while any foeman remains standing, even if you have suffered severe injuries or other matters demand your attention. Your battle-fury keeps you in the fray unless you succeed at a Will test against TN 20. Make sure to apply your Universal Penalty to the Will test! IMPROVEMENT: In some, the fires of fury burn the hotter, and they may take this flaw at a greater level: BATTLE-FURY 2: Not only can you not leave a battle until all enemies are beaten, you cannot refrain from slaying defeated enemies unless you succeed at a Will test against TN 25. A Will test is also necessary to accept a surrender, or even to take a prisoner under orders. BATTLE-FURY 3: In battle, you lose all control of yourself and continue attacking everyone, even your comrades and allies, until no one remains able to fight—or you succeed at a Will test against TN 30.

CODE OF HONOUR Picks Gained: 10 to 30 picks (Turambar’s discretion) You live your life by a moral code, caring little for the harm you may suffer because of it for the satisfaction and honour it brings you. EFFECT: You must choose a standard by which to live your life, and the Turambar must approve it. For example, you might refuse to tell falsehoods, refuse to attack foes unawares, refuse to obey the commands of any man who has not proven himself your better, resent any insult to you or your lord, or swear to enjoy the company of no women but your true love. If you violate your code, even without meaning to, other characters who make Renown tests to determine if they know who you are receive a +3 test result bonus, and they automatically know of the violation if they succeed. If an NPC really knows who you are, you may (at the Turambar’s discretion) suffer an up to –3 penalty to all of your tests of Social skills made against that NPC. The penalty also applies to any Esteem tests made to determine the NPC’s reaction to you, but it may turn into a bonus if the NPC is a villain who delights in your failures.

COMBAT PARALYSIS Picks Gained: 15 per level You tend to ‘freeze up’ in combat and other dangerous situations, even though you are not necessarily a coward. In fact, you may be brave—but your body betrays you. EFFECT: In any situation in which personal harm seems imminent, make a Fortitude test against TN 25. You do not have to make the test until the instant when you need to fight, run, loose the arrow, and so on.

A success means you can act normally. On a failure, however, you suffer a –1 test result penalty to all actions per LoF. IMPROVEMENT: As above, except that a failure means that you are Stunned and must repeat the Fortitude test every round, at +1 to the TN each round, to break the freeze. A quick slap from a friend will give you a +1 test result bonus. Once you unfreeze, you will not freeze again until the immediate danger is over. Then, in the next dangerous situation, you may freeze once again.

COMPULSIVE BEHAVIOUR Picks Gained: variable (usually 10 to 30 picks) You have a habit (usually, but not always, a vice) which you feel compelled to indulge on a daily basis. You waste a good deal of your time indulging in your habit. EFFECT: Examples of Compulsive Behaviour include gambling, attraction to another person, arguing, or even fighting. If you wish to avoid your compulsion in a specific instance (or for a specific day), you must succeed at a Fortitude test, typically against TN 20 or greater. Note that it is very bad roleplaying to attempt to avoid your compulsion often. Based upon what exactly your Compulsive Behaviour is, how much it costs (as regards time and money), and how much trouble it is likely to get you into, the Turambar will determine how many picks you receive for taking this flaw; trade-off picks gained for Compulsive Behaviour ordinarily range from 10 to 30 picks—see the below example. COMPULSIVE LYING: You lie constantly, for no reason other than the joy of telling the tale. A compulsive liar, you delight in inventing stories about your deeds, lineage, wealth —whatever might impress your audience. Even when exposed as a liar, you will cling tenaciously to your stories, calling your accuser a liar and a scoundrel. In order to tell the pure, unvarnished truth, you must succeed at a TN 25 Fortitude test. (A charitable Turambar might allow a liar to tell a slightly-fractured version of the truth if he narrowly fails this test.) When a player character-liar makes a test to tell the truth to his fellow party members, he should roll out of sight of the other players. Thus, they can never be sure that they are get(30 picks) ting accurate information from their comrade. ADDITIONAL EXAMPLES: Other forms of Compulsive Behaviour include Compulsive Honesty (i.e., the desire to obey the law at any time, and to do one’s best to do so as well: 10 to 20 picks, depending on the strictness of the laws you feel bound by), Compulsive Stealing (i.e., you are compelled to steal—not necessarily things of value, but anything you can get away with: 30 picks), Compulsive Love of Flames (i.e., you like to set fires and indulge in watching flames: 10 picks), Compulsive Carousing (i.e., you must go in search of a social gathering at least once a day, try to liven up things if necessary, and have as many drinks as you can take or afford: 10 picks), Compulsive Spendthrift (i.e., you are noticeably casual with your expenses and probably loved by the local merchants: 10 to 20 picks, depending on the seriousness of your problem), and so on.

165

CHAPTER FIVE: ABILITIES AND FLAWS

CRAVEN

DULLARD

Picks Gained: 20

Picks Gained: 20

You do not possess the heart of a warrior. Fear of battle and of other perils overwhelms you, unmanning you at times when bravery is needed. EFFECT: When confronted by any danger, such as battle, or threats (any use of Intimidate achieving a test result of 18 or higher), you must flee, give in to the threat, or react in another proper manner, unless you succeed at a Fortitude test. The standard TN for the Fortitude test is 20, but if there is a risk of death, the TN is 30. Soldiers, brigands, and other men of war will react badly to you (i.e., apply a –3 penalty to your uses of Social skills against them, and to Esteem tests made by them) once they know you are craven.

Your mind does not turn easily to matters of study or lore, and you have little concern for them. EFFECT: You cannot make Ambar tests to improve (or reroll) the result of any Lore or Magical skill tests, and you have a hard time acquiring such skills: During character creation, you receive only your Wits score times 2 to assign as skill ranks to Lore skills, and their pick costs are at +2 for you, as are the TNs for improvement rolls.

DELUSIONARY Picks Gained: 10 per level You suffer from delusions and believe in things that simply are not true. For instance, before the Return of the King to Gondor, you may believe that you are the rightful heir to the realm’s throne. EFFECT: You suffer from a minor delusion that affects your behaviour and is likely to be noticed quickly by anyone around you, but it does not keep you from functioning more or less normally. Strangers who notice your fallacy react poorly to you, and you receive a –2 penalty on all tests of Esteem and Social skills. Your Turambar must approve any delusion, and you must roleplay it every time a moment becomes available. Note that a trivial delusion (such as a Hobbit being convinced that shoes cause disease of feet) does not affect your everyday behaviour, and is not likely to be noticed by a casual acquaintance. Hence it should be considered a Quirk (see below) from which no penalty to Social skill tests accrues. IMPROVEMENT: Some suffer from more severe fallacies: DELUSIONARY 2: Although your delusion affects your life strongly, it does not keep you from living a fairly normal life. However, others may think you are slightly mad. In any situation where this flaw becomes evident, you receive a –4 penalty on all tests of Esteem and Social skills. DELUSIONARY 3: Your delusion affects your behaviour so much that it may keep you from functioning in the everyday world. You suffer a –6 penalty on any test of Esteem or a Social skill, meaning that most people look down on you. Even though your delusion may have fatal repercussions, others are more likely to fear or pity you than to attack. A Turambar should limit this sort of delusion carefully, or the character may not be able to participate meaningfully in the story.

FANATIC Picks Gained: 25 You fanatically believe in one ideal or person. Most often, this would be a ruler, a loved one, or a country. EFFECT: Your faith is more important to you than anything else, even to fault. You will probably not notice any failings in what you believe in, and you may even be willing to die for it (depending on your degree of personal bravery). You rigidly follow the code or commands of what you believe in faithfully and fanatically. You can see no greater way to serve what you believe in. You must roleplay your fanaticism.

FEAR OF PAIN Picks Gained: 40 You fear pain and try to avoid it at any cost. Sometimes the mere threat of receiving pain causes you to pass out. You are not weak-willed, merely more susceptible to pain than most people. You will often surrender at the threat of pain, and you will almost always disclose any information you possess under the threat of torture. EFFECT: Your low pain threshold forces you to make a Stamina test any time you take damage. The TN of the test is equal to 10 plus the number of wound of points of damage you received from a blow. A failure means that you fall unconscious.

FEY Picks Gained: 30 Stricken with despair or hopelessness, you desire death, or at least do not seek to avoid it. EFFECT: When you meet with any danger, be it a fearsome foe such as the Lord of the Nazgûl or a nigh-insurmountable obstacle like the passage of Moria, you must confront and chance it, unless you succeed at TN 25 Wisdom test. Each round that you are in combat, make a Wisdom test against TN 20 to avoid taking only offensive actions. Most sensible people avoid you (you suffer a –3 penalty to all Esteem tests the Turambar makes for anyone who realises that you are Fey). Barbarians and naïve people will mistake your disregard for your own life for bravery, giving you a +3 bonus to Esteem tests.

166

CHAPTER FIVE: ABILITIES AND FLAWS

GLUTTON Picks Gained: 10 You are overfond of good food and drink. EFFECT: Given the chance, you must always burden yourself with extra provisions. You should never willingly miss a meal. Presented with a tempting fine morsel, or a cup of Dorwinadan wine which, for some reason, you should resist, you must succeed at a TN 20 Will test to do so. It is not a terrible weakness to be a glutton, but by its nature it will soon be obvious to everyone who meets you.

GRASPING Picks Gained: 20 Avaricious and miserly, you desire gold and riches above all other things. EFFECT: When wealth falls into your path, you must succeed at TN 25 Fortitude test to resist its lure. Otherwise, you must do whatever you can to obtain it. The Turambar may modify this TN if the money involved is small relative to your own wealth. Small amounts of money will not tempt a rich character (much), but a poor character will suffer a +5 TN modifier (or even greater) if a rich prize is in the offing.

GULLIBLE Picks Gained: 20 You are very credulous person, believing almost anything you are told, regardless who pulls your leg. EFFECT: If you want to see trough a lie or an incredible story, you must engage in opposed test, pitting the deceiver’s applicable skill (usually Act, Debate, or Persuade) against your Wisdom. If the story seems to be realistic, or if you cannot know the truth, your Wisdom test suffers a –8 penalty. To see trough an obvious lie or a story related to a topic you are familiar with, your Wisdom test is penalised by only –4. You cannot develop the Discern skill, and you suffer a –4 penalty to all Debate (Bargain) tests.

INQUISITIVE Picks Gained: 10 per level You are naturally very curious. EFFECT: When you are presented with an interesting item or situation, you must succeed at a TN 20 Wisdom test to avoid examining it, even if you know it will be dangerous. Good roleplayers should not try to make this test very often. This is not the kind of curiosity that affects all player characters (‘What’s in the cave? Where did the crebain come from?’), but real nosiness (‘What happens if I put on that ring?’). You will generally do everything in your power to investigate any situation with which you are not completely familiar; when faced with a real mystery, you simply may not turn your back on it. You will rationalise your inquisitiveness to others who try to talk you out of it. Having the Common Sense talent won’t help—you know you are taking a risk, but you are Inquisitive anyway.

IMPROVEMENT: You may acquire this flaw at a greater level. Each additional level increases the TN for the Wisdom test by +5 (maximum TN of 30).

LAZY Picks Gained: 20 You are almost violently averse to physical labour. EFFECT: You must avoid work, especially hard work, and roleplay it accordingly. If you are under the command of a master, liege-lord, or similar person, he will ignore you when it comes to promotions. You cannot take any ability related to a craft or any ‘job’ which requires a high level of personal ambition (such as Command), and any income from an occupation is halved.

LOSS OF MEMORY Picks Gained: 20 or 50 You have lost your memory and cannot remember any of your past life, including your name. EFFECT: You suffer from a partial Loss of Memory and can see your Character Sheet, but the Turambar may reserve up to 60 picks for use as he sees fit for flaws. Other than these secret flaws, you know that you can do certain things and use certain skills, but have no idea where you learned how to do them. You are likely to have enemies—and possibly friends—that you cannot remember. If you turn yourself in to the city-guard, they might help to discover who you are— but you might turn out to be a wanted criminal. Even if you are an honest citizen, finding out your name will not restore your memory. This flaw can only be ‘bought off’ if there is some rationale for the victim recovering his memory. Meeting an old friend, reliving some fateful event, or the ever-popular blowto-the-head are all reasonable. In most cases, the cure will be (20 picks) related to the cause of the memory loss. IMPROVEMENT: A total Loss of Memory is far more serious. The skills falling under the Physical test class are unaffected, but the Turambar makes all tests for you because you have no idea what you can do until you try it. Likewise, the Turambar makes all of your Academic and Influence test class skill tests, but at a –3 test result penalty. You have no idea what talents, edges, flaws, and skills you have. If a player chooses to play a character with this flaw, the only things he can choose when designing it are those things that can be seen in a mirror. Everything else is assigned by the Turambar (and the Turambar holds on to the original Character Sheet until his memory is restored). If you are playing a character with a total Loss of Memory, the Turambar knows what your mental traits and characteristics are—but you do not. So, from time to time, he will overrule your statements about what you are doing. For instance, you will not know you have the Battle-fury flaw (50 picks) until you go berserk.

167

CHAPTER FIVE: ABILITIES AND FLAWS

LOVE

OVERCONFIDENT

Picks Gained: 20

Picks Gained: 20

You are deeply in love with your spouse, an unattainable person of desire, or you simply love and worry about your children or parents. EFFECT: You cannot do anything that could bring harm on the person you love. Instead, you would risk quite a lot (even your life) before she is hurt or insulted in any way. Furthermore, you are not willing to part from your beloved one, and must succeed on a TN 25 Wisdom test to do so if absolutely necessary. If you have to leave her for more than one day, you need to make a Wisdom test each day, starting at TN 20. The TN increases by +1 each week you are parted from your beloved one (to a maximum TN of 30). If you ever fail the test, you must do all you can to immediately return to your love.

You think you are far more powerful, intelligent, and competent than you really are, and you miss no opportunity to show it to others. EFFECT: Any time (in the Turambar’s opinion) you show an unreasonable degree of caution, you must succeed at Wisdom test against TN 25. A failed test means you cannot be cautious and must go ahead as though you were able to handle the situation. Against young or naïve characters, your receive a +3 bonus to all Esteem and Social skill tests, but you suffer a –3 test result penalty when you are dealing with experienced and wise characters.

MISER Picks Gained: 15 You are extremely concerned with keeping your money. EFFECT: You are not necessarily Grasping, although you could be. You undeniably want to keep the money you have. You must succeed at a TN 20 Will test any time you are called on to spend money, and you must always hunt for the best deal possible. If the expenditure is large, the Will test may be against TN 25 or higher. A failed test means you will refuse to spend the money—or, if the money absolutely must be spent, you should bargain and complain interminably.

PASSIVE Picks Gained: 20 You are difficult to aggravate—you are not aggressive or confrontational. You prefer to talk your way out of a fight and, failing that, let the aggressor work out his frustrations without him hitting you. However, you can motivate yourself to excitation if absolutely necessary. EFFECT: Whenever you get involved in a fight, you suffer a special –3 test result penalty to all offensive actions until you get ‘worked up’. At the end of each round, make a TN 20 Fortitude test to see if you are worked up. On a success, you have and no longer suffer the test result penalty to offensive actions.

PEACE-LOVING

OBLIVIOUS

Picks Gained: variable

Picks Gained: 30 You have a hard time noticing things. EFFECT: You suffer a –3 penalty to all tests of skills of the Perception skill category.

OBSESSED Picks Gained: variable Your will is fixed upon a single goal. Everything you do is intended to further this goal. This is not a daily habit, but an overpowering fixation which motivates all your actions. EFFECT: To play an Obsessed character, you must be able to rationalise all of his actions as an attempt to reach his goal. A TN 25 Fortitude test is required any time you are requested or forced to do something that does not further your goal. A short-term goal, like assassinating someone or successfully seducing a particular person, grants you 10 picks. A larger goal, like getting to a hard-to-reach place or becoming a Lord, would merit 20 or even 30 picks. If and when your goal is reached, you must substitute a new goal or buy off this flaw with advancement picks.

You are opposed to violence, for you feel that it accomplishes little or nothing. EFFECT: There are three different forms of this flaw, each with its own pick value: TOTAL NON-VIOLENCE: You will not lift a hand against another intelligent creature, for any reason. You must do your non-violent best to discourage violent behaviour in others, too. You are free to defend yourself against attacks by an(60 picks) imals, mosquitoes, and so on. SELF-DEFENCE ONLY: You will only fight to defend yourself or those in your care, using only as much force as may be necessary. Pre-emptive strikes are not allowed. You must do your best to discourage others from starting fights. (30 picks) CANNOT KILL: You may fight freely, and even start a fight, but you may never do anything that seems likely to kill another. This includes abandoning a wounded foe to die. You must do your best to keep your companions from killing, too. If you kill someone by accident or feel responsible for a death, you immediately suffer a breakdown. You will be totally morose and useless for 3d6 days. During this time, you must succeed at a TN 20 Fortitude test to offer any sort (30 picks) of violence toward anyone, for any reason.

168

CHAPTER FIVE: ABILITIES AND FLAWS

PHOBIA Picks Gained: 10 per level (x 2 in case of a severe phobia) A phobia is a fear of a specific item, beast, or circumstance, and you suffer from one or more. Many fears are reasonable, but a phobia is unreasonable, unreasoning, morbid fear. EFFECT: The more common an object or situation, the more picks your Phobia warrants. Phobias may be mild or severe; the severe version is worth twice the listed amount of picks. If you have a mild phobia, you may master it by making a successful Fortitude test against TN 20. For example, if you have fear of heights, you may still go onto the roof of a tall building if you can first pass the Fortitude test. However, the fear persists: Even if you master your phobia in this way, you will be frightened (i.e., suffer a –2 penalty on all tests), and you must pass another Fortitude test every ten minutes to see if the fear finally overcomes you. If you fail a Fortitude test, you become unmanned and will cringle, flee, panic, or otherwise react in a manner that precludes sensible action. If you suffer from a severe phobia (worth double picks), you are deathly afraid. Normally you would simply refuse contact with the feared situation. If forced into contact with the object of your fear, make a Fortitude test against TN 25. Even upon a success, you will suffer a –4 penalty on all tests while the cause of your fear persists. In addition, you have to make another Fortitude test every ten minutes to see if you finally become unmanned and suffer the effects described above. If a phobia victim is threatened with the feared object, he must immediately make a Fortitude test against TN 25 (whether the phobia is mild or severe). If enemies actually inflict the feared object on him, he must make the Fortitude test against the normal TN (as above). If the test fails, the victim breaks down, but does not necessarily talk—see the Inquire (Interrogate) skill. Some people can panic and fall apart but will still refuse to talk, just as some people will not talk under torture. Below is a list of some common phobias; remember to double the picks gained if you suffer from a severe form. (To give your character depth, you may take any of the below phobias, in a very mild form, as ‘dislikes’. These are Quirks, worth 2 picks each, and have no specific penalties; they are merely an opportunity for roleplaying. Or, if you suffer from a real phobia, you may try to pass it off as a mere dislike— until the moment of truth comes and you fail a Fortitude test. The Turambar may be requested to make your tests in secret, to help conceal your phobia as long as possible.) PHOBIA 1: The thing you are afraid of will only be encountered occasionally or will not require you to interact with it very much, like the fear of a certain number (13, for example), dogs, spiders, dragons, or mechanical devices.

PHOBIA 2: The thing you fear will be encountered more often, or your phobia denies you the use of something rather helpful (for example, the fear of blood, death and the dead, dirt, heights, insects, loud noises, large bodies of water, open spaces, Orcs, armour, or magic). PHOBIA 3: The thing you fear will be encountered almost daily, or your phobia otherwise greatly affects your life (for example, the fear of crowds, darkness, enclosed spaces, women, strange and unknown things, or weapons).

POOR CONCENTRATION Picks Gained: 20 Your attention span is shorter than most. You are easily distracted: whenever you try to concentrate on the matter at hand, you notice all of the things around you. EFFECT: Due to your short attention span, any task that requires you to concentrate on for more than half a minute (i.e., most uses of Lore skills, some spells, loading siegeengines, and so on) suffers a –5 test result penalty.

QUEASY Picks Gained: 20 Any time you see blood, it makes you uneasy. EFFECT: Each time you even glance at something gory, you must succeed at a TN 25 Fortitude test. If the test fails, you suffer a–3 test result penalty per LoF to all of your actions until you can get away from the scene.

RECKLESS Picks Gained: 25 You scorn to waste time and effort on subtle plans and preparations, preferring action, even hasty action, above all else. EFFECT: You tend to act first and think later. You do not wait around for events to unfold themselves, you charge into fray and see what happens around you—you just take life as it is sent to you. You should try hard to accurately roleplay this flaw. If it is absolutely necessary to wait and ponder, you must either succeed at a TN 25 Wisdom test to do so, or others must try to dissuade you from your chosen course of action. However, any tests they make to do so are subject to a –8 penalty.

169

CHAPTER FIVE: ABILITIES AND FLAWS

SADIST Picks Gained: 30 You enjoy causing pain, either mentally or physically. REQUISITE: This is a particularly ‘evil’ flaw, more appropriate to NPC villains than to heroic player characters. Most likely your Turambar will completely prohibit this flaw (as he can prohibit any other flaw he does not wish to be obtained by anyone taking part in his tale as a PC). EFFECT: Whenever you can, you must indulge your sadistic habits. You may conceal your weakness from close friends for a little while, but eventually they start to notice the pain you inflict on those around you. People react negatively to a known Sadist (resulting in a –5 penalty to all your tests of Esteem and Social skills), unless they are from cultures holding life in little esteem (as is the case with Orcs, for instance). Many will want to see you burn at the stake. When a sadistic character has an opportunity to indulge his desires, but knows he should not (for example, because the prisoner is one that should be released unharmed), he must succeed at a TN 25 Fortitude test to restrain himself.

trauma that causes them. Flashbacks are very appropriate as results from failed tests to resist Fear, regardless of other results (LSF ±0 on a test to resist Fear counts as a failure for this purpose). In any other situation which the Turambar feels is stressful and (at least faintly) related to your trauma, he may roll 2d10—on a 5 or less, you will experience a flashback. At the basic level, a traumatic flashback lasts only 1d5 rounds, and the attendant hallucinations do not seriously impair your actions (i.e., you suffer a general –3 test result penalty), and the accompanying delusions are minor—you realise that you are having a flashback. IMPROVEMENT: Some suffer from a more severe Trauma: TRAUMA 2: The duration of your flashbacks is 1d5 minutes, and the seemingly real delusion seriously impairs your actions (i.e., you suffer a general –6 test result penalty). TRAUMA 3: The duration of your flashbacks is 2d10 minutes, and the hallucinations you suffer are so severe that they preclude all actions. The flashback seems completely real and can be potentially fatal, as you perceive nothing at all (32 picks) of the real world.

TRUTHFUL

SENSE OF DUTY

Picks Gained: 15

Picks Gained: 10 per level By your own sense of honour, you feel that you have a responsibility towards someone or something. EFFECT: A Sense of Duty is an internal feeling, one you have placed upon yourself. You will never betray, harm, or mislead those to whom you have a Sense of Duty. Your Sense of Duty is towards a close friend or small group. IMPROVEMENT: Some feel a Sense of Duty towards a larger group of people: SENSE OF DUTY 2: As above, except you have a Sense of Duty towards a town or a city. SENSE OF DUTY 3: As above, except you have a Sense of Duty towards an entire realm or equally large group.

SUPERSTITIOUS Picks Gained: 10 You are superstitious, often reading omens into anything you encounter. EFFECT: You always observe the various good luck and bad luck practices of your culture. Your mood and morale are often affected by these omens.

TRAUMATISED Picks Gained: 8 per level (unless stated otherwise) When confronted with something that reminds of a traumatic experience, you may suffer from ‘flashbacks’—vivid hallucinations, full-participation replays of memories, or any other similar phenomena. EFFECT: During character creation, you may choose what triggers your flashbacks (subject to the Turambar’s approval), but it should be at least loosely connected to the

You hate to tell a lie—or you are just bad at it. EFFECT: To keep silent about an uncomfortable truth (i.e., lying by omission), you must succeed in a TN 20 Will test. To actually tell a falsehood, you must succeed in a TN 25 Will test. A failed test means you blurt out the truth, or stumble so much that your lie is obvious. (If someone is using Discern on you to detect a lie, he receives a +7 test result bonus.)

VULNERABLE TO SORCERY Picks Gained: 3 per level You are particularly susceptible to Sorcery. EFFECT: You are more likely to be affected by sorceries than most people. However, this does not increase your chances to use Sorcery yourself. Whenever someone targets you with a spell that can be resisted in one way or the other (by making a Fortitude or a Wisdom test, for instance), your level at this flaw is subtracted from the result of your resistance test. In other words, Vulnerable to Sorcery makes it harder to resist spells which (1) entitle you to a resistance test and (2) are directly aimed at you. What’s more, it also lowers your resistance against magical potions and similar substances. Vulnerable to Sorcery does not make you more prone to (1) ranged spells such as Fiery Missile or Lightning; (2) attacks by enchanted weapons; and (3) mass-effect spells in which the spell is not thrown directly on you, like Misdirection or a scaled Blinding Flash. IMPROVEMENT: You may acquire this flaw at a greater level. Each additional level increases the test result penalty for resisting spells of Sorcery targeted against you by –1 (maximum of –8).

170

CHAPTER FIVE: ABILITIES AND FLAWS

VULNERABLE TO THE ART Picks Gained: 2 per level You are especially susceptible to magic as wielded by the Elves and some other peoples. EFFECT: Whenever you are the target of a spell of the Art that can be resisted in one way or the other (by making a Fortitude or a Wisdom test, for instance), subtract your level at this talent from the result of your resistance test. Vulnerable to the Art has no effects whatsoever on your chances to resist spells of Sorcery, and it does not interfere in any way with your own attempts to wield the Art. IMPROVEMENT: You may acquire this flaw at a greater level. Each additional level increases your test result penalty for resisting the Art by –1 (maximum of –8).

EFFECT: By virtue of your oath, you must obey the lawful commands of your liege-lord, and he in turn must render to you the rewards and honours due one of your stature and service. If you break your oath, he can punish you as he sees fit, and you suffer a –10 penalty on all Esteem and Social skill tests with those who know of your faithlessness, until you find a way to repair your fault. Usually, you may only swear Fealty to nobles one at a time. The Turambar may allow you to declare allegiance to other men, as she sees fit. Many Fealties end after a specified period of time. You must ‘buy off’ the extra picks gained for a Fealty by spending an appropriate amount of advancement picks when it ends. If a character wants to end a Fealty before its stated time, the liege-lord will exact a penalty—a quest or other penance could be appropriate.

HATRED

WEAK-WILLED

Picks Gained: 10 per level

Picks Gained: 10 per level You possess little will and often have difficulty resisting the blandishments or threats of others. EFFECT: You suffer a –1 penalty to Bearing, Will, and Fortitude tests of any kind (but not to tests of skills governed by these attributes). IMPROVEMENT: You may acquire this flaw at a greater level. Each additional level increases the test result penalty by – 1 (maximum of –8).

SOCIAL FLAWS These flaws hinder your ability to interact with other people, fellows and strangers alike, in way or the other.

ARROGANT

You feel loathing and spite for a person or people and cannot hide your scorn except with great effort. EFFECT: You must select a person, group, or people whom you hate. The subject of your hate must be one with whom you might usually enjoy cordial—or at least neutral— relations. You cannot have a Hatred of any servants of the Shadow, for all Free Peoples hate the Shadow as it hates them. When you treat with the object of your hatred, you must succeed at a TN 25 Fortitude test, or else your dislike is plain and causes you to suffer a –5/LoF test penalty for all Esteem and Social skill tests. IMPROVEMENT: Some have an aversion against more than just one people, and they may take this flaw at a greater level: HATRED 2: You despise anyone not of your own race (or, alternatively, rank).

HUMOURLESS

Picks Gained: 15

Picks Gained: 15

Scornful of those beneath you or of peoples other than your own, you have trouble understanding them or speaking kindly with them. EFFECT: You cannot spend Ambar points on tests with Social skills, and lower-ranking characters who get to feel your arrogance react badly towards you (unless they are naive or compliant enough to get cowed by you). Any Esteem tests by those you treat arrogantly suffer a –3 penalty.

You never get any jokes—you think everyone is earnestly serious at all times. Likewise, you never joke, and you are earnestly serious at all times. EFFECT: In any situation where this flaw becomes evident, you receive a –3 penalty on all tests of Esteem and Social skill, since people react poorly to you.

ILL-TEMPERED

FEALTY

Picks Gained: 20

Picks Gained: 20

You are not in full control of your emotions—swift in anger and quick to laugh. EFFECT: In any stressful situation, you must make a TN 25 Fortitude test. A failed test means you lose your temper, and must insult, mock, attack, or otherwise act against the cause of the stress. Likewise, in any funny situation, you must play the joke unless you succeed at a Fortitude test—even if your behaviour could embarrass you.

You have sworn an oath of allegiance and obedience to a lord or ruler and must now comply with his commands and the other requirements of your oath. If you fail to keep faith in this matter, you suffer the full weight of your lord’s displeasure, and other men scorn you.

171

CHAPTER FIVE: ABILITIES AND FLAWS

JEALOUS Picks Gained: 15 You dislike any person who seems to be smarter, more attractive, or otherwise better-off than you. EFFECT: First and foremost, you must convincingly roleplay your jealousy. Second, you must try to resist any plan proposed by any seemingly ‘better-off’ rival—you hate it if someone else is in the limelight. If someone notices you are Jealous of him, your tests of Social skills (and Esteem) against (or by) him will suffer a –3 penalty.

LECHEROUS Picks Gained: 30 You suffer from an unusually strong desire for romance. EFFECT: Whenever in more than the briefest contact with an attractive member of the opposite sex (i.e., someone Fair or with a Bearing of 12 or higher), you must try to allure her (or him) to you, no matter what else is happening. This could lead to a serious breach of etiquette, a nasty disease, or even a new spouse, but you cannot help yourself. If you feel the need to restrain yourself from seducing someone, you must succeed in a Will test against TN 20 (+5 for each level of the Fair talent the desired person has). Unless the object of your affection is Fair, you need not make a test more than once a day to avoid making an advance. If a specific character turns you down very firmly, the Turambar may allow you a bonus on further tests. Note also that a Lecherous character may change his or her standards of attractiveness if no truly attractive members of the opposite sex are available.

LOST FAVOUR Picks Gained: 5 You were once close with a member of the upper echelon of society. Some event occurred that caused you to lose favour with the person and now they will have nothing to do with you. EFFECT: You and the Turambar should determine what happened an whether or not you are innocent. Regardless, the person will no longer have anything to do with you, will provide no assistance, and may try to hinder you whenever possible (but will certainly do so whenever your paths cross).

LOW-RANKING Picks Gained: 10 per level

direct effect on its own, but it may have substantial story effects: Higher-ranking folk may treat you with disrespect, you may be bound to your native soil and have to labour from sunrise to sunset, and so on. See the Social Rank Table on page 16 for sample occupations and positions in society. If you character’s race is not listed on that table, you might wish to make up a similar table together with your Turambar.

ODIOUS HABITS Picks Gained: 10 per level You behave, some or all of the time, in a fashion repugnant to others. EFFECT: The worse your behaviour, the more extra picks you gain as a recompense. You may specify the behaviour when the character is first created, and determine the number of picks gained together with the Turambar. For each 10 picks you gain for your Odious Habits, you suffer a –2 penalty to all tests of Esteem and Social skills made by or against someone in a position to notice your problem. Below is a list of some commonly encountered awkward habits or features. Note that a single habit or trait suffices to gain the picks for a particular level; if you choose more than one Odious Habit in any level, you receive another set of extra picks as a trade-off. ODIOUS HABITS 1: Body odour, constant scratching, tuneless humming, and so on. When people notice your habit, they will tend to regard you with disdain, possibly loathing. Yet, even though your habit annoys people, you do not utterly disgust them. ODIOUS HABITS 2: Constantly bad puns, nose-picking, spitting on the floor, foul breath, and so on. People are certainly disgusted by your repulsive behaviour. ODIOUS HABITS 3: Nasty habits at this level are possible, but left to the imagination of those depraved enough to want them. In any case, your Odious Habits make everyone in the room get up and leave.

OUTSIDER Picks Gained: 20 You are of a race, rank, or sex that your culture considers inferior. Examples include people descended from Dunlendings or Woses who live in Rohan, a peasant or a servant from the local population in a realm ruled by Black Númenóreans, or a woman in Haradrim society. EFFECT: You suffer a –3 test penalty to all Social skill and Esteem tests when dealing with a member of the oppressing majority, but you receive a +3 bonus when dealing with other members of your minority or group.

Born a lowly and hard-toiling commoner, you have led a troublesome, yet careless life in your past. EFFECT: This flaw allows you to obtain a Social Rank between –5 to –1. Unless a Turambar uses the option on Esteem tests (see pages 17 and 242), a negative Social Rank has no

172

CHAPTER FIVE: ABILITIES AND FLAWS

POOR

SHY

Picks Gained: 10 per level

Picks Gained: 12 per level

You were born poor, relative to the norm of your culture, or have lost your wealth and possessions somehow. EFFECT: You start with only half (50%) of the wealth normal for a beginning character of your race. If you were born poor and grew up in poverty, your choice of skills should reflect this lifestyle. For instance, it is fairly unlikely that you have learned how to wield a sword or manoeuvre effectively in chainmail armour—mastering instead the weapons of a peasant, such as club, spear, or bow. Even in educated cultures where most people can read, it is quite probable that you are Illiterate. However, as a special recompense, you may double the picks gained for this flaw. IMPROVEMENT: You start with an even smaller fraction of the wealth normal for a beginning character: POOR 2: As above, except that you start with only one fifth (20%) of the wealth normal for a beginning character of your race. POOR 3: As above, except that you have no other belongings than the ragged clothes you are wearing.

You feel uneasy in the presence of strangers. EFFECT: You are somewhat uncomfortable around strangers, especially assertive or attractive ones. You must roleplay your shyness and suffer a –2 penalty whenever you are required to deal with the public (i.e., especially tests of Artistic and Social skills are affected by this flaw). IMPROVEMENT: Some suffer from an almost crippling shyness. Note that this flaw can only be ‘bought off’ one level at a time. SHY 2: Your uneasiness in the presence of strangers is rather strong, and you tend to be reserved and quiet even in the company of your friends. The penalty to applicable tests of Social skills is –4. SHY 3: You avoid strangers whenever possible and are incapable of public speaking. You may not develop any skill that involves dealing with the public; the penalty for the untrained use of any such skill is increased by –4.

PROUD

Picks Gained: 10

Picks Gained: 20

Stubborn and prideful, you refuse to obey others when you find their commands insulting, or to change your mind once you have made your decision. EFFECT: You always want your own way. Make yourself generally hard to get along with—by roleplaying accordingly. Your fellows may have to resort to duping you to get you to go along with perfectly reasonable plans. If you set your mind to a contrary course of suggested action, you must resist all attempts to sway your decision not to obey, unless you succeed at a TN 25 Wisdom test. Alternatively, if others actively try to dissuade you from your chosen course of action, you receive a +3 bonus for your opposed Wisdom test to resist persuasion.

Headstrong and possessed of overweening pride, you do not suffer insults or taunts well and rarely accept any counsel but your own. EFFECT: If someone mocks or insults you, even gently, you must succeed at a Will test against TN 20 or greater, or take offence. If you take offence, you must react in an appropriate manner, whether that be remembering the insult so you can redress it later, responding in kind, or attacking your tormentor. In like manner, if another taunts you with your lack of bravery or skill, you must succeed at a TN 25 Wisdom test or accept the challenge implied by the taunt, no matter how foolish or dangerous it may be. If you receive strong advice on a matter of import, you must succeed at a TN 20 Wisdom test or reject that counsel utterly, no matter how sound.

RUFFIAN Picks Gained: 20 Like Bill Ferny, you indulge in pushing around and hindering people whenever you can get away with it. EFFECT: Depending on your personality and position, your behaviour may take the form of physical attacks, intellectual harassment, or social ‘cutting’. Make a TN 25 Fortitude test to avoid gross intimidation when you know you shouldn’t—but to roleplay your character properly, you should bully anybody you can (and, obviously, this character should be an NPC the Turambar prepares). Since nobody likes a Ruffian, you suffer a –3 penalty to all tests of Esteem and Social skills.

STIFF-NECKED

STUTTER Picks Gained: 20 You suffer from a stammer or other speech impediment (like a disturbing voice) that makes it hard or unpleasant to listen to you. EFFECT: Any skill test that requires speech suffers a –3 test result penalty, and you may not obtain any specialties in such skills (i.e., for example, Debate, Inspire, or Persuade). The Turambar may require you to act out your speech impediment.

173

CHAPTER FIVE: ABILITIES AND FLAWS

SUSPICIOUS

CURSED

Picks Gained: 20

Picks Gained: 100

You believe that everyone wants to cause you harm. You stay constantly alert, watching those who are plotting against you. You may have one or two true friends you can trust, but you are wary of everyone else. Although, how do you know you can really trust your friends? Maybe they are trying to lead you into a false sense of security. EFFECT: People tend to react negatively to Suspicious characters (resulting in a –3 penalty to all your tests of Esteem and Social skills), and you could suffer from delusions as well. You should try your best to roleplay your distrust. Remember, just because you are Suspicious does not mean that they are not out to get you.

Maybe unbeknownst to you, you have been cursed with some foul sorcery of the Shadow. EFFECT: When anything goes wrong for your party, it happens to you first and worst, or, if possible, exclusively. If something goes right, it misses you. And any time the Turambar feels like tormenting you (usually in a non-literal, but mean way), he can, and you have no complaint coming, because you are Cursed. You cannot buy this flaw off just by spending advancement picks—you must determine what has cursed you and deal with it, and then spend the picks.

DARK SECRET

UGLY

Picks Gained: 10 per level

Picks Gained: 10 per level For one reason or another, you look unappealing, if not ugly. EFFECT: You look vaguely unappealing and suffer a –1 penalty to tests of Esteem and Social skills when dealing with members of your own people. The penalty does not apply when dealing with strangers because your unattractiveness is too subtle for them to notice. IMPROVEMENT: Those who look ugly (or downright hideous) suffer even worse reactions from their neighbours: UGLY 2: Upon taking this flaw, specify what makes you look ugly. This could be anything minor like stringy hair or snaggle teeth. You suffer a –3 penalty to all tests of Esteem and Social skills. UGLY 3: Upon taking this flaw, specify what makes you look hideous: a hunchback, a severe skin disease, a crippled limb—preferably several things at once. You suffer a –5 penalty to all tests of Esteem and Social skills.

SPECIAL FLAWS These are flaws that do not quite fit into either of the other categories.

Your heart holds some dread secret, one so terrible it would shame you if others were to learn of it. EFFECT: Speak with your Turambar and determine what type of secret you have. It must be something that would harm you if revealed, but not something so unheroic that it prevents you from joining your comrades on noble adventures. For example, Saruman’s treachery was a Dark Secret he carried for many long years, but no true hero could have such a secret, since it means he’s not a hero at all. Proper Dark Secrets for heroes include having once shown cowardice, carrying on a love affair with another man’s wife, or falsely claiming high ancestry. If your secret is discovered, it will cause you much embarrassment and pain: When you meet one who knows your Dark Secret, you suffer a –10 penalty on all Esteem and Social skill tests—and any other tests the Turambar judges would be affected. IMPROVEMENT: Some may hide even worse secrets: DARK SECRET 2: As above, except if your ark Secret is discovered, it could cause you to be either exiled or imprisoned, or it could cause you to be injured severely (but not killed). DARK SECRET 3: As above, except if your Dark Secret is discovered, it could cause your death.

BREAKER Picks Gained: 30 You tend to break equipment more often than would seem to be normal. You either force it too much, or stress it to the point where it snaps. EFFECT: All Breakage Numbers for any weapons you use are automatically reduced by 2. Additionally, all breakage tests the Turambar calls for you make for equipment other than weapons suffer a –4 penalty.

174

CHAPTER FIVE: ABILITIES AND FLAWS

DEPENDENT

IMPROVEMENT: Some are called to duty more often: DUTY 2: As above, except that the chance of being sum-

Picks Gained: 10 per level You have a person in your life that you deeply care about. EFFECT: Your Dependent may be used against you in order to persuade (or force) you to do something you would normally be against. In addition, your Dependent could inadvertently walk into a situation that requires you to rescue them. For instance, your child could follow you into a haunted house wanting to see what you are doing. Your Dependent requires you to protect him in some way (to be a flaw); normally, you need to stay with your Dependent most of the time (or take them with you if you are going on a journey; therefore, this flaw is different from Love). A family that stays at home in the country, free from harm is not a Dependent. Nor is your brother who happens to be the greatest swordsman in the Anduin Vales—if they are able to protect themselves, they are not dependents. Your Dependent is a single person of average ability. IMPROVEMENT: One who needs to care for a group of people, or somebody weak and vulnerable, may take this flaw at a greater level: DEPENDENT 2: As above, except you have more than one Dependent, or you have one person who has below average capabilities (for example, a child or an old relative). DEPENDENT 3: As above, except you have more than one Dependent and they all have below average capabilities.

DUTY Picks Gained: 10 per level An obligation has been laid upon you, whether by a promise you made or the responsibilities you and your family possess from position or inheritance. If you fail to fulfil your duty, others think less of you. EFFECT: You have a significant responsibility to a particular individual, a group of people, or a realm, and you are personally committed to that responsibility. Duties may come from an arduous trade, a feudal responsibility, or elsewhere. A Duty is something imposed upon you from the outside, not something you feel you have to do (i.e., a Sense of Duty as described above). You may determine exactly who or what you have a Duty to, but the Turambar must approve it. As a rule of thumb, a Duty should (at least occasionally) force you to risk your life or rank; otherwise, reduce its value by 10 picks. Once per month, or at the beginning of each chapter of a tale, the Turambar will make a roll to determine if you are called to Duty during that time. The percentage chance that you will be summoned is 25% (i.e., 01–25 on a 1d100). The effects of a Duty depend upon your obligation. A character known to have failed to fulfil his Duty usually suffers a –5 (or greater) penalty on all tests of Social skills and Esteem. Nobles often have Duties relating to their position. A noble who shirks his Duty, whether one set down by the law or simply assumed due to long custom or the expectations of his people, loses any special abilities he has which require it, until he finds a way to make amends for his failure.

moned is 50% (i.e., 01–50 on a 1d100). DUTY 3: As above, except that the chance of being summoned is 75% (i.e., 01–75 on a 1d100). INVOLUNTARY DUTY: Some duties are enforced by personal threats, or by threats to loved ones, and therefore grant an extra 10 picks. Such a forced Duty can result in difficult decisions or surprising insights for the affected character. An Involuntary Duty would not include being enlisted as a soldier (although service by impressment, as sometimes practiced by the Umbarean navy, would qualify), nor would any other ‘normal’ service. Only cases where life or sanity are directly at stake qualify.

ENEMY Picks Gained: variable Your heroic conduct and goals have earned you an enemy who grudges your achievements and would keep you from further success if he could. Be this foe one man, a small group of men, or the entire host of the Dark Lord, they are bound to stop at nothing to defeat you. EFFECT: After speaking with your Turambar, you must choose a single person (Saruman, a Dunlending chieftain, and so on) or a small group (a tribe of Orcs, the Rangers of the North, and so on) to be your Enemy. Though he or they may not work against you in every adventure, your Enemy always bears you ill will and often finds ways to hinder you— or even try to slay you. The pick value of an Enemy is governed by his power, plus the likelihood that it will show up in any given adventure. Your Enemy’s actions depend on the Turambar’s plans. Typically when preparing an adventure, the Turambar rolls 1d100. Depending on the outcome of the roll and the ‘Frequency of Appearance’ you chose (see below), your Enemy may become part of the story. This may mean he attacks you, but it could involve other ways of interfering with your plans, such as taking hostage your wife or child, or stealing the book of lore you need. POWER: The more powerful your Enemy, the more picks you receive for taking this flaw. The Turambar sets this value according to the following guidelines:  A single fairly dangerous villain like Bill Ferny or a rival 10 picks wizard’s pupil:  A single very formidable individual, or a group of 3 to 5 ‘normal’ or ‘average’ people, such as Gríma Wormtongue, Gollum, or the four brothers of the man you 20 picks killed in a duel:  A medium-sized group (6 to 20 people) such as a clan of rogues (which may number several scores, but they are not all after you at once), or a single extremely 40 picks powerful individual like Saruman:  A large group (20 to 1,000 people) such as an entire Orc-tribe, or a medium-sized group which includes some formidable individuals, like the priesthood of 60 picks Carn Dûm:

175

CHAPTER FIVE: ABILITIES AND FLAWS  An entire realm, or all servants of the Shadow (which number in the tens of thousands, but they are not all 80 picks after you at once): FREQUENCY OF APPEARANCE: As stated above, at the beginning of each adventure, or each chapter of a continuing tale, the Turambar rolls 1d100 for each Enemy to see if he appears.  If the Enemy appears almost all the time (roll of 01– triple the listed pick gain 90):  If the Enemy appears quite often (roll of 01–70):

double the listed pick gain

 If the Enemy appears fairly often (roll of 01–40):

use the listed pick gain

 If the Enemy appears quite rarely (roll of 01–10):

halve the listed pick gain (round up)

ADDITIONAL GUIDELINES: You are responsible for deter-

mining the nature of your Enemy when you first create your character; you should explain to the Turambar why this enemy is after you. However, the Turambar should feel free to fill in the details—because the Enemies, once created, are his characters. Whenever the Turambar determines that an Enemy should show up, he must decide how and where he will become involved. If an enemy is very powerful, or if several characters’ Enemies show up at the same time, the whole chapter may be influenced. If you take a very powerful Enemy, you are likely to be imprisoned or killed before long. On the other hand, if you start with a weak Enemy or play cleverly, you may manage to kill or eliminate your foe, or permanently change his attitude toward you. When you eliminate an Enemy this way, you must choose to do one the following: (1) Pay enough advancement picks to ‘buy off’ the original extra picks you gained for that Enemy. (2) Take another appropriate flaw to make up for the extra picks. For instance, you might have been kicked in the head during the final battle, leaving you partially deaf. Or you might have been attacked by a Giant Spider, leaving you with a phobia about bugs. The new flaw should grant the same amount of extra picks as the Enemy (or less, if you want to buy off part of the flaw). If you cannot think of a good substitute flaw, the Turambar should supply one. (3) Take another Enemy of the same type and start over. You may have destroyed the fiendish wizard’s apprentice— but his brother is continuing his evil work. Since too many enemies can disrupt a game, no character may take more than two enemies, or total more than 120 extra picks from Enemies. (If all the servants of the Shadow are out to get you, the fact that your old master has lost his mind, and is also after you, will pale to insignificance.) The Turambar always has the right to veto a player’s choice of Enemies, if it seems absurd or if it will be too hard to fit into the campaign.

ILLITERATE Picks Gained: 15 Unlike most other members of your race, you do not know how to read and write. REQUISITE: You must belong to a race whose members are Literate by default to be allowed to take this flaw; of the peoples dwelling in North-western Middle-earth, it is assumed that the vast majority of Elves, Dwarves, Dúnedain, and Hobbits know how to read and write at least one script. EFFECT: You cannot express yourself in written form, and neither can you read. Note that it is no flaw to be illiterate in one script while you know another one which is frequently used in the area where your tale takes place.

INCOMPETENT Picks Gained: 2 per skill You are inept or have a mental block against learning a particular skill (or a number of skills). EFFECT: Define any number of skills in which you are Incompetent. However, you may only choose from those skills in which you could acquire ranks during your character’s youth development (see Table 4.2, page 73). Being Incompetent always affects all varieties of a defined skill, not only a single specialty, sub-skill, or skill group. You cannot obtain any ranks in a skill at which you are Incompetent, and if the skill can be used untrained at all, you suffer a special –5 test result penalty with it. For every skill you define your character to be Incompetent in, you receive 2 pick as a trade-off. You are not allowed to be incompetent in more than five skills, and the Turambar may disallow any skills that seem silly or abusive in his particular tale.

OATH Picks Gained: 25 You have sworn a deep and powerful oath, one that binds you more strongly than the mightiest bands of steel. Should you break your pledge, a terrible doom will befall you. EFFECT: Speak with your Turambar to determine the nature of the Oath you have sworn. He will remember it and find ways to make it part of your tale. When called upon to fulfil your oath, you must do so, no matter what it cost you. If you do not, the one to whom you swore can lay upon you a curse (see page 293). If he cannot or does not, the subtle power of fate punishes you in proper manner, even beyond the grave if need be. Only when you find a way to satisfy the terms of your vow, or one with the right to do so frees you of it, can you escape your doom and know peace.

176

CHAPTER FIVE: ABILITIES AND FLAWS

ORPHAN

SECRET IDENTITY

Picks Gained: 5

Picks Gained: 0 to 20 (Turambar’s discretion)

You are an orphan. You have no family and no records of who they might be. EFFECT: It would be difficult to track down your birth parents. You may be scorned in society, depending on how important lineage is to that society. In addition, you have some emotional scars from your life in the orphanage (or your host family) that you are probably still learning to cope with.

You have an alternate identity that you keep hidden from the general public, or even your travelling company. EFFECT: You lead a double life, one as yourself, and one as your alter-ego. You also have a group of people who are interested in who you really are, thus making you cautious about who you disclose your identity to. The Turambar must ascertain that there is really a need for a Secret Identity, or that there is someone or something that cares about your real identity. Otherwise, he will award 0 to 10 picks for this flaw; this could, for example, be the case if a noble travelling abroad cautiously keeps his real name and rank secret, even if there is no immediate threat.

QUIRKS Picks Gained: 2 picks per quirk (maximum of 5 quirks) A ‘quirk’ is a minor personality trait. It is definitely not a beneficial ability, but it is not really a flaw either—it is just something unique about your character. For instance, a trait like Grasping is a flaw. But if you insist on being paid in coins instead of barter, that is a quirk. Examples of quirks include minor beliefs and goals, likes and dislikes, habits, expressions, peculiarities of dress, and so on. EFFECT: You may take up to five quirks and record them on your Character Sheet. More important, you must act out your quirks. If you take the quirk ‘dislike of heights’, but blithely climb trees and cliffs whenever you need to, your Turambar will penalise you for bad roleplaying.

RIVAL

TERRIBLE LUCK Picks Gained: 20 At times, you seem to have really terribly bad luck. EFFECT: Whenever you roll a 2 on 2d10, the action you are attempting fails in the most complete way possible. Equipment you are using breaks (make a breakage test only for enchanted items); you fall and injure yourself; virtually anything the Turambar can conceive. The only restriction is that whatever happens cannot be instantly fatal. For example, a rope you are climbing could break, provided that there was a way, no matter how small, that you could survive the fall.

UNLUCKY

Picks Gained: 10 per level For reasons deserved or undeserved—and perhaps even unknown to you—you have earned the rivalry of another person of station and power like unto yourself. EFFECT: After speaking with your Turambar, you must choose a single person, at least your equal in power and prestige, as your Rival. He must be one with whom you might usually enjoy cordial—or at least neutral—relations, such as a servant of the same lord or a soldier in the same army. Though he may not work against you in every adventure, your Rival often seeks ways to hinder you and make you seem inferior to him. Though he does not desire to physically harm you or cause your death—if he did, he would be an Enemy instead—your Rival does his best to thwart your aims— insofar as they do not agree with his own—and humiliate you. Your Rival’s actions depend on the Turambar’s plans. Typically, when preparing an adventure, the Turambar rolls 1d100. If he rolls 01–25, your Rival becomes part of the story. He may seek to outdo you in a contest or feat of arms, woo your love away from you, obtain favours of your lord that would ordinarily go to you, or find like means of impeding or aggravating you. IMPROVEMENT: If you want your Rival to harass you more frequently (on a 01–50 on 1d100), you may select this flaw at level two.

Picks Gained: 25 All your life, you seemed to have bad luck. Things never quite work out your way, and are close to believe that there is nothing you can do about it. EFFECT: You are unlucky. All of your fumble and failure ranges are increased by 1 (for example, your low open-ended roll range is increased by 1 from 02–03 to 02–04).

WANTED Picks Gained: 10 You have been accused of a major crime—theft, treason, murder, assassination, or the like. EFFECT: You may or may not have committed the crime (that is up to you and the Turambar, but preferably you should be innocent; otherwise, you may wish to take a modified form of the Dark Secret flaw). There is a significant force looking for you (take an appropriate Enemy flaw, too), and they may try unorthodox methods to bring you back for sentencing. It is up to you to either try and clear your name (in which case you would have to ‘buy off’ this flaw—and any other that goes along with it—with an appropriate number of advancement picks) or evade the authorities.

177

Chapter Six

WEAPONS AND GEAR haracters on bold adventures often find themselves in need of weapons, armour, and other gear of war, for the servants of the Enemy hesitate not to slay the weak and defenceless if they find them. Also, as Samwise well knows, even simple items like rope and cooking gear can be a comfort on the road and a great help in times of need.

C

MONEY

DÚNADAN COINS

T

hat which characters cannot make for themselves, they must acquire through purchase or trade. Much of the commerce in Middle-earth, such as the traffic between Dwarves and Men, takes the form of barter. Men trade food and other goods to Dwarves for ore and metalwork, for example. But at other times, folk must use coins to buy what they need. Ambarquenta player characters are in the small group of people who regularly buy things with coins (and are therefore often charged higher prices than the local folk). Members of the peasantry trade mostly in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade mostly in legal rights, such as the rights to a mine, a port, or farmland, or they trade in gold bars, measuring gold by the pound rather than by the coin.

MIDDLE-EARTH COINAGE As the peoples of Middle-earth vary in culture, size, and appearance, so do their coins. This core rulebook presents a selected few different coinage systems of North-western Middle-earth. But whenever the PCs venture into a region with a currency of its own that is not covered in this book, the Turambar should make up its unique monetary system and give some thought to the issue of possible exchange rates. In most cases, foreign money will only be exchanged for its material value. Hence, the exchange rates given in Table 6.1 are based on the weight of the various coins. Keep in mind, though, that per cent money changers will charge a fee of at least ten to thirty, and often up to one hundred per cent.

Following the traditional Númenórean coinage system, the mints of Annúminas and Osgiliath (which were later moved to Fornost Erain and Minas Tirith, respectively) have issued standard coins in gold, silver, and copper, and Gondor does still. As stated above, these four-pennyweight coins are often cut into quarters. Only the mint of the Princely House of Dol Amroth regularly stamps one-pennyweight coins of silver and gold. For convenience, Ambarquenta addresses these smaller coins and any cut quarters as pennies, while the larger and uncut coins are called pieces. The coins of least value commonly found in Gondor and Eriador are the copper piece (CP) and its cut quarter, the copper penny (cp). These pennies are used for minor purchases and, sometimes, as at Bilbo’s party, given to children as a present. In Gondor, the copper piece is called peret, while benhar is the common name of the copper penny. For greater purchases, people use small silver coins usually called silver pennies (sp), although different regions will have their own names for these, such as tharni in Gondor. A silver penny equals twelve copper pieces (or forty-eight copper pennies) by the reckoning of the Dúnedain. Silver pennies are the cut quarters of the larger silver piece (SP), the castar of Gondor. A silver piece is a not inconsiderable amount of money, enough to purchase a pony in most rural areas. For even greater purchases, wealthy folk may use gold pieces (GP) or gold pennies (gp), but these precious coins are not in common circulation. In Gondor, they are called harancor and erin, respectively. One gold penny equals four silver pieces, and four gold pennies make a gold piece.

NOTE: By ancient custom, most peoples of North-western Middle-earth divide one pound into 12 ounces. Each ounce is further broken up into 20 pennyweights. Based on the latter weight unit, it is a frequent practice in many areas to mint 240 pence from one pound of metal (usually silver and copper), though coins of other sizes are also quite common. For example, the Dúnadan realms issue coins at four pennyweights each which can easily be cut into quarters at need.

178

NOTE: All prices in the below equipment lists are given in Dúnadan coins. For simplicity’s sake, the Starting Wealth of the different peoples is also given in this ‘standard’ currency, even though characters would of course need to purchase (or barter for) their starting gear with their respective people’s own money. Any spare money must be recorded in the culturally most appropriate denomination. Alternatively, you could acquire some additional items to trade later during the game.

COINS OF THE DWARVES Similarly to the one-to-four exchange rate applying to most denominations of Gondor, each Dwarven coin is worth seven of the next smaller ones. But while the Númenóreans of yore introduced the one-to-four relation for practical reasons, the Dwarves use it to revere the Fathers of their Seven Houses. Most strongholds of the Dwarves produce five coins and base their exchange system upon a gold standard (rather than the usual silver standard of Men). A peculiar disparity in metal content and weight allows to maintain the one-toseven exchange rate. The seven-pennyweight gold mazuldar (Kh. ‘Gold-issue’) equals seven ziguldar (Kh. ‘Silvery-issue’) of the same weight. Though the ziguldar appears to be just a larger type of silver coin, it actually contains a small proportion of gold (7.7% , to be precise). Only the two-pennyweight kibildar (Kh. ‘Silver-issue’) are minted of pure silver. Seven kibildar make up the value of

one ziguldar, while one kibildar can be exchanged for seven ghuladar (Kh. ‘Bronze-issue’), each cast of a seven-pennyweight portion of a copper, tin, and silver alloy. In turn, one ghuladar equals seven copper ghaladar (Kh. ‘Coppery-issue’). The ghaladar is the smallest coin of the Dwarves and equals in weight and value about two Gondorian copper pennies. Note that when the mazuldar and the ziguldar are exchanged for coins of other peoples, their material value is a little higher than it is for the Dwarves themselves, because the Khazad hoard such vast amounts of gold. Besides the standard coins described above, the Dwarves of the Blue Mountains also mint silver and copper pieces to conduct their trade with the folk of Eriador. In weight and value, these coins equal the Arnorian and Arthedainian money of old and can be cut into quarters. This way, the Dwarves helped to keep up commerce in Bree and other parts of the northlands long after the defeat of Arvedui Last-king.

TABLE 6.1: COINS AND EXCHANGE RATES DÚNADAN COINS COIN Copper Penny (cp) Copper Piece (CP) Silver Penny (sp) Silver Piece (SP) Gold Penny (gp) Gold Piece (GP)

COIN WEIGHT 1 pw. or 1/240 lbs. 4 pws. or 1/60 lbs. 1 pw. or 1/240 lbs. 4 pws. or 1/60 lbs. 1 pw. or 1/240 lbs. 4 pws. or 1/60 lbs.

cp 1 4 48 192 768 3,072

CP 1/4 1 12 48 192 768

sp 1/48 1/12 1 4 16 64

SP 1/192 1/48 1/4 1 4 16

gp 1/768 1/192 1/16 1/4 1 4

GP 1/3,072 1/768 1/64 1/16 1/4 1

kib 1/49 1/7 1 7 49

zig 1/343 1/49 1/7 1 7

maz 1/2,401 1/343 1/49 1/7 1

DÚNADAN COINAGE 2 cp 3 CP, 2 cp 2 sp 3 SP, 3 sp* 1 GP, 3 sp

Conversion Rate: 1 GP = 4 gp; 1 gp = 4 SP; 1 SP = 4 sp; 1 sp = 12 CP; 1 CP = 4 cp.

COINS OF THE DWARVES COIN Ghaladar (gha) Ghuladar (ghu) Kibildar (kib) Ziguldar (zig) Mazuldar (maz)

COIN WEIGHT 2 pws. or 1/120 lbs. 7 pws. or 1/34.3 lbs. 2 pws. or 1/120 lbs. 7 pws. or 1/34.3 lbs. 7 pws. or 1/34.3 lbs.

gha 1 7 49 343 2,401

ghu 1/7 1 7 49 343

Conversion Rate: 1 maz = 7 zig; 1 zig = 7 kib; 1 kib = 7 ghu; 1 ghu = 7 gha. *: If the ziguldar is exchanged for the currency of a people that does not recognize its gold content, it is only worth 1 SP, 3 sp apiece.

COINS OF ESGAROTH AND DALE COIN Haelfamael (hma) Mael (ma) Haelfamietan (hmi) Mietan (mi)

COIN WEIGHT 1 pw. or 1/240 lbs. 2 pws. or 1/120 lbs. 2 pws. or 1/120 lbs. 4 pws. or 1/60 lbs.

hma 1 2 100 200

ma 1/2 1 50 100

hmi 1/100 1/50 1 2

DÚNADAN COINAGE 1 cp 2 cp 2 sp 1 SP

mi 1/200 1/100 1/2 1

Conversion Rate: 1 mi (= 2 hmi) = 100 ma (= 200 hma); 1 mi = 2 hmi; 1 hmi = 50 ma; 1 ma = 2 hma.

COINS OF DORWINION COIN Quartercopper (Qc) Copper piece (Cp) Silver piece (Sp) Kysûri (Ky) Gold piece (Gp)

COIN WEIGHT 1.25 pws. or 1/192 lbs. 5 pws. or 1/48 lbs.. 5 pws. or 1/48 lbs. 5 pws. or 1/48 lbs. 5 pws. or 1/48 lbs.

Qc 1 4 200 400 4,000

Cp 1/4 1 50 100 1,000

Conversion Rate: 1 Gp = 10 Ky; 1 Ky = 2 Sp; 1 Sp = 50 Cp; 1 CP = 4 Qc.

179

Sp 1/200 1/50 1 2 20

Ky 1/400 1/100 1/2 1 10

Gp 1/4,000 1/1,000 1/20 1/10 1

DÚNADAN COINAGE 1.25 cp 1 CP, 1 cp 1 SP, 1 sp N/A 1 GP, 1 gp

CHAPTER SIX: WEAPONS AND GEAR

ESGAROTH AND DALE Trade has always been the very essence of Esgaroth’s existence. Although barter remains the norm in northern Rhovanion, the high quality silver coins of Esgaroth, the mietan, were soon considered to be the standard throughout the towns and hamlets between the eastern rims of Mirkwood and the western shores of the Inland Sea of Rhûn. Weighing roughly four pennyweights, the mietan is equivalent to the silver pieces minted in Arthedain, Gondor, and Dorwinion. Following the death of Smaug, King Bard rallied the towns of the area under his banner and transferred the mint to Dale. Yet, the old currency of Dale which had been issued before the Coming of the Dragon was now abandoned in favour of Lake-towns coinage. Dale’s Maela (No. ‘Coiner’) also occasionally mints a smaller two pennyweights copper piece, the mael, but—as it is the case with the mietan—only at the specific request of the King and then always in strictly limited quantities. One mietan is worth one hundred mael. Both the mietan and the mael are often cut in half to provide smaller denominations, and both the haelfamietan and the haelfamael are accepted wherever the full-sized coins are. As in Eriador and Gondor, this presents some danger because it is easier for unscrupulous types to ‘clip’ these halved Northron currencies (usually the higher valued mietan). Hence it is a common practice for Bardings involved in a transaction to rub their fingers along the edge of a coin in order to feel for tell-tale burrs that might indicate a recent trimming and then to gently bite the coin to test its solidity (and therefore its purity). These are normal precautions exercised almost without exception among the wily merchants operating upon the wharfs of Lake-town and the squares of Dale, where many of the shops and stalls peddling wares are located. Even on market days during the coldest months most merchants wear fingerless gloves or mittens while at their stalls to allow them to check the currency they receive.

DORWINION The mints and ivory-cutting workshops of Szrel-kain, the cultural and commercial centre of Folyavuld (or, by its better known Sindarin name, Dorwinion), issue only onequarter-ounce standard coins of gold, ivory, silver, and copper. By common practice, copper pieces are cut into quarters to form smaller change. Due to Dorwinion’s relative shortage of gold, one gold piece equals twenty silver pieces or ten ivory Kysûri. Consequently, the smart Folyavuldan businessmen avoid to pay foreigners with gold, but they accept it more than happily from their far away customers. But even in domestic trade, the ivory, silver, and copper denominations (the latter two are exchanged on a 1-to-50 basis) are predominant.

ROHAN Not before the reign of Aldor the Old (T.A. 2570– 2645), the third King of the Mark, did Rohan begin to mint its own coins on a regular basis. In the days of Eorl the Young and his son Brego, Gondorian currency was used and

the original Rohirric silver penings were only issued to commemorate victories and crown-events. Imbued with the Running Horse of Rohan on the observe and the ruling king’s name in Certar on the reverse, the one-pennyweight penings have now become an appreciated currency, although the Rohirrim still prefer goods to money unless they plan to travel. One pening equals the value of one silver penny of Dúnadan mint. For smaller purchases, Gondorian copper pieces and pennies are readily accepted in most places, though often at a disadvantageous exchange rate. On rare occasions (and then mostly for commemorative purposes), Edoras also issues the twelve-pennyweight silver scylling (equalling twelve penings or three Gondorian SP) and the gold mark. The name ‘mark’ derives from an ancient Éothraim weight unit measuring three fifths of a pound. As twelve scyllings or 144 penings of silver would make up one mark, the gold mark weighs approximately nine pennyweights and thus equals nine Gondorian gold pennies.

ELVEN COINS In the late Third Age, the Elves of Middle-earth rarely exchange goods with other peoples, and if they do, they prefer to barter. The Wood-elves of Mirkwood, for example, supply wood and other bounties of the forest to the merchants of Esgaroth in return for the fine wine of Dorwinion and other trade goods they long for. At the height of their glory, however, the Noldorin mastersmiths of Beleriand and Ost-in-Edhil minted a famed silver coin, the mirian. As the mirian was often cut into quarters or canath, it seems quite likely that the Númenóreans adopted their coinage customs from the Noldor. Greater purchases were paid for with gold ingots, jewellery, or finely crafted items.

STARTING WEALTH Each character begins the game with the wealth indicated by the description of his race, modified according to his Social Rank. For simplicity’s sake, a character’s starting wealth is either given in Dúnadan coinage (i.e., the standard currency used in the equipment tables) or as a number of tradable items (again with a value expressed in the ‘standard’ Dúnadan currency) that can be bartered for other goods. Starting wealth as given in Chapter Three is multiplied by a character’s positive Social Rank, or reduced by –20% for each point a character’s Social Rank is below 0. Thus, a character with Social Rank +3 typically receives 300% of the normal starting wealth of his race, while one with Social Rank –3 gets only 40% of that average amount. Characters with Social Rank –5 still receive 10% of the normal starting wealth. Make sure to heed the applicable area price modifiers (see below) when purchasing your starting gear. Once you have acquired all desired items you can afford, record any spare money in the culturally most appropriate currency or in the form of suitable trade goods. Veteran characters add their savings (see page 322) to their starting money, but these savings are not subject to any modification due to Social Rank.

180

CHAPTER SIX: WEAPONS AND GEAR

AREA PRICE MODIFIERS

TRADE AND COMMERCE

Equipment prices vary depending on where purchased. Each item listed in Table 6.7: Other Gear (see page 191) is assigned a typical area of availability:

As explained before, the economy of Middle-earth is not heavily dependent on coinage. Though money is used in many regions, few people carry large numbers of coins. Instead, bartering and trading valuable commodities (for example, wines, livestock, or ores) is vital. Thus, the below price lists should not be used as a fixed constant across all of Middle-earth. Prices should fluctuate based on local conditions, supply and demand, and the quality of a particular item. Since the Dwarves, for instance, have to trade for all their food, provisions are far more expensive in their underground cities than in nearby Mannish villages—a Dwarven ghaladar might just be enough to buy the same amount of beer one could get for a copper penny of half its weight. Masterwork items, to give another example, should cost at least three times and perhaps as much as ten times the normal price.

 a ‘C’ indicates an item that is normally only sold in large cities such as Minas Tirith, Pelargir, or Umbar  a ‘T’ denotes a good which is typically found in towns like Edoras, Dale, or Esgaroth  an ‘R’ stands for rural products that would best be purchased in villages like Bree  an ‘A’ means that the item usually is available anywhere, and that there is no significant price difference Items that are expensive and hard to find in a rural area might be more common—and cheaper—in a large city, and the reverse is true as well. As a rule of thumb, a piece of equipment purchased:  in the same area as its typical area of availability costs the listed price and is available on a roll of 2–16 with 2d10;  one area away (for instance, an item typically sold in a town which is looked for in a rural village), the item is available on a result of 2–11 with 2d10 and costs 150% of the listed price (if the availability roll yielded a result of 12 or 13, the item may be purchased for 200% of the listed price);  two areas away (for example, a sophisticated piece of craftsmanship, normally only available in Minas Tirith or similar cities, which is to be purchased in a rural village), an item is only available on a result of 2–5 with 2d10 and costs 200% of the listed price (if the availability roll yielded a result of 6 or 7, the item may be purchased for at least 300% of the listed price). Rural goods are an exception to the above guidelines. Normally, they are available anywhere and never cost more than 150% to 200% of the listed price. Table 6.2 summarises the standard price multipliers for easy reference.

BUYING AND SELLING Buying and selling are personal, face-to-face encounters —think of Strider in Bree paying through the nose to buy Bill the Pony. A Turambar can use the following simple system to resolve a deal: Actual prices are normally determined by an opposed Debate (Bargain) test. Alternatively, a seller may use his Persuade (Fast Talk) skill modified by –3, opposed by the buyer’s choice of a Wisdom or a Debate (Bargain) test. Either way, the price remains as listed on LSF ±0, but it shifts 10% in the winner’s favour for each LoS he achieves. A buyer may further influence the exchange by testing his Persuade skill (or Intimidate, though this is surely a corrupt act) at a TN equal to the seller’s Wisdom or Fortitude +10. The buyer gets a +1 bonus to the opposed haggling test for each LoS he scores, but at the same time he risks to suffer a –1 penalty for each LoF. A LSF ±0 has no effect on the opposed Debate (Bargain) test whatsoever. Note that this system can also be used for trading goods based on appraised values.

WEAPONS

WEAPON AND ARMOUR PRICES The prices listed for weapons and armours in the tables below are for purchases made in major cities like Minas Tirith. To determine the cost of a weapon or bit of armour in one of the other areas of availability, multiply the base price by the multiplier indicated in Table 6.2. Note that no price multipliers apply for Dwarves who buy their gear of war in a Dwarf-hold, while outsiders are charged much higher prices.

TABLE 6.2: PRICE CONVERSION ITEM AREA CODE C T R A GEAR OF WAR Weapon Armour

COST IN A RURAL AREA x2 x 1.5 x1 x1

COST IN A TOWN x 1.5 x1 x 1.5 x1

COST IN A CITY x1 x 1.5 x2 x1

x3 x5

x2 x3

x1 x1

T

he folk of Middle-earth have created many weapons in forge or forest over the long years. Some mark those who crafted them, being of distinctive make or metal. Others are found from farthest North to warmest South.

WEAPON TYPES Weapons are grouped into several interlocking sets of categories. These categories pertain to usefulness in close combat (melee) or at a distance (ranged, which includes both thrown weapons and bows), what parent skill is needed to be proficient in their use (for example, Axes, Blades, or Bows), and—if applicable—the required sub-skill (for example, One-handed or Two-handed Axes). Note that Table 10.1 on page 253 provides additional information on a weapon’s AP costs, reach, and initiative modifiers.

181

CHAPTER SIX: WEAPONS AND GEAR

TABLE 6.3: WEAPONS MELEE WEAPONS WEIGHT

PRODUCTION TIME

PRICE

9 8

7–10 lbs. 4–5 lbs.

2 days 1 day

2 sp, 8 CP 1 sp, 7 CP

10 15

8 12

7–10 lbs. 12–17 lbs.

2 days 3 days

2 sp, 8 CP 5 sp, 4 CP

16 15 16 17

5 4 6 7

5 4 6 7

1 lb. 0.5 lbs. 1.5 lbs. 2–4 lbs.

1 day 8 hours 1 day 2 days

6 CP, 2 cp 3 CP 1 sp, 6 CP 2 sp, 8 CP

4 3 4 3 3

17 17 17 17 16

15 10 8 9 7

12 9 9 10 10

6–10 lbs. 4–8 lbs. 4–8 lbs. 4–7 lbs. 4–5 lbs.

4–5 days 2 SP 4 days 3 sp, 8 CP 4–5 days 1 SP, 2 sp 4 days 1 SP 3 days 3 sp

+0 –1

3 4

17 18

10 13

11 12

6–10 lbs. 9–15 lbs.

4–5 days 5 days

2 SP 3 SP

7/5 9/8 10/8

–3 –2 –2

3 2 3

14 16 16

9 12 14

6 9 9

4–7 lbs. 6–9 lbs. 6–9 lbs.

6 hours 2 days 2 days

Free 3 sp, 3 CP 3 sp, 2 CP

3B 5.5B/2.5P

7/6 12/9

+3 –3

3 4

15 16

9 14

10 8

3–5 lbs. 12–15 lbs.

1 day 2 days

Free 3 sp

5B (+1P)

11/8

–3

4

17

14

12

6–8 lbs.

3 days

1 SP, 2 sp

6B (+1.5P)

13/10

–3

4

16

12

12

10–15 lbs.

4 days

2 SP

1.5B/3P 3B/4P

8/6 9/7

–2 –1

4 4

15 16

6 11

8 10

2 lbs. 5–7 lbs.

1 day 1 day

8 CP 1 sp, 4 CP

4B/6E/3P 3B/5P 3B/4.5P

13/10 11/9 10/8

–2 –2 +2

4 4 3

16 16 16

14 11 8

11 11 8

13–16 lbs. 8–15 lbs. 5–7 lbs.

2 days 1 day 1 day

3 sp 2 sp 1 sp, 4 CP

4B/6P 3B/5.5P

12/10 11/8

–3 –2

4 3

16 16

14 12

11 10

8–15 lbs. 5–7 lbs.

1 day 1 day

2 sp 1 sp, 4 CP

SHIELDS Small Medium Large

2B (1.5P) 2.5B (2P) 3B (2.5P)

7/5 8/6 9/7

+3 +6 +9

2 3 3

12–15 12–15 14–16

7 10 13

7 9 11

5–7 lbs. 10–15 lbs. 25–30 lbs.

3 days 5 days 6 days

10–30 CP 20–60 CP 2 SP

WHIPS Cat-o’-nine-tails Whip

1.5E/1.5P 0.5B/1.5E

9/7 12/10

–5 –5

4 4

14 14

8 6

10 10

3–4 lbs. 5 lbs.

2 days 1 day

1 sp, 8 CP 6 CP

WEAPON AXES One-handed Battleaxe Hatchet Two-handed Battleaxe Greataxe

DAMAGE CODE*

AP COST

PARRY MODIFIER

FUMBLE RANGE

2B/4.5E 1.5B/3E

10/8 8/6

–2 –3

4 3

16 15

15 8

2.5B/5E 2.5B/6E

11/8 13/10

–1 –2

3 4

16 17

6/4 5/4 6/5 7/5

–3 –6 –2 –1

2 2 2 2

10/8 9/7 9/7 9/7 9/6

–2 +0 +0 +0 +0

11/8 12/9

2.5B 4.5B 4B/2P

BLADES One-handed, Small Dagger 1E/2.5P Knife 0.5E/1.5P Longknife 2.5E/2.5P Shortsword 1B/3E/2.5P One-handed, Medium Bastard Sword 1.5B/4.5E/2.5P Broadsword 1.5B/4E/2P Falchion 1.5B/4.5E/0.5P Longsword 1B/4E/2.5P Scimitar 1B/4E/0.5P Two-handed Bastard Sword 1.5B/5E/3P Greatsword 2B/6E/3P CLUBS One-handed Club Mace Warhammer Two-handed Quarterstaff Warmattock FLAILS One-handed Morningstar Two-handed Warflail POLEARMS One-handed Javelin Spear Two-handed Halberd Pikestaff Spear Mounted Lance Spear

BREAKAGE — MINIMUM — NUMBER STRENGTH STATURE

*: Add the full damage modifier derived from a character’s Prowess (page 33) to blunt attacks, and the half to edged and pointed attacks. Damage Code: Choose one of the weapon’s applicable damage aspects before resolving an attack: blunt (B), edged (E), or pointed (P). The accompanying number indicates how many points of damage the attack inflicts for each LoS (including LoS ±0, up to the damage cap). AP Cost: How many action points (AP) an attack/a parry with the weapon requires by standard. See Table 10.1 on page 253 for details. Parry Modifier: When the character uses the weapon to parry, modify his parry test by this number. Fumble Range: Whenever the 2d10 roll for a weapon skill test is equal to or lower than this number, the test automatically fails and the character must make a Fumble test (see page 220). In armed melee, the character must also roll against the weapon’s Breakage Number. Breakage Number: This rating measures the weapon’s quality. Sturdy metal weapons like swords have higher breakage numbers (BN) than hafted weapons like spears. In certain combat situations, you must roll against your weapon’s BN to test if it breaks (see page 263 for details). Higher quality weapons roughly double in price for each +1 BN; see the Product Quality table on page 79 for details. Minimum Strength/Stature: The minimum attribute scores to wield the weapon effectively (see page 185). Weight: How heavy the weapon is, used for determining the character’s General Encumbrance Penalty (GEP).

182

CHAPTER SIX: WEAPONS AND GEAR RANGED WEAPONS WEAPON

DAMAGE CODE*

AP COST

FUMBLE RANGE

RANGE (IN YARDS) (PB/S/M/L/+X)

MINIMUM STRENGTH

PRODUCTION TIME

PRICE

3P 3.5P 3.5P 4.5P

6/7 8/8 7/9 7/11

3 3 4 3

5/25/50/90/+20 5/30/60/140/+25 5/30/60/150/+30 5/40/80/200/+40

7 9 11+ 15+

2 days 5–9 days 14 days Unknown

1 SP 2 SP 3 SP Priceless

3E

5/7

2

5/10/15/20/+5

9

4–5 lbs.

1 day

1 sp, 7 CP

2P 1.5P

4/4 3/3

2 2

3/6/10/15/+3 3/6/12/18/+3

7 6

1 lb. 0.5 lbs.

1 day 8 hours

6 CP, 2 cp 3 CP

2.5P 3.5P

6/4 8/4

3 3

5/15/25/45/+10 5/10/15/20/+5

10 13

2 lbs. 5–7 lbs.

1 day 1 day

8 CP 1 sp, 4 CP

1B

3/5

2

3/6/10/15/+5

6

0.25+ lbs.

N/A

Free

WEIGHT

BOWS Shortbow Longbow Composite Bow Númenórean Steelbow THROWN WEAPONS Axes Hatchet Blades Dagger Knife Polearms Javelin Spear Miscellaneous Objects Stone

2 3 3 4

lbs. lbs. lbs. lbs.

*: Add half of the damage modifier derived from a character’s Prowess (see page 33) to attacks with thrown weapons (regardless of damage aspect). Bow attacks are not affected by Prowess. Damage Code: How many points of damage the attack inflicts for each LoS (counting LoS ±0 separately), and what aspect the weapon uses: blunt (B), edged (E), or pointed (P). The damage cap for one-handed and ranged weapons is LoS +4, for two-handed LoS +6 (i.e., any LoS in excess of the damage cap is ignored when calculating the damage inflicted by a successful attack; see page 263). AP Cost: How many action points (AP) it normally requires to fire/to reload (or draw) the weapon. See Table 10.1 on page 253 for details. Fumble Range: Whenever the 2d10 roll for a weapon skill test is equal to or lower than this number, the test automatically fails and the character must also make a Fumble test (see page 220). An ordinary arrow automatically breaks upon a fumbled Bows test. Range: The various ranges (in yards) at which the weapon is effective: point blank (PB, –3 TN), short (S, ±0 TN), medium (M, +3 TN), long (L, + 6 TN), and extended (X, another +3 TN per increment past L). See page 266 for more information on ranged combat. Minimum Strength: The minimum Strength score to wield the weapon effectively (see page 185). Weight: How heavy the weapon is (excluding arrows), used for determining the character’s General Encumbrance Penalty (GEP).

MELEE WEAPONS Melee weapons are used for making attacks in close combat, though some of them can be thrown as well. Do not forget to apply your Prowess modifier to damage dealt by melee weapons. AXES: A battleaxe consists of a long, sturdy, wooden haft with a short, crescent-edged blade on one end. Oft used with great skill by the Dwarves, it is not wielded only by them— many Men fight with axes as well. However, only the Dwarves regularly wield it two-handed to inflict more damage. A hatchet is lighter than a battleaxe and balanced for throwing. Dwarves favour these axes as off-hand weapons. The greataxe is larger than the battleaxe, often with a spike at the rear side of the blade. It requires two hands to wield and is used by tall, strong folk like the Men of Lossarnach, the Variags of Khand, and some Orcs and Trolls. BLADES: A common tool and weapon carried even by many folk who are not warriors and have no desire to fight, a dagger is a short length of bladed steel. Though usually wielded in the hand, it can also be thrown. Orcs use daggers of horrific appearance. Black-hilted and black-bladed, they have sharp, jagged edges that inflict painful wounds. They can be thrown as a dagger, but at a –3 test result penalty. Longer than a dagger or an ordinary knife, the longknife is a blade favoured by the Elves of Mirkwood and some other peoples. It is a good weapon for an archer or other warrior who fights only when pressed, rather than readily entering the thick of combat. It can be thrown as a dagger, but awkwardly (–3 test result penalty).

Called eket by the Dúnedain, for whom it is a primary infantry weapon, the shortsword is a foot to a foot and half long—of greater length than a longknife but shorter and broader-bladed than a longsword. The typical sword found among the warriors of Middleearth, the longsword has a straight blade with a length of about three to four feet. Andúril, Gúthwinë, and Herugrim, among others, are longswords. A broadsword is quite similar in appearance and handling to the longsword, though a bit shorter and perhaps of a little more rustic make. It has a broader and more fearsome blade, but lacks the sharp tip that makes the longsword so dangerous when it is thrust. In shape and usage, the bastard sword is also similar to the longsword, but it is about one foot longer and can either be wielded with one or two hands. The greatsword is still longer, measuring anywhere between four up to five and a half or sometimes even six feet. No Man or Elf can hope to wield a greatsword in a single hand. Most Orcs, and the Haradrim as well, favour the scimitar, a sword of similar length to a longsword, but with a curved blade and but one edge. The blade of a falchion is shorter, broader, and slightly less curved than that of a scimitar, but its edges are honed on both sides. CLUBS: The club is the most basic and primitive weapon found in Middle-earth: a short, often knobbed or gnarled, length of wood. A person with no other skill at arms can still pick up a short length of wood—or like objects, such as a stool—and make a club of it, though such crude weapons

183

CHAPTER SIX: WEAPONS AND GEAR may do a point or two less damage than ordinary clubs. A staff is a long, stout stick of wood, similar in some ways to a club, but wielded in both hands and capable of swifter and more precise strikes. Dwarves favour the warhammer, a shaped head of metal on a wooden shaft. Orcs and Trolls, and some strong Men, use it as well. Like unto a warhammer, a mace has a metal head—sometimes a spiked ball—mounted on a thick, wooden shaft. Originally a tool for mining an delving, the Dwarves adopted the mattock for use in war. It requires two hands to use but delivers powerful, deadly blows that can shear through armour with ease. FLAILS: A flail-weapon consists of a spiked metal ball which is with a chain attached to a wooden shaft. A warflail or its one-handed equivalent, the morningstar, grants you a +3 test result bonus on your attempts to disarm a foe (including the test to avoid being disarmed if you fail to disarm your foe). See page 258 for more information on making disarm attempts. You can also use this kind of weapon to make trip attacks as described on page 259. POLEARMS: The javelin is a light, flexible spear primarily intended for throwing. Since it is not designed for melee, you suffer a –3 penalty when using it in close combat. Far better suited for melee attacks is the spear. This weapon has a long, wooden shaft, usually of ash or oak, topped by a dagger-like head of sharp steel. Horsemen and knights, particularly the Rohirrim favour it. Although occasionally held with both hands to inflict greater wounds, a spear can also be thrown. The pikestaff with its long, thick shaft and its large, sharp metal head like a larger spear is often used by footmen to defend lines and walls. A lance is basically a pikestaff deployed from horseback. Instead of a dagger-like end, the halberd features an axeshaped head with a spike that is useful against charging opponents. Because of the hook on the back of the halberd, you can use it to make trip attacks. SHIELDS: As shields are primarily carried to obtain additional protection, they are described in more detail on page 189. However, a shield can also be deployed offensively to bash an opponent standing in front of you or at your shieldarm’s side. WHIPS: A whip is long, braided leather thong, sometimes studded with sharp bits of iron, used mainly by Orcs to drive slaves and torture prisoners. It can only damage bare flesh. Warriors protected by armour do not feel its sting, but because the whip can wrap around a foe’s leg or other limb, they could become subject to a trip attack. When using a whip, you get a +3 test result bonus on your attempts to disarm a foe (including the test to avoid being disarmed if you fail to disarm your foe). In addition, a whip can be used to entangle an opponent. An entangled target suffers a –5 penalty to any action tests other than trying to break free. By spending 5 AP each round, you can use the entangling weapon to keep hold of the target until he breaks free or you release him. To break free, the entangled character must spend 8 AP on a discrete turn and win an opposed Strength test against you. See page 259 for details. A cat-o’-nine-tails has several iron-spiked thongs, but it is far worse at achieving the whip’s special forms of damage.

RANGED WEAPONS Ranged weapons are thrown weapons or projectile weapons (i.e., bows) that are not effective in melee. You apply half of your Prowess modifier to damage dealt by thrown weapons, but not to damage dealt by bows. Most weapons that can be thrown are described above under ‘Melee Weapons’. BOWS: Shorter folk (like Hobbits and Dwarves) and Wood-elves (who spend their days amid thick forests) use shortbows, which are easier to carry but have less range than other bows. Men and Orcs generally prefer longbows, taller weapons of greater range and power, but of course this depends on their habitat. Only a few peoples craft composite bows. These fine bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character’s above-average Strength (see ‘Customised Bows’ below). Rarest and deadliest of all bows is the Númenórean steelbow, made from shining, hollow steel crafted by the arts of Westernesse. The skill of making them has long been lost among Men, and the bows themselves have, one by one, been lost or destroyed, but it may be that one or two remain, hidden in barrows or long-forgotten armouries. So powerful is a steelbow that arrows it fires do more damage and fly farther. It is rather likely that any steelbow retrieved from an ancient armoury was once customised for its wielder. Thus, a character who finds it might be too weak to draw it.

 CUSTOMISED BOWS When using a bow customised for a very strong archer, a character of sufficient strength can greatly increase the range of his shots. To find a character’s maximum range modifier for customised bows, divide his total Strength score by 11; the result is a multiplier by which each increment of range (i.e., the number of yards given for PB, S, M, L, and X shots) may be increased. However, the price of a customised bow is equal to:

(bow’s basic price) x (range modifier) x (range modifier) x 3 Hence, you may have to be content with a cheaper bow and an actual range modifier smaller than your maximum one. THROWN WEAPONS: Usually, thrown weapons cannot be customised for stronger characters (except to do more damage). Still, a strong character can throw axes, daggers, and the like farther than an average person and may thus apply one half of his bonus range modifier with bows to his thrown ranges. EXAMPLE: A character with a total Strength score of 16 has a maximum range modifier of 1.45 (= 16 ÷ 11). A composite bow customised for this maximum range modifier costs the vast sum of 19 SP (= 3 SP x 1.45 x 1.45 x 3), but it also has the following ranges in yards: 7/44/87/218/+14 (i.e., PB +2, S +14, M +27, L +68, and X +14). If the same character throws his spear, his categories of range are multiplied by 1.23 (= 1 + [0.45 ÷ 2]) to reach the following scores: 6/12/19/25/+6.

An archer must always keep an eye on his supply of arrows. An arrow is a long, straight shaft tipped with feathers, and sometimes named a ‘dart’. Most peoples use distinctive arrows. Those of Dwarves and Hobbits are somewhat shorter than others. Orc-arrows are black-shafted, often poisoned and crudely fletched—and also shorter, unless crafted for Uruks. Orc-arrows of poor quality do –0.5/LoS less damage,

184

CHAPTER SIX: WEAPONS AND GEAR but unfortunately these are rarely used in battles against the Free Peoples. Those knowledgeable in the ways of war can even tell a Southron arrow from one of Gondor.

WEAPON SIZE AND ATTRIBUTE REQUIREMENTS As noted in the Weapons Table, all weapons require certain minimum attribute scores to wield them effectively. Generally, the larger the weapon, the greater these requirements and the more damage it can do. However, larger weapons have two drawbacks. First, they are more difficult to conceal. See the description of the Conceal skill (page 87) for some examples. Second, larger weapons weigh more and are more awkward to carry, creating a greater burden for those who use them. MINIMUM ATTRIBUTE SCORES: If a character fails to meet a weapon’s required minimum Strength and/or Stature score, he cannot use it properly. Every point of each attribute which he is short of the minimum reduces his total skill bonus by 1. If the total of these penalties is –4 or greater, the weapon must be wielded in both hands. No bonus for using the weapon two-handed would apply in such a situation. If a single minimum attribute requirement is missed by 5 or more points (for example, if a weapon’s minimum Strength is 12 and the character merely has Strength 7), the weapon cannot be used at all. CONCEALMENT: Roughly speaking, classify any weapon that weighs less than two pounds as ‘Small’ for purposes of concealment. A weapon that weighs two to seven pounds would be considered ‘Medium’, while still heavier ones (i.e., weapons weighing more than seven pounds) should be rated ‘Large’. Shorter folk like Dwarves and Hobbits can hardly wield Large weapons. To them, a Small weapon counts as Medium, and a Medium as Large for purposes of concealment. The damage they inflict does not change, however. OVERSIZED WEAPONS: Tall, strong folk, such as Trolls, can craft and use even larger versions of Medium and Large weapons. A Troll (or like) version of a Medium weapon does +2 damage/LoS, and a Troll version of a Large weapon does +1 damage/LoS. The minimum attribute requirements for such oversized weapons increase by 3 for every point of additional damage they do per LoS, making it extremely hard for other races to wield them properly.

ARMOUR

T

o protect themselves from the blades of their enemies, warriors often wear shining mail and carry stout shields. As with weapons, some armour comes only from certain peoples and places. Dáin’s folk possess the skill to make a fine, metal mesh unlike any other in Middle-earth, for example. Each time an attack inflicts damage to a character, his armour absorbs a number of points of that damage, reducing the amount that gets passed on as injury by the same

amount; even plain cloth can help to prevent a blade from cutting. But of course, an attacker can try to aim at unprotected parts of the target’s body. See Chapter Ten for more information. Throughout the history of Middle-earth, armour has always been a compromise between manoeuvrability and protection. The heavier armour types afford better protection, but restrict movement and cost significant amounts of money. The nature of this trade-off between armour types tends to reflect the economic and technological development of a people, although cultural preferences are also a determinant. Some cultures favour heavy armour, others prefer light armour, and a few consider wearing any armour to be cowardly or irritating. Climate is also a consideration—wearing heavy, padded armours in a tropical climate is simply too exhausting to be practical.

ARMOUR TYPES The advantages of different armours against various types of weapons only become apparent when an attack’s damage aspect is considered. Chainmail, for example, is good against edged strikes, but quilt is better against blunt strikes, which explains why quilt is generally worn under a suit of chainmail. The armour types are rated for their protective value against blunt (B), edged (E), pointed (P), and fire (F) strikes.

TABLE 6.4: ARMOUR PROTECTIVE VALUES MATERIAL Cloth Leather/Hide Quilt/Fur Hardened Leather Scalemail* Chainmail Chainmail, Dwarf Chainmail, Orc Chainmail, mithril Steel Plates

BLUNT 1 2 5 4 5 2 3 3 5 6

EDGED 1 4 3 5 9 8 10 9 16 10

POINTED 1 3 2 4 4 5 6 4 10 6

FIRE 1 3 4 3 5 1 2 1 4 2

*: Scalemail armour already includes a leather base.

CLOTH: Heavy, coarse cloth, typically linen, wool, or cotton, worn over or under other types of armour, or alone as everyday garb. Fine linen clothing offers no armour protection. LEATHER: Made from cured animal hide, this type of armour also is a common undercoat for heavier armours such as chainmail or scalemail. QUILT: Simple armour constructed of two layers of heavy cloth with thick wool or straw padding sewn in between. It is equivalent to the thick fur some animals have as natural armour. HARDENED LEATHER: Thick leather that is hardened by boiling in wax or oil is used to produce lightweight, resilient leather-plates for spot protection. SCALEMAIL: This type of armour consists of a leather base which is reinforced by a continuous layer of thin, overlapping metal plates. Brazen corslets ate favoured by the warriors of the Haradrim, for they are lighter and more comfortable to wear in the fierce Southron sun than any other type of heavy armour.

185

CHAPTER SIX: WEAPONS AND GEAR CHAINMAIL: A mesh of linked metal rings, always worn over some padding such as leather or quilt. It was first contrived long ago by the Dwarves of Belegost. Some warriors favour a simple shirt or short corslet of mail—enough to protect the chest, waist, and upper arms—while knights prefer a full hauberk that covers almost the entire body. CHAINMAIL, DWARF: Dwarves make two types of mail that are superior to other types. One has thicker metal rings and so is heavier but offers greater protection (as listed in Table 6.4). Only Dwarves are willing to bear the burden of it. The other protects like normal mail, but is finer and more flexible, easier and lighter to wear. Such a suit of armour weighs only 80% of its normal mail equivalent (i.e., reduce the armour penalties of normal chainmail by 20%). The mail of Númenor of old offered like protection to the heavier type of Dwarf-mail and without the greater weight, but it and the skill of making it are long lost. CHAINMAIL, ORC: Orcs sometimes scavenge mail from those they kill, but they also craft their own. Their mail is stronger than the mail of Men, but heavier and harder to wear as well. CHAINMAIL, MITHRIL: Should a warrior have the fortune to acquire a mithril corslet like Frodo’s, he is lucky indeed, for it offers the greatest protection one can wear and is light and comfortable as well as of great beauty. STEEL PLATES: Some knights and other warriors augment their chainmail with a few plates of shining steel: vambraces, pauldrons, gorget, jambes, and the like. Note that full-plate armour does not exist in Middleearth. Therefore, the additional protection offered by steel plates exclusively applies to the spots specifically protected by them.

BODY PART PROTECTION A set of armour is composed of several discrete pieces designed to protect specific body parts from damage; only the armour worn at the body location struck is relevant. For example, if a character wears a chainmail corslet over a leather jacket, his upper arms are far better protected than his forearms. Technically, Ambarquenta distinguishes the following distinct body parts (of which some come in pairs): HEAD: Skull, Face, Eye, and Neck. EACH ARM: Shoulder, Upper Arm, Elbow, Forearm, and Hand. THORAX: Chest (front and rear, i.e. including the upper back) and Vital Organs (such as Heart, Lungs, or Spine). ABDOMEN: Belly (front and rear, i.e. including the lower back), Hip, and Groin. EACH LEG: Thigh, Knee, Calf (i.e., the lower leg), and Foot.

ARMOUR PIECES Below is a list of some common terms used to describe each piece of armour and its basic function. Naturally, this is not a complete list of armour pieces—the different peoples of Middle-earth designed dozens of armour pieces to protect different areas of the body. It would be impossible to list

them all. Therefore, Ambarquenta abridges the issue of armour pieces to create a simple, flexible system of customising armour. Note that prices and penalties shown in Table 6.5 for armour pieces like vambraces, jambes, or pauldrons are given in pairs. For one piece (for example, a single vambrace to protect only your weapon arm), pay half the indicated retail price and count half the given penalties. Also note that Table 6.5 lists the body parts each armour piece protects. The abbreviations used relate to the various body parts as follows: Ab: Abdomen (= be, gr, hp) be: Belly ca: Calves ch: Chest el: Elbows fa: Face fo: Forearms ft: Feet gr: Groin

ha: Hands hp: Hips kn: Knees nk: Neck sh: Shoulders sk: Skull th: Thighs Tx: Thorax (= ch, sh) ua: Upper Arms

BOOTS: Protect the feet and most parts of the calves. Knee Boots extend to just above the knee, while shoes only cover the feet (and sometimes the lower parts of the calves). CAP: See Helm. COAT: See Hauberk. CORSLET: Covers the entire torso (i.e., thorax and abdomen) and the upper arms. COWL: See Gorget. CUIRASS: See Jerkin. GAUNTLETS: Gloves of heavy leather, reinforced with metal plates. Protect the hands and wrists. GORGET: Protects the neck. A Cowl also protects the skull. HAUBERK: Protects the torso (i.e., thorax and abdomen), arms (forearms and upper arms alike), and thighs. The cloth or leather equivalent of a hauberk is a Coat. HELM: Protects the skull. Unless it has a visor, a helm does not protect the face. Even a Cap or a hat may offer some basic protection to the skull. Unfortunately, wearing a helm limits a character’s perception. Any Observe test suffers a –1 penalty if a leather helm (i.e., a Cap) is worn; a plate helm distracts your senses for a –2 penalty, and a visored helm imposes a –3 penalty. Despite this penalty, even a helm with a visor offers no armour protection to your eyes. JACKET: Only available in cloth or leather, a sleeved jacket covers the torso (i.e., thorax and abdomen) and the arms from the wrists to the shoulders. JAMBES: Also known as greaves, jambes usually cover the calves, but sometimes stretch out to the knees. JERKIN: Usually made of leather, quilt, or cloth, a jerkin protects the shoulders, chest, and belly, ending above the hips. Its scale- or chainmail equivalent is called a Cuirass. KNEEPADS: Protect the knees. LEGGINGS: Protect both legs from hip and groin to just above the feet. PAULDRONS: Protect the shoulders. VAMBRACES: Also known as bracers, vambraces cover the forearms.

186

CHAPTER SIX: WEAPONS AND GEAR

TABLE 6.5: ARMOUR PIECES LEATHER COVERAGE Cap sk Cowl nk, sk Gloves ha Coat Ab, el, fo, th, Tx, ua Jacket Ab, el, fo, Tx, ua Jerkin be, Tx Leggings ca, gr, hp, kn, th Shoes ft Calf Boots ca, ft Knee Boots ca, ft, kn

PENALTIES, FITTED ARMOUR MAXIMUM MINIMUM 0.15 0 0.2 0.05 0.4 0.1 2 0.5 1.2 0.3 0.8 0.2 1.2 0.3 0.15 0 0.2 0.05 0.4 0.1

PENALTIES, UNFITTED ARMOUR MAXIMUM MINIMUM 0.3 0.05 0.4 0.1 0.8 0.2 4 1 2.4 0.6 1.6 0.4 2.4 0.6 0.3 0.05 0.4 0.1 0.8 0.2

WEIGHT 0.8 lbs. 1.6 lbs. 0.8 lbs. 13 lbs. 8.8 lbs. 5.6 lbs. 8.8 lbs. 1.2 lbs. 3.2 lbs. 3.8 lbs.

PRODUCTION TIME 0.5 days 0.5 days 1 day 2 days 2 days 1 day 2 days 1 day 1.5 days 1.5 days

PRICE 1 CP, 2 cp 3 CP 2 CP 2 sp, 1 CP 1 sp, 5 CP 10 CP, 2 cp 1 sp, 5 CP 2 CP, 2 cp 6 CP, 2 cp 7 CP, 2 cp

QUILT Cap Cowl Coat Jacket Jerkin Leggings

COVERAGE sk nk, sk Ab, el, fo, th, Tx, ua Ab, el, fo, Tx, ua be, Tx ca, gr, hp, kn, th

PENALTIES, FITTED ARMOUR MAXIMUM MINIMUM 0.3 0.05 0.9 0.15 7.2 1.2 4.5 0.75 3 0.5 3.3 0.55

PENALTIES, UNFITTED ARMOUR MAXIMUM MINIMUM 0.6 0.1 1.8 0.3 14.4 2.4 9 1.5 6 1 6.6 1.1

WEIGHT 1.2 lbs. 2.4 lbs. 19.5 lbs. 12.3 lbs. 8.4 lbs. 9.2 lbs.

PRODUCTION TIME 0.5 days 1 day 2 days 2 days 1 day 2 days

PRICE 1 CP, 2 cp 3 CP 2 sp, 1 CP 1 sp, 4 CP 11 CP 1 sp, 6 CP

HARDENED LEATHER COVERAGE Helm sk Breastplate be, ch (front) Backplate be, ch (rear) Pauldrons sh Vambraces fo Kneepads kn Jambes ca

PENALTIES, FITTED ARMOUR MAXIMUM MINIMUM 0.8 0.1 2 0.25 2 0.25 1.2 0.15 1.6 0.2 0.8 0.1 2 0.25

PENALTIES, UNFITTED ARMOUR MAXIMUM MINIMUM 1.6 0.2 4.8 0.6 4.8 0.6 2.4 0.3 3.2 0.4 1.6 0.2 4 0.5

WEIGHT 1 lbs. 3 lbs. 3 lbs. 1 lbs. 1.3 lbs. 0.8 lbs. 2.5 lbs.

PRODUCTION TIME 1 day 2 days 2 days 1.5 days 1 day 0.5 days 1 day

PRICE 4 CP, 3 cp 1 sp, 2 CP 1 sp, 2 CP 5 CP 5 CP, 2 cp 3 CP, 2 cp 1 sp

SCALEMAIL Hauberk Corslet Cuirass Boots

COVERAGE Ab, el, fo, th, Tx, ua Ab, Tx, ua be, Tx ft

PENALTIES, FITTED ARMOUR MAXIMUM MINIMUM 12.5 2.5 8.5 1.7 5.5 1.1 1.5 0.25

PENALTIES, UNFITTED ARMOUR MAXIMUM MINIMUM 25 5 17 3.4 11 2.2 3 0.5

WEIGHT 45.5 lbs. 30.8 lbs. 19.6 lbs. 3.2 lbs.

PRODUCTION TIME 10 days 7 days 4 days 2 days

PRICE 3 SP, 6 CP 2 SP, 6 CP 5 sp, 5 CP 1 sp, 9 CP

CHAINMAIL Cowl Hauberk Corslet Cuirass Leggings

COVERAGE nk, sk Ab, el, fo, th, Tx, ua Ab, Tx, ua be, Tx ca, gr, hp, kn, th

PENALTIES, FITTED ARMOUR MAXIMUM MINIMUM 1.5 0.25 11.7 1.95 7.8 1.3 6 1 7.8 1.3

PENALTIES, UNFITTED ARMOUR MAXIMUM MINIMUM 3 0.5 23.4 3.9 15.6 2.6 12 2 15.6 2.6

WEIGHT 4 lbs. 32.5 lbs. 22 lbs. 17 lbs. 22 lbs.

PRODUCTION TIME 6 days 45 days 30 days 20 days 30 days

PRICE 2 sp, 4 CP 4 SP, 3 sp 3 SP, 8 CP 2 SP, 2 sp 3 SP, 8 CP

CHAINMAIL, DWARF COVERAGE Hauberk Ab, el, fo, th, Tx, ua Corslet Ab, Tx, ua Leggings ca, gr, hp, kn, th

PENALTIES, FITTED ARMOUR MAXIMUM MINIMUM 15.3 2.55 10.5 1.75 10.2 1.7

PENALTIES, UNFITTED ARMOUR MAXIMUM MINIMUM 30.6 5.1 21 3.5 20.4 3.4

WEIGHT 43 lbs. 29.5 lbs. 29 lbs.

PRODUCTION TIME 60 days 40 days 40 days

PRICE 6 SP, 1 sp 4 SP, 1 sp 4 SP, 9 CP

CHAINMAIL, ORC Corslet Cuirass

COVERAGE Ab, Tx, ua be, Tx

PENALTIES, FITTED ARMOUR MAXIMUM MINIMUM 10.5 1.75 8.4 1.4

PENALTIES, UNFITTED ARMOUR MAXIMUM MINIMUM WEIGHT 21 3.5 25.7 lbs. 16.8 2.8 20 lbs.

PRODUCTION TIME 15 days 10 days

PRICE N/A N/A

CHAINMAIL, MITHRIL COVERAGE Corslet Ab, Tx, ua Cuirass be, Tx Leggings ca, gr, hp, kn, th

PENALTIES, FITTED ARMOUR MAXIMUM MINIMUM 1.05 0.35 0.75 0.25 1.05 0.35

PENALTIES, UNFITTED ARMOUR MAXIMUM MINIMUM 2.1 0.7 1.5 0.5 2.1 0.7

WEIGHT 5.5 lbs. 4.3 lbs. 5.5 lbs.

PRODUCTION TIME Unknown Unknown Unknown

PRICE Priceless Priceless Priceless

STEEL PLATES Helm Visored Helm Gorget Pauldrons Vambraces Gauntlets Jambes

PENALTIES, FITTED ARMOUR MAXIMUM MINIMUM 2 0.25 3.2 0.4 2.4 0.3 4 0.5 4.8 0.6 2 0.25 7.2 0.9

PENALTIES, UNFITTED ARMOUR MAXIMUM MINIMUM 4 0.5 6.4 0.8 4.8 0.6 8 1 9.6 1.2 4 0.5 14.4 1.8

WEIGHT 3.2 lbs. 5.6 lbs. 4 lbs. 3.2 lbs. 4 lbs. 2.5 lbs. 8 lbs.

PRODUCTION TIME 3 days 7 days 5 days 4 days 3 days 8 days 5 days

PRICE 2 sp 3 sp, 5 CP 2 sp, 5 CP 2 sp 2 sp, 5 CP 3 sp 1 SP, 10 CP

COVERAGE sk fa, sk nk sh fo ha ca, kn

187

CHAPTER SIX: WEAPONS AND GEAR

ARMOUR PENALTIES

COMPOUND LAYERS Different types and pieces of armour are often worn in overlapping layers, such as a coat made of cloth over chainmail over quilt. Except for the armour penalty and common sense, there is no limit as to how many layers of armour may be worn. However, only one layer of armour provides its full protective value when determining compound protection against a specific damage aspect. A second layer of armour allows to add one half of its normal protective value to the overall protection, a third layer provides one third of its normal protective value, and so on. Players may freely choose which layer adds which proportion of its protective value to the compound protection against a specific damage aspect (usually the best protective value is counted fully, the second best is halved, and so on). Keep any fractions while adding together the applicable protective values of all worn layers of armour; only the final result is rounded off normally. Record the specific compound protection for any relevant body part on your character’s Combat Sheet ahead of time. See the below table for common pre-calculated armour compounds:

TABLE 6.6: ARMOUR LAYERS MATERIALS B Leather 2 Quilt 5 Hardened Leather 4 Chainmail 2 Quilt + Cloth 6 Leather + Cloth 3 Leather + Leather 3 Leather + Quilt 6 Leather + Quilt + Cloth 6 Hardened + Cloth 5 Hardened + Quilt 7 Hardened + Quilt + Cloth 7 Chain + Cloth 3 Chain + Quilt 6 Chain + Quilt + Cloth 6 Chain + Leather 3 Chain + Leather + Cloth 3 Chain + Leather + Leather 4 Chain + Leather + Quilt 7 Chain + Leather + Quilt + Cloth 7 Chain + Hardened + Cloth 5 Chain + Hardened + Quilt 8 Chain + Hardened + Quilt + Cloth 8 Chain + Chain + Cloth 3 Chain + Chain + Leather 4 Chain + Plate + Cloth 7 Chain + Plate + Quilt 9 Chain + Plate + Quilt + Cloth 9 Chain + Plate + Leather 8 Chain + Plate + Leather + Cloth 8 Chain + Plate + Leather + Quilt 10 Scale + Cloth 6 Scale + Quilt 8 Scale + Quilt + Cloth 8 Plate + Cloth 7 Plate + Quilt 9 Plate + Quilt + Cloth 9

E 4 3 5 8 4 5 6 6 6 6 7 7 9 10 10 10 10 11 11 11 11 12 12 12 13 14 15 15 15 16 16 10 11 11 11 12 12

P 3 2 4 5 3 4 5 4 4 5 5 5 6 6 6 7 7 8 7 7 7 8 8 8 9 9 9 9 10 10 10 5 5 5 7 7 7

F 3 4 3 1 5 4 5 6 6 4 6 6 2 5 5 4 4 6 6 6 4 6 6 2 5 3 5 6 4 5 6 6 7 7 3 5 5

CHAINMAIL MODIFIERS Dwarf Orc

E +2 +1 +8

P +1 –1 +5

F ±0 ±0 +2

Mithril

B ±0 ±0 +2

Players must find a balance between the protection offered by armour and the penalties it brings. A character fully equipped with chainmail and a quilt jerkin underneath, for example, will usually have an armour penalty of at least –3. Your armour penalty adds to the General Encumbrance Penalty (GEP) which applies in a variety of situations (see page 195 on how to determine the GEP): SKILL AND ATTRIBUTE TESTS: Being part of a character’s Physical Penalty, the GEP applies to all tests governed by Deftness and/or Nimbleness. MOVEMENT: A character’s Base Movement Rate (BMR) is lowered by a number of feet equal to twice his GEP. DEFENCE: While heavy armour absorbs much of a strike’s force, it also slows your evasive movements, making you easier to hit. Thus, Defence is penalised by the GEP as well, but it cannot drop below 10 regardless of how bulky your chosen suit of armour is. SPELLS: The GEP also applies when casting spells of Sorcery—the more gear you carry and the heavier armour you wear, the more susceptible you are to the marring influence of the dispersed Morgothian element which infests all matter of Arda. (See page 198 for more information.) Note that ordinary clothes do not bestow an extra armour penalty. Instead, their weight adds to the encumbrance caused by your other equipment (such as weapons and shields) and may thus increase your GEP.

FITTED AND UNFITTED ARMOUR If a character wishes to acquire a suit of armour or to buy (or craft) a particular armour piece, it must specifically be crafted to fit the individual who is purchasing the armour. Characters wearing unfitted armour suffer a substantial penalty above the normal armour penalties. Even if characters of similar height and build exchange pieces of armour, the armour is automatically treated as unfitted armour. This rule also applies to any armour found in treasure. Characters may have unfitted armour pieces fitted by paying 10% of their original price, plus the cost of any additional material required when the piece to be fitted is smaller than the person it is being fitted to.

FINDING THE ARMOUR PENALTIES Table 6.5 above contains all the basic information that a character needs to assemble his unique set of armour. To create a custom set of armour, decide whether a given piece will be fitted or unfitted, and then total the maximum and minimum armour penalties. You must also total the price of each piece of armour and the protection granted to each body part. MAXIMUM PENALTY: The penalty representing the maximum restriction of mobility caused by the weight and bulkiness of the armour worn. Depending on whether a particular piece of armour has been crafted to fit you or not, use either the fitted or the unfitted maximum penalty shown in Table 6.5. The total maximum penalty accruing from all armour

188

CHAPTER SIX: WEAPONS AND GEAR pieces must be recorded in the field of your character’s Skill Sheet that is normally reserved for taking note of your Physical Penalty. Your Armour skill (see page 84) can reduce this maximum penalty. MINIMUM PENALTY: The penalty representing the minimum restriction of mobility caused by the weight and bulkiness of your armour. Depending on whether a particular piece of armour has been crafted to fit you or not, use either the fitted or the unfitted minimum penalty shown in Table 6.5. Even utilising your Armour skill, you cannot reduce the total penalty accruing from your choice of armour pieces below this value. Thus, the actual armour penalty (which is part of your GEP) is either equal to your total minimum penalty or the total bonus of the Armour skill, whichever is worse for you. EXAMPLE: Gori, the well-off Dwarven warrior from one of our previous examples, wisely refuses to enter combat without his Dwarf-mail corslet which he wears over a quilt jerkin. In addition, he usually dons a plate helm and a pair of plate vambraces, as well as leggings, gloves, and calf boots made of leather. His full suit of armour gives him a maximum penalty of 22.1, which rounds down to –22, and a minimum penalty of 3.55, which rounds up to –4. The total price of his armour is 6 SP, 5 CP, and 2 cp (expressed in Dúnadan coinage). With an adjusted Strength of 19 and Nimbleness 16, Gori’s attribute bonus for the Armour skill is 18. Modified by the basic cutback of –7, a bonus of 11 remains. So to manoeuvre as effectively as possible in his chosen suit of armour, Gori must invest 7 ranks in his Armour skill to reduce the penalty to –4 (= 11 – 22 + 7). With an 8 th rank, a penalty of only 3.55 is added to his GEP, but this still rounds off to –4. The following body parts are protected by Gori’s armour: Skull: Steel plates (B6, E10, P6, F2) Chest, Shoulders, and Belly: Quilt and Dwarf-mail (B7, E12, P7, F5) Upper Arms: Dwarf-mail (B3, E10, P6, F2) Forearms: Steel plates (B6, E10, P6, F2) Hip and Groin: Leather and Dwarf-mail (B4, E12, P8, F4) Thighs, Hands, and Feet: Leather (B2, E4, P3, F3) Calves: Two layers of leather (B3, E6, P5, F5)

 ARMOUR OPTIONS This section deals with some more important issues concerning armour. Nevertheless, this material should be considered optional—use it or ignore it as you see fit.

Then again a Turambar may assign a special penalty due to tangling armour at his discretion. In any case, a character whose armour has been severely damaged should see an armoursmith as soon as possible.

 ARMOUR QUALITY Table 6.4 on page 185 shows the protective values of armour pieces of average quality. Yet, by virtue of enchantment or extraordinary skill, craftsmen sometimes succeed in producing armours of superior quality—while less gifted smiths occasionally create flawed suits of armour. The effect of a given armour’s quality rating is to increase or decrease all protective values by a set score. For example, a +1 chainmail hauberk has protective values of B3, E9, P6, and F2. The protection offered by armour against any damage aspect cannot be reduced below 1, nor increased above double its average quality, meaning that +2 chainmail would have a maximum fire protection of 2. The guidelines on Product Quality (see page 79) provide more information on how to determine armour quality. However, keep in mind that superior armour is extremely rare, especially by the end of the Third Age. Only a handful of secluded craftsmen may still have the knowledge and the skill to create true masterpieces of armour. Therefore, a +1 masterwork suit of armour should cost at least five times as much as its more mundane equivalent; a +2 item would be almost unaffordable, and even better armour cannot be purchased at all.

 GETTING INTO AND OUT OF ARMOUR As explained in the Armour skill’s description, the time to put on or remove a suit a armour directly relates to the penalty you suffer from wearing it: It takes a number of full action rounds equal to 5 + (armour penalty x armour penalty) to don or doff your armour. A successful test of the Armour skill cuts that time in half, and additional LoS reduce it by another round each. For example, it normally takes three minutes to don an armour that penalises you with –5 (i.e., 5 + [5 x 5] = 30 rounds), but with a successful skill (i.e., LSF ±0) test the task can be accomplished in only 15 rounds. A failure at a test to don armour in half the normal time results in an additional temporary –1 armour penalty for each LoF you suffer. This penalty also applies to the protection offered by the armour, though it cannot drop below 1.

SHIELDS

 ARMOUR DAMAGE When a body part covered by armour is hit by the edge or point of a weapon and a Serious or worse injury results, the armour at that spot has a hole in it. If the same body part is struck again, there is a chance the blow will go through the hole and be unaffected by the armour. The chance this will happen is 50% (01–50 on a d100) if an edge damaged the armour, or 25% (01–25 on a d100) if a point damaged it. These odds should be changed in the target’s favour if a relatively large body part is struck; assuming a 50% chance of hitting the damaged spot of an armour piece may be fair if it protects a foe’s shin, but not if it covers his entire breast.

M

any warriors carry shields to provide additional protection. They can vary in size (the shields that some Men carry would provide complete cover for a Halfling) and shape (oblong, round, and the like): SMALL SHIELD: Comes in a variety of shapes (choose a particular shape as your specialty) and usually covers the defender from the shoulders to the waist. Typically, small shields are round in shape which offers the defender the ability to move it quickly and at different angles while still providing good protection. Most of the time the shield is

189

CHAPTER SIX: WEAPONS AND GEAR gripped in the centre by a single handle (no forearm strap) which would allow it to be used in either hand equally well. MEDIUM SHIELD: Comes in a variety of shapes (choose a particular shape as your specialty) and typically covers a defender from the shoulder to mid-thigh or above the knee. If crafted for a Man, a medium shield’s typical length is about four feet and two to three feet wide. This shield is usually gripped by a single handle and a forearm strap. LARGE SHIELD: This shield can vary in shape: oval, rectangular, or teardrop styles are common (choose one as your specialty). Typically, a large shield covers the defender from the shoulder to just above the ankle. Usually four to five feet long and two and a half to three feet wide. This shield is normally gripped by a single handle and a forearm strap.

SHIELD EFFECTS Shields may have two effects, provided they are used to defend against attacks that come from the front or the shieldside of the defender:  In melee, they provide a test result bonus for parrying attempts. Look up the bonus in the Parry Modifier column of Table 6.3 on page 182. Note that you do not suffer a penalty for using a shield in your off-hand.  Facing ranged attacks, a shield’s Parry Modifier is automatically subtracted from the test result of the attacker, provided the defending character is aware of the attack. Properly attaching a shield to one’s arm takes a number of rounds equal to the shield’s parry modifier.

MATERIALS Shields are normally either crafted of hard wood, usually reinforced with a leather covering and sometimes an iron rim, or of several layers of laminated wood armoured with steel

bands. Table 6.3 on page 182 accounts for these peculiarities of make by providing two different values for a shield’s breakage number, weight, and price—the lower values are for wooden shields, the higher for those reinforced with metal.

OTHER GEAR

C

haracters embarking on adventures will want to take more with them than just weapons and armour. While contending with the servants of the Enemy, they may need such things as horses, food, rope, firewood, torches, blankets, wine, and the like. Some of these things they can, at times, find for themselves in the wild, but others they must obtain in advance. The accompanying table list the value of various items of gear commonly used by adventurers and travellers. All prices are approximate—local conditions or the quality of the goods may change prices (for good or ill) drastically. Of course, characters can acquire gear in other ways. If they have the time and the appropriate skills, they may be able to make what they need. Or if they have the aid of a powerful or wealthy ally or patron, such as Elrond, he may grant them their needs.

HEALING HERBS

M

iddle-earth abounds with healing herbs of all kinds, giving its bounty to those who know what to look for. There are plants that can cure poison or disease. There are others that greatly aid in the healing of burns, cuts, and many other types of wounds. Appendix B (see page 336) details a variety of sample herbs and presents all rules required to allow a skilled naturalist to gather, prepare, and apply herbal remedies.

190

CHAPTER SIX: WEAPONS AND GEAR

TABLE 6.7: OTHER GEAR ITEM

PRICE1)

AREA

WEIGHT2)

OTHER NOTES

2 CP, 2 cp 3 CP, 2 cp 2 CP, 2 cp 7 CP 1 CP, 1 cp 1 cp 1 cp 1 sp 2 cp 1 cp 3 cp 1 sp 4 CP, 1 cp 1 cp or free 1 cp 6 CP 1 CP, 2 cp 6 CP 3 CP, 2 cp 1 CP 1 CP, 3 cp 1 CP, 1 cp 1 sp, 7 CP 11 CP 1 sp, 3 CP 1 CP, 1 cp 2 cp 1 cp 2 cp 2 cp 1 CP, 3 cp 1 CP, 1 cp 2 sp 2 CP 3 cp 6 CP 8 CP, 2 cp 1 CP, 1 cp 2 CP, 2 cp 5 CP 1 sp, 3 CP 1 cp 1 cp 1 CP, 2 cp 8 CP 1 cp

A A A A A T T/C T/C T/C A T/C T/C T/C A A A T/C A C T/C A A T/C T/C T/C A T/C A T/C A A A C T/C T/C A T/C C T/C T/C A T/C A A A A

2 lbs. 2 lbs. 5 lbs. 10 lbs. 3 lbs. 0.25 lbs. 1 lbs. 2 lbs. 0.25 lbs. 1 lb. 1 lb. 10 lbs. 5 lbs. 20 lbs. * 5 lbs. 0.5 lbs. 3.5 lbs. 4 lbs. 2 lbs. 2.5 lbs. 1 lb. 3 lbs. 2 lbs. 0.5 lbs. 0.5 lbs. 1 lb. 2 lbs. 0.25 lbs. 8 lbs. 0.5 lbs. 0.5 lbs. 20 lbs. 9 lbs. 3 lbs. 1 lb. 1.5 lbs. * 10 lbs. 8 lbs. 15-20 lbs. 0.25 lbs. 1 lb. 0.5 lbs. 1 lb. 1 lb.

Wooden shafts and iron tips. No reuse on 2–10 Holds 20 lbs./1 cubic foot Wool blanket and mat (2 seasons) Wool and fur blankets (4 seasons) Thick, quilted wool blanket (winter) Wax or tallow. Lights 5’ radius, burns 2 hours Price and weight is per square yard Price and weight is per 10’ 10 pieces, white, 5” long Creates a hot fire. Brick burns for 4 hours Iron Can be used with Mattock skill, 4B/2P damage Iron bar for levering things open Per day. Can usually be collected Iron 25 square feet Starts fires in 3 minutes Canvas. Holds 45 lbs./2 cubic feet Must be tied to a rope. Use Ropecraft skill to throw Iron head Rope-net, wood spreaders, iron hooks Lights a 15’ radius, burns 6 hrs/pint of oil Single shutter, 60’ long / 20’ wide cone Lights a 30’ radius, burns 6 hrs/pint of oil Polished steel Iron. 3” length 1 pint, burns for 6 hours in a lantern Wood Steel spike for climbing, with eye for rope Wood. 10 feet Leather. Straps to belt, holds 5 lbs. Holds 20 arrows Iron-shod wooden beam Hemp. 50 feet long, supports 1.100 lbs. Hemp. 50 feet long, supports 300 lbs. Holds one 1-handed weapon Holds one 2-handed weapon Noise can be heard up to 1 mile away Two-handed, iron-headed hammer Required for digging Canvas with metal fittings. Two man Wood. Content enough for starting 7 fires Lights a 20’ radius, burns 1 hour Holds 1/2 gallon (2.25 litres), filled 5 lbs. Holds 2 scabbards, 3 pouches For sharpening edged weapons

2 SP, 2 sp

R

900 lbs.

4 SP

R

1,100 lbs.

6 SP, 2 sp

R

1,400 lbs.

1 SP

R

500 lbs.

Ox

2 SP, 6 CP

R

2,500 lbs.

Bit and bridle Harness Saddle, riding Saddle, pack

3 CP 8 CP 1 sp, 1 CP 8 CP, 2 cp

A A A A

1 lb. 4 lbs. 25 lbs. 15 lbs.

220 lbs. capacity. Walking pace 18 yards/round or approx. 6 miles/hour. Price +100% for Steady, +300% for War-trained animal ability 260 lbs. capacity. Walking pace 20 yards/round or approx. 6.5 miles/hr. Price +100% for Steady, +300% for War-trained animal ability 320 lbs. capacity. Walking pace 16 yards/round or approx. 5.5 miles/hr. Price +100% for Steady, +300% for War-trained animal ability 190 lbs. capacity. Walking pace 14 yards/round or approx. 4.5 miles/hr. Price +100% for Steady, +300% for War-trained animal ability 600 lbs. capacity. Walking pace 11 yards/round or approx. 3.5 miles/hour For directing a mount Includes collar, bit and reins Standard riding saddle, with stirrups & blanket Only suitable for attaching gear and supplies

ADVENTURING GEAR Arrows (20) Backpack Bedroll (light) Bedroll (heavy) Blanket Candles (2) Canvas Chain Chalk Charcoal Chisel Climbing Pick Crowbar Firewood Fishhook Fishing net Flint and steel Framepack Grappling hook Hammer Hammock Lamp Lantern, bullseye Lantern, hooded Mirror Nails (20) Oil Pegs (12) Piton Pole Pouch Quiver Ram, portable Rope, heavy (Ø 3/4”) Rope, light (Ø 3/8”) Scabbard (belt) Scabbard (shoulder) Signal whistle Sledge Spade or shovel Tent Tinderbox Torch Waterskin Weapon belt Whetstone BEASTS AND VEHICLES Horse, light Horse, medium Horse, heavy Pony

1)

: If a price is marked with an asterisk (*), a Locate (Specific City/Specific Group of Items) test against TN 20 or higher is usually required to find a vendor. 2) : If a single asterisk (*) is given for an item’s weight, it can be neglected.

191

CHAPTER SIX: WEAPONS AND GEAR ITEM

1)

2)

PRICE

AREA

WEIGHT

OTHER NOTES

BEASTS AND VEHICLES, CONT. Saddlebags Feed Stabling Cart Wain, open Wain, closed Boat Raft Canoe Longship Keelboat Sailing ship

6 CP 1 cp or free 3 cp 2 sp 1 SP, 1 sp 1 SP, 3 sp 3 sp, 2 CP 1 sp, 9 CP 2 sp, 6 CP 80 gp 25 gp 90 gp

T A A T T T T R R C C C

8 lbs. 10 lbs. — 450 lbs. 600 lbs. 850 lbs. 200 lbs. 500 lbs. 100 lbs. N/A N/A N/A

Hold 5 cubic feet/50 lbs. Nutrition for one day. Grazing may be possible Per beast and day. Includes food and grooming 1,000 lbs. capacity. 2 wheels, requires one beast 3,200 lbs. capacity. 4 wheels, requires 2 beasts 3,500 lbs. capacity. 4 wheels, requires 2 beasts 800 lbs. capacity. 8–12’ long. With 2 paddles 2,000 lbs. capacity. 15–20’ long. With a pole 550 lbs. capacity. 10–15’ long. With 2 paddles 50 tons capacity. 75’ long. Requires 50 crewmen 40 tons capacity. 50’ long. Requires 10 crewmen 150 tons capacity. 90’ long. Requires 20 crewmen

CLOTHING Clothes, poor Clothes, ordinary Clothes, travelling Clothes, fine Clothes, noble Cold weather outfit Robe Weapon belt

2 cp 6 CP 1 sp 1 SP 2 SP, 2 sp 2 sp 2 sp, 6 CP 8 CP

T/C A A T/C C A C A

2 lbs. 4 lbs. 5 lbs. 6 lbs. 10 lbs. 7 lbs. 8 lbs. 1 lb.

Loose shirt, baggy breeches, rags as shoes Complete suit, with belt, hat/cap, shoes Complete suit, with boots, cloak, gloves, etc. Complete suit. Fancy, tailored clothes Complete suit. With precious metals, gems, furs Complete suit. Warm cloak, boots, underwear Covers the entire body. Equals 1 point of armour Holds 2 scabbards, 3 pouches

FOOD AND DRINK Ale or beer, mug Ale or beer, gallon Brandy Mead or Cider Wine, ordinary Wine, fine Wine, Dorwinion Wine, ordinary Wine, fine Wine, Dorwinion Pipeweed Pipe Food, ordinary Food, fine Food, travel rations Meal at an inn, poor Meal at an inn, ordinary Meal at an inn, fine Banquet Bread Cheese Meat

1 cp 3 cp 2 cp 1 cp 2 cp 2 CP 4 CP 6 CP 2 sp 1 SP 6 CP, 2 cp 2 sp–2 SP 3 CP, 2 cp 9 CP 6 CP 1 cp 3 cp 2 CP 1 sp 1 cp 1 cp 2–5 cp

A A T R/T A T/C Dorwinion/C A T/C Dorwinion/C Shire/Bree Shire/Bree A A A A A A C A R R

— 9 lbs. — — — — — 5.5 lbs. 5.5 lbs. 5.5 lbs. 0.25 lbs. 0.1 lbs. 15 lbs. 25 lbs. 8 lbs. — — — — 2 lbs. 0.5 lbs. 0.5 lbs.

LODGING AND SERVICES Inn, poor, one night’s stay Inn, ordinary, one night’s stay Inn, fine, one night’s stay Stabling Laundry Leather Care Metal Care Hospitalisation Library access

2 cp 1 CP, 1 cp 3 CP, 2 cp 3 cp 1 cp 1 cp 2 cp 6 CP+ 1 CP

A A A A T/C A A C C

— — — — — — — — —

1 cp 2 cp 1 cp 6 CP 1 cp 6 CP 2 CP+ 0.25 cp 3 cp 1 cp 1 cp

C T/C C C C C T/C — — — —

— — — — — — — — — — —

Public bath Private bath Scribe Research Crier/Herald Legal services Personal grooming Coach service Ferry service Ship passage Toll charge 1)

1 pint 1/2 gallon. In a clay jug 1 half-pint 1 half-pint Per glass (1/4 pint) Per glass (1/4 pint) Per glass (1/4 pint) Per skin (1/2 gallon or 2.25 litres) Per skin (1/2 gallon or 2.25 litres) Per skin (1/2 gallon or 2.25 litres) One pouch. Enough for 30–40 fillings Hard, fire-resistant wood For 1 week. Normal spoilage For 1 week. Normal spoilage For 1 week. Jerky, dried fruits, hardtack, nuts E.g., bread, baked turnips, onions, water E.g., bread, chicken stew, watered ale or wine E.g., bread, pastries, beef, peas, ale or wine Per person. Excellent food & entertainment 1 small loaf 1 hunk 1 chunk. Price varies according to type and cut Place on floor near hearth, blanket, fleas Straw mattress in common room, pillow Private room with 1 bed, covered chamber pot Per beast and day. Includes food and grooming Per laundry load. Simple laundry care Per item to be handled. Simple repairs/cleaning Per item to be handled. Simple repairs/cleaning For healing. Fee is a required ‘contribution’ 4 hour visit. No withdrawals. Research (Search Libraries) test required to gain information Catch disease on 2–3. Gender separation Must pay extra for oils and perfumes Per page of simple text Per simple topic Per announcement. Announced 1 x/hr for 4 hours Per legal appearance. Appr. 3 hours of work Per ‘visit’. Approximately 1 hour Price per mile Per fare Price per mile Per person and beast. May be much higher

: If a price is marked with an asterisk (*), a Locate (Specific City/Specific Group of Items) test against TN 20 or higher is usually required to find a vendor. 2) : If a single asterisk (*) is given for an item’s weight, it can be neglected.

192

CHAPTER SIX: WEAPONS AND GEAR ITEM MISCELLANEOUS Barrel Basket Bell Bottle Brush (writing/painting) Bucket Case (for map or scroll) Chest Flask Ink Inkpen Jug Ladder Mug or tankard Paper Parchment Pitcher Plank Pot Sack Saw Sealing wax Sewing needle Signet ring Soap Vial Waterskin SOPHISTICATED ITEMS Artisan’s tools Artisan’s tools, superior Block and tackle Caltrops Climber’s kit Disguise kit Dwarven magical toys Healer’s kit Lock, poor average good amazing Musical instrument, ordinary Musical instrument, Dwarven Scale, merchant Thieves’ tools Thieves’ tools, superior

PRICE1)

AREA

WEIGHT2)

OTHER NOTES

6 CP 3 cp 1 CP, 3 cp 3 CP 3 cp 1 CP 2 CP, 2 cp 4 CP, 3 cp 1 cp 1 sp 2 cp 1 cp 3 CP 1 cp 2 cp 3 cp 1 cp 1 cp 1 CP 1 cp 2 sp 1 CP, 2 cp 3 cp 1 sp+ 1 CP 1 CP, 3 cp 1 CP, 2 cp

T/C A C T/C T/C A C T/C A T/C T/C A A A C T/C A A A A T/C T/C A C T/C C A

30 lbs. 1 lb. * 0.25 lbs. * 2 lbs. 0.5 lbs. 25 lbs. 0.25 lbs. * * 9 lbs. 20 lbs. 1 lb. 0.25 lbs. 0.25 lbs. 5 lbs. 12 lbs. 2 lbs. 0.5 lbs. 2 lbs. 1 lbs. * * 1 lbs. * 0.5 lbs.

Holds 60 gallons (270 litres) Holds 20 lbs./2 cubic feet Tin. Cost for other metals is higher Glass. Holds 1 1/2 pints (1 litre) Wooden shaft with hair bristles. Capped Wood. Holds 2 gallons (9 litres) Capped leather tube, holds rolled papers Wood. Price is for a roughly crafted piece Ceramic, glass or metal. Holds 1 pint Black ink, 1 ounce vial Wooden stick with carved tip Clay, fitted with a stopper. Holds 1 gallon Wooden, 10 feet Clay, fitted with a stopper. Holds 1 pint 10 sheets of white paper, made from cloth 10 sheets, made of goat hide or sheepskin Clay. Holds 1/2 gallon (2.2 litres) Wood. 10’ x 6’ x 2”. Bears 350 lbs. Iron. Holds 1 gallon Burlap. Holds 20 lbs./1 cubic foot Iron. 24” wood-tool For closing envelopes Iron or bone Bears your unique, personal sign Made of lard Fitted with a tight stopper. Holds 1 ounce of liquid Holds 1/2 gallon (2.25 litres). Filled weight 5 lbs.

1 sp+

T/C

5 lbs.

2 SP*+ 8 CP 1 CP, 3 cp 2 SP, 2 sp* 1 SP, 3 sp 2 cp+ 1 SP, 2 sp 3 sp 1 SP, 1 sp 2 SP, 3 sp* 5 SP* 2 sp+ 4 SP+ 3 CP, 2 cp 1 SP* 3 SP, 1 sp*

C T/C A T/C C near Dwarf-hold T/C T/C T/C C C T/C near Dwarf-hold T/C C C

5 lbs. 5 lbs. 2 lbs. 5 lbs. 8 lbs. 0.1 lbs.+ 1 lb. 1 lb. 1 lb. 1 lb. 1 lb. 3 lbs. 3 lbs. 1 lb. 1 lb. 1 lb.

1)

Special tools needed for any craft. Note that the Place of Trade edge provides all necessary tools automatically As above, but requisite for masterworks For lifting heavy goods Foot-traps. Cover approx. 5’ square Pitons, boot tips, gloves, harness. +2 bonus Cosmetics, hair-dye, small props See page 319 Herbs, salves, bandages (10 uses) TN 15 to pick with appropriate tools TN 20 to pick with appropriate tools TN 25 to pick with appropriate tools TN 30 to pick with appropriate tools E.g., fife, harp, horn, lute, mandolin, or shalm See page 319. Musician +3, Persuade +2 For determining weights Skeleton keys, lock picks, small saw, etc. As above. Locks (Lockpicking) +3

: If a price is marked with an asterisk (*), a Locate (Specific City/Specific Group of Items) test against TN 20 or higher is usually required to find a vendor. 2) : If a single asterisk (*) is given for an item’s weight, it can be neglected.

193

Chapter Seven

FINISHING TOUCHES our Ambarquenta character is almost finished. At this point, you should have filled in most of your Character Sheet, and checked your math to be sure that everything balances. Before your character can set out on his first adventure, just a few more vital game statistics have to be determined.

Y

MOVEMENT AND ENCUMBRANCE

T

he next step in the character creation process is to record your character’s Base Movement Rate (BMR) on your Character Sheet. A character’s Base Movement Rate determines how far he can move in a six-second round. This rate represents a character’s normal walking speed in feet per round, and is based on a character’s height. In addition, the average of a character’s total Nimbleness and Strength attribute scores can either add to or penalise his stride. None of the modifications found on the table below may reduce a character’s BMR below 6 feet per round, though.

TABLE 7.1: BASE MOVEMENT RATES HEIGHT 7’11” – 8’1” 7’8” – 7’10” 7’5” – 7’7” 7’2” – 7’4” 6’11” – 7’1” 6’8” – 6’10” 6’5” – 6’7” 6’2” – 6’4” 5’11” – 6’1” 5’8” – 5’10” 5’5” – 5’7” 5’2” – 5’4” 4’11” – 5’1” 4’8” – 4’10” 4’5” – 4’7” 4’2” – 4’4” 3’11” – 4’1” 3’8” – 3’10” 3’5” – 3’7” 3’2” – 3’4” 2’11” – 3’1” 2’8” – 2’10” 2’5” – 2’7” 2’2” – 2’4” 1’11” – 2’1”

BMR 36’ 35’ 34’ 33’ 32’ 31’ 30’ 29’ 28’ 27’ 26’ 25’ 24’ 23’ 22’ 21’ 20’ 19’ 18’ 17’ 16’ 15’ 14’ 13’ 12’

AVERAGE OF NIMBLENESS & STRENGTH 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2

BMR +15’ +14’ +13’ +12’ +11’ +10’ +9’ +8’ +7’ +6’ +5’ +4’ +3’ +2’ +1’ ±0’ –1’ –2’ –3’ –4’ –5’ –6’ –7’ –8’ –9’

EXAMPLE: Grimgár, a Beorning hunter, stands 6’2” tall, giving him a BMR of 29 feet per round. With Nimbleness 13 and Strength 17, he adds an additional +4 feet per round to his BMR as the two attribute have an average score of 15. Thus, Grimgár’s final Base Movement Rate is 33 feet, or 11 yards, per action round.

PACE The Base Movement Rate represents a character’s normal stride. If moving at a faster pace, his BMR is modified according to Table 7.2 below. The table also lists standard TNs for tests of the Run skill to further increase the distance covered within a certain amount of time (each LoS beyond LSF ±0 increases the distance covered within a round by 10%, or allows you to decrease the time to cover a given distance by 10%), as well as the number of weariness points you accumulate when moving at a given pace. See pages 212 and 219 for more information on conducting movement tests.

TABLE 7.2: PACE PACE Crawl/Step Walk Jog Run Sprint

PACE MULTIPLIER x 0.33 x1 x2 x3 x4

RUN TN – – – 15* 20*

WEARINESS POINTS 1 every 15 minutes 1 every 10 minutes 1 every 3 minutes 1 every 2 rounds 5 each round

*: A test is required only if the character is engaged in combat or attempts to move farther than normally. If the moving character is involved in a combat situation, test TNs normally increase by +5. See the description of the Run skill on page 111 for details.

These paces apply when characters use tactical movement—movement during combat, other forms of physical conflict, and situations where precise measuring of movement is important. For casual situations—when performing tasks where not every second is critical, such as exploring a ruined tower—multiply the BMR by 10 to find out how many feet a character can move per minute. For long journeys and other types of overland travel, see ‘Travelling’, page 245.

194

CHAPTER SEVEN: FINISHING TOUCHES

TABLE 7.3: ENCUMBRANCE

ENCUMBRANCE Once your character has acquired some armour and other helpful items such as weapons and provisions, his Base Movement Rate will normally be lowered by a number of feet equal to twice his General Encumbrance Penalty (GEP). The GEP is the total of (1) your character’s armour penalty and (2) the encumbrance penalty accruing from carrying around weapons, shields, ordinary clothes, and other gear. To determine the encumbrance penalty caused by weapons and other gear, you must first find the total weight (in pounds) of any equipment carried by your character which has not already been accounted for by the armour penalty. Then subtract your character’s Prowess score from that total weight to determine the excess load of gear he carries. Of course, a character’s excess load cannot drop below 0. Next, divide the excess load in pounds by your character’s Prowess score. Keep any fractions. Finally, add your character’s armour penalty to the encumbrance penalty caused by other gear and round off the final value to find his GEP. EXAMPLE: Besides his heavy armour, which—after a lot of training—imposes an armour penalty of only 3.55 (see the example on page 189), Gori the Dwarf carries additional gear weighing 37 lbs. Thus, with a Prowess of 16, he carries an excess load of 21 lbs. and suffers an encumbrance penalty of (21 ÷ 16) = 1.31. The sum of these two penalties is 4.86, which rounds off to a GEP of –5. Since Gori usually gets rid of his heavy-loaded backpack before violence erupts, his player also calculates the encumbrance penalty accruing from the stout Dwarf’s 18 lbs. of weapons and other combat gear: 0.13. Thus, Gori’s GEP in battle is only –4 (i.e., 0.13 + 3.55 = 3.68, rounded off).

 Optionally, a Turambar may rule to treat the overweight of particularly fat characters like Bombur as an additional source of encumbrance. Simply determine the weight that a character of a given Strength, height, and race would have on average and subtract this number from your character’s actual weight. One half of this above-average body weight is added to the weight of the character’s equipment. EXAMPLE: As we have learned from the example on page 29, Gori has an overweight of 16 lbs. and must therefore add 8 lbs. to the total weight of his gear when determining his encumbrance penalty. In combat, for instance, he actually ‘carries’ 26 lbs. of weapons and unwieldy body mass, giving him a total penalty of 5.18 (= 3.55 for his armour penalty + 1.63 for his encumbrance penalty), which rounds off to a GEP of –5.

APPLYING THE ENCUMBRANCE PENALTY The General Encumbrance Penalty (GEP) applies to a variety of statistics: MOVEMENT: A character’s Base Movement Rate is lowered by a number of feet equal to twice his GEP. A character with a BMR of 28’ and a GEP of –3, for example, has a modified BMR of 22’. Characters suffer additional restrictions to their movement rates when wearing bulky armour or carrying heavy or very heavy loads, as shown on Table 7.3.

GEP* 0 to –3 –4 to –6 –7 to –9 –10 or greater

PACE LIMITATION – no Sprint no Run no Jog

*: A character’s BMR is decreased by 2’ for each point of his GEP.

Note that a heavily encumbered character will also tire out more quickly, as the number of weariness points he can accumulate within a given Weariness Level—normally equal to his Stamina score—is reduced by his GEP. As a rule of thumb, you should apply the GEP your character suffers while armed and armoured when recording that value on your Character Sheet. For more on Weariness, see page 237. SKILL AND ATTRIBUTE TESTS: Being part of a character’s Physical Penalty, the GEP applies to all tests governed by Deftness and/or Nimbleness. DEFENCE: An encumbered character is hampered in his evasive movements and easier to hit. Thus, Defence is penalised by the GEP as well, but it cannot drop below 10, regardless of how bulky a suit of armour is. SPELLS: The GEP also applies when casting spells of Sorcery—the more gear you carry and the heavier armour you wear, the more susceptible you are to the marring influence of the Morgothian element infesting all the matter of Arda. Uses of the Art, however, are not affected by the GEP (unless they depend on Deftness and/or Nimbleness if the Turambar varies the test attributes for some reason).

MOVEMENT AND ACTION POINTS So far, it was assumed that movement is taken as a full round action. But since Ambarquenta handles tactical situations with an action point (AP) system, characters will usually want to move just a part of each six-second round. While each character has a different amount of AP to spend each round (see page 31 on establishing a character’s action allowance), no character may spend more than 10 AP on movement in a given round. Any AP remaining after movement may be spent on other actions such as drawing a weapon or—if within reach—making an attack, unless a character attempts to Run or Sprint (these are full-round actions, see below).

COMMON ACTION POINT COSTS FOR MOVING As you will often need to determine how many AP it costs you to move from one point (for example, a foe in battle) to another, you should do a little math ahead of time and jot down the following information on your Character Sheet: AP COST PER FOOT (APF): The most important thing to know is how many AP it costs to move one foot, as you can establish the AP cost for moving any distance by multiplying this value—your APF (action point cost per foot)—by the

195

CHAPTER SEVEN: FINISHING TOUCHES

AMBAR

number of feet you need to move in a given situation. Use the following formula to determine your character’s action point cost per foot: APF = 10 ÷ BMR (÷ Pace Multiplier)

As stated above, by multiplying your character’s APF with the number of feet he needs to cover, you will learn how many AP it requires to move that distance. EXAMPLE: Grimgár, the Beorning hunter, has a BMR of 33 (i.e., 33’ per round at a walking pace). He crouches behind a rock, just 30’ away from a huge Forest-troll. He wishes to sneak up on the Troll and ambush it. Since he wants to sneak up on the Troll, his pace multiplier will be at 0.33. The AP cost of moving 30’ is 27.55 (= 30’ x [10 ÷ 33 ÷ 0.33]), which rounds off to a AP cost of 28. If Grimgár had (foolishly) chosen to approach the Troll at a jogging pace, the AP cost would have been 4.55 (= 30’ x [10 ÷ 33 ÷ 2]), which rounds off to 5 AP.

AP COST PER YARD (APY): For easy combat resolution, we suggest to use miniatures and combat maps marked off in hexes which are one inch across. As each hex represents one yard (i.e., three feet), you should also record how many AP it costs your character to move that distance. Use the same formula as for determining your APF, but multiply the result by 3 to learn your APY. Since most characters choose to move at a jogging pace in combat, specifically mark that particular APY cost. EXAMPLE: Grimgár’s basic AP cost per yard (APY) is 0.91 (= 3’ x 10 ÷ 33). At a jogging pace (the standard pace in combat), his APY is 0.46 (or 0.5 for practical reasons), which still rounds off to 1 AP if he moves but a single hex.

FEET PER ACTION POINT (FAP): Sometimes you will also need to know how far you can move per action point. This value is labelled FAP (feet per action point) on your Character Sheet and can be determined as follows: FAP = BMR ÷ 10 (x Pace Multiplier) EXAMPLE: After throwing his spear and drawing his battleaxe, Grimgár has 5 AP left in the current round and wants to know how close he can get to the last standing Orc who has just knocked out his friend Halward. As he has already taken too many actions this round, the maximum pace at which he can progress is Jog (Running and Sprinting are full-round actions). Grimgár’s basic FAP is 3.3 (= 33 ÷ 10). At a jogging pace, his FAP is 6.6 (= 3.3 x 2), which rounds off to 7’ per action point. Thus, Grimgár could narrow the gap between his current position and the Orc by 35’.

RUNNING AND SPRINTING Running and sprinting are usually full-round actions because you need a little time to accelerate, and because you need to exercise your whole body, not just your legs. Therefore, you may only use (AA – 10) ÷ 2 action points on other actions while moving at a running pace. When you choose to sprint, you can’t take any other actions (unless the Turambar allows you to shout or perform like free actions).

P

layer characters in Ambarquenta are shining examples of their races. Not only are they heroes of Middleearth and often an inspiration to the Free Peoples, they are the most important characters in your game. As such, they possess qualities of heroism and noble destiny that set them apart from most people. In short, they are ‘special’. To represent this, they have an attribute called Ambar (Q. ‘Fate’). You must have completed all steps of character creation described in Chapters One to Six before you may determine your character’s Ambar. Not until he is a fully fleshed-out personality with a background story and all relevant game statistics, can the Blessing of Eru Ilúvatar come to rest upon a character. As a matter of fact, this beneficial effect tends to favour the weak but sincere, thus compensating for some disadvantages certain characters may suffer when compared to their more powerful brethren. To determine your character’s basic Ambar score, you must have a number of six-sided dice at hand. For a Hobbit character, roll 9d3; for all other characters, roll 7d3 to determine their basic Ambar score. If the roll of dice yields three or more sixes (four or more sixes for a Hobbit character) before adding up and halving the result, you may choose to add another 3d3 to your Ambar score, but if you do so, this also means that your mother has died in childbed. Optionally, the Turambar may also allow an Elven character who has lived in Valinor under the Light of the Trees to add another 3d3 as well.  Optionally, a character’s basic Ambar score must not be lower than his Grace score at this point. Note that this option is usually inappropriate if Grace is arbitrarily assigned by the Turambar, rather than randomly determined. A character’s basic Ambar score, as determined by the roll of dice, is then modified by –1 for each flaw he has that earns him 10 or more picks as a recompense. Optionally, instead of applying such a flat penalty, the Turambar may look over a character’s list of flaws and exclude some flaws that he thinks are ‘harmless’. For example, while the Dark Secret flaw would certainly justify a penalty to the character’s basic Ambar score, the Poor flaw might not. This is entirely up to the Turambar, though. Generally, it’s better to include all flaws when determining the penalty to a character’s basic Ambar than leaving out too many, since Ambar is, at least in part, intended to act as a compensatory virtue. Finally, a character’s basic Ambar score is reduced by 1 point every time he enters a new Corruption Level. The attribute you have just generated measures your character’s basic Ambar score. You start the game with the same number of points in your current Ambar score (i.e., your running total of Ambar points). Whenever you expose yourself to a fateful situation and successfully test Ambar, your current score decreases by one or two points, as indicated by the various effect descriptions. At the beginning of each new game session, the Turambar may decide that a particular character recovers a single point of spent Ambar (and 1d5 Corruption points). See ‘Recovering Ambar’, below, for details.

196

CHAPTER SEVEN: FINISHING TOUCHES

TESTING AMBAR During the course of the game, you can spend Ambar in many ways. Yet, whenever you decide to do so, you must first pass an Ambar test: simply roll 2d10 and compare the result to your current Ambar score. If the roll is lower than or equal to your current Ambar score, you succeed and can choose one of the effects described below. Following a success, your current Ambar score drops by one or two points, as indicated in the description of the chosen effect. If the Ambar test fails, you cannot use Ambar as normal, but your current Ambar score remains unchanged until you achieve your next success. However, if you desperately need to achieve the desired effect (perhaps to save your live), you may simply subtract the due points from both your current and your basic Ambar score without making a test, thus irreversibly lowering your basic Ambar score. Note that Ambar can only be tested once in any given situation. For example, you cannot try to boost the result of an attack test more than once, but you could again test Ambar in the same action round to get a bonus to a parry test as well. If the parry fails, you could also test your Ambar to reduce the sustained damage. However, only one Ambar test can be made for each of these events. Also note that a character may be granted a temporary bonus to his current Ambar score, as described in the option presented on page 293.

BENEFITS OF SPENDING AMBAR Following a successful Ambar test, you can spend Ambar for your character in five different ways. However, regardless of how many points of Ambar he currently has, no more than one of the below effects can be chosen in a given situation. IMPROVE TEST RESULTS: First, you can use Ambar to improve test results. A successful Ambar test allows you to add a +5 bonus to any desired test (except for Ambar tests). You do not have to specify in advance that you intend to use Ambar to improve a test result. Instead, you can make the test, and then after seeing the results decide whether to try to spend Ambar on it. The successful use of this kind of effect causes your current Ambar score to drop by 1 point. RE-ROLL THE DICE: Second, you can use Ambar to re-roll one die roll of any sort. You may then choose whichever result (original or re-rolled) pleases you the most. You could also demand from the Turambar to re-roll any one die roll made on behalf of or against your character (for example, a foe’s attack test), but in this case, the second roll always applies, even if its result is worse for your character than the original roll. The successful use of this kind of effect causes your current Ambar score to drop by 2 points. LESSEN INJURIES: Third, you can use Ambar to half the number of wound points of damage you sustained from a single attack. The successful use of this kind of effect causes your current Ambar score to drop by 2 points. ADRENALIN: Fourth, Ambar can be used in dramatic situations to offset your Universal Penalty for a short while. With a successful Ambar test, you get the adrenalin flowing for a number of rounds equal to your Stamina ÷ 4 (mini-

mum 1 round). You accumulate double the normal amount of weariness points during that time. Once the adrenalin has worn off and the immediate threat is removed, your Universal Penalty is doubled for a number of minutes equal to the number of rounds it was ignored, unless you pass a TN 30 Stamina test. The successful use of this kind of effect causes your current Ambar score to drop by 2 points. OVERCOME WEARINESS: Fifth, some beneficial circumstances may help a character overcome the effects of Weariness. Gimli claims he can throw off all Weariness when he has some Orcs to attack, and the good news that Frodo still lives after Shelob’s attack helps Sam to overcome his exhaustion and keep going. In appropriate circumstances, the Turambar may allow a character to make an Ambar test to recover two lost Weariness Levels automatically due to inspiration or an increase in morale. The successful use of this kind of effect causes the character’s Ambar score to drop by 1 point.

OTHER USES OF AMBAR In addition to the possibilities described above, Ambar can be used to handle a variety of other situations. What is special about these uses is that they either do not require a successful Ambar test, or that they do not affect a character’s current Ambar score. Also see ‘The Power of Words’ on page 293 on even more possibilities to use Ambar. RESIST FEAR: First, in some circumstances the Turambar may require you to expend 1 Ambar simply to attempt an extremely difficult but useful task, such as attacking the Lord of the Nazgûl. In other words, you must pay 1 Ambar as a prerequisite for making a test, but you do not need to pass an Ambar test to do so. In this situation, the character receives no other benefits for the Ambar point—spending it just allows him to make the effort. Most of the time, attempting such a task also calls for a Fortitude test against Fear. A player may opt to expend additional points of Ambar to gain a bonus (+5 per point) to the Fortitude test, again without the necessity to succeed at an Ambar test to be allowed to do so. LUCK: Second, a character’s current Ambar can be tested to determine whether he has brought along some particular piece of gear, whether he steps on the floorboard which breaks or squeaks, who will be attacked by a certain foe, and so on. Testing Ambar for resolving such arbitrary situations does not cause its current score to drop. ENCHANTMENTS: Third, the greatest masters of the Art of Enchantment may permanently sacrifice Ambar to create truly exceptional items (see page 319 for more details). For example, only by reducing his original Ambar score to naught, Fëanor, greatest of the Noldor, was able to make the three silmarili, but by doing so he eventually brought a fell doom upon his kin.

AMBAR FOR OTHER CHARACTERS Only the most important characters in your tale should have Ambar. Obviously this means the player characters, but it also includes important NPCs, such as major antagonists. On the other hand, the average NPC, including low-level opposition like your average Orc, has no Ambar at all.

197

CHAPTER SEVEN: FINISHING TOUCHES

RECOVERING AMBAR As stated above, at the beginning of each new game session a character has the chance to recover a spent point of Ambar. The Turambar evaluates the achievements of each character and judges his bearing in the past session according to the guidelines found in ‘The Quality of Heroes’ section on pages 18f.. If he finds a character (and the plot of the last session) worthy of it—because, for instance, the character improved the story or helped move it along in fun and dramatic ways, or because he pursued heroic, noble, and self-sacrificing purposes—, that character recovers a single point of Ambar at this point, as well as 1d5 Corruption points (see ‘Decreasing Corruption’, page 200). No more than one point of Ambar can be recovered per session, and none will be recovered if the character behaved unheroic, ignoble, or selfish during the previous session. In particular, he shouldn’t recover a point of Ambar if he has committed a deed (other than casting a normal spell) that earned him some Corruption. In fact, recovering a point of spent Ambar should be the exception rather than the rule.

CORRUPTION

W

henever a character is exposed to dangerous influences (such as the One Ring), resorts to foul deeds, casts a spell of Sorcery, or succumbs to evil temptation (as Saruman did), he may suffer the effects of Corruption. Eventually, if no one saves him, or if he cannot or will not save himself, he becomes totally Corrupt, a servant of Darkness.

CORRUPTION LEVELS Your character has six Corruption Levels: Pure (uncorrupted), Intrigued, Exposed, Tainted, Captivated, and Corrupt. Each level can hold a number of Corruption points equal to the sum of his Grace, Will, and Insight scores. As your character is exposed to sources of corruption, he accumulates Corruption points and risks dropping to the next level, thus becoming more corrupted and more prone to yield to temptation and evil. Once a player character reaches the sixth level, Corrupt, he becomes a servant of the Shadow and the Turambar immediately takes control of him as an NPC. If a Corrupt character somehow manages to get rid of a number of Corruption points sufficient to lower him to Captivated (or better), the player regains control of him. However, a Corrupt character who accumulates more Corruption points than his sixth and last level can hold becomes so evil or selfish that he may never be controlled by his player again.

SOURCES OF CORRUPTION In Middle-earth, all that is evil eventually springs from one source: The disharmony that was brought into the

Ainulindalë (Q. ‘The Music of the Ainur’) by Melkor and his followers among the Holy Spirits (Ainur) whom he had seduced in the Timeless Halls ere the creation of Eä. Later, when Melkor incarnated himself permanently as Morgoth, the Black Enemy of the Elder Days, he did this ‘[…] so as to control the hroä, the “flesh” or physical matter of Arda. He attempted to identify himself with it. A vaster, and more perilous procedure, though of similar sort to the operations of Sauron with the Rings. Thus, outside the Blessed Realm, all “matter” was likely to have a “Melkor ingredient”, and those who had bodies, nourished by the hroä of Arda, had as it were a tendency, small or great, towards Melkor: they were none of them wholly free of him in their incarnate form, and their bodies had an effect upon their spirits. But in this way Morgoth lost (or exchanged, or transmuted) the greater part of his original ‘angelic’ powers, of mind and spirit, while gaining a terrible grip upon the physical world. For this reason he had to be fought, mainly by physical force, and enormous material ruin was a probable consequence of any direct combat with him, victorious or otherwise. This is the chief explanation of the constant reluctance of the Valar to come into open battle against Morgoth. Manwë’s task and problem was much more difficult than Gandalf’s. Sauron’s, relatively smaller, power was concentrated; Morgoth’s vast power was disseminated. The whole of “Middle-earth” was Morgoth’s Ring, though temporarily his attention was mainly upon the North-west. Unless swiftly successful, War against him might well end in reducing all Middle-earth to chaos, possibly even all Arda […] Moreover, the final eradication of Sauron (as a power directing evil) was achievable by the destruction of the Ring. No such eradication of Morgoth was possible, since this required the complete disintegration of the “matter” of Arda. Sauron’s power was not (for example) in gold as such, but in a particular form or shape made of a particular portion of total gold. Morgoth’s power was disseminated throughout Gold, if nowhere absolute (for he did not create Gold) it was nowhere absent. (It was this Morgoth-element in matter, indeed, which was a prerequisite for such “magic” and other evils as Sauron practised with it and upon it.) It is quite possible, of course, that certain “elements” or conditions of matter had attracted Morgoth’s special attention (mainly, unless in the remote past, for reasons of his own plans). For example, all gold (in Middle-earth) seems to have had a specially evil trend—but not silver. Water is represented as being almost entirely free of Morgoth. (This, of course, does not mean that any particular stream, river, well, or even vessel of water could not be poisoned or defiled—as all things could.) — J.R.R. Tolkien, Morgoth’s Ring, pages 399–401. Despite the fact that everything around them, even their own hroär, contains traces of Morgoth’s dispersed power, the members of the Free Peoples of Middle-earth have a free will and the chance to make their own decisions—for good or evil. You must choose for yourself whether to succumb to the temptation of occasionally accepting dubious means to achieve your goals, or to strictly rely on an honourable code of conduct.

198

CHAPTER SEVEN: FINISHING TOUCHES

TABLE 7.4: CORRUPTION

ACQUIRING CORRUPTION POINTS In Ambarquenta, these metaphysical conditions are reflected by the three major ways in which characters usually acquire Corruption points:

LEVEL Pure Intrigued Exposed Tainted Captivated Corrupt

Casting Spells First, as the fëar (Q. ‘souls’) of Men are normally too weak to wield spells of Sorcery without drawing from the disseminated power of Morgoth, anyone who casts a sorcery automatically acquires a set number of Corruption points, as indicated in each spell’s description. If a spell is cast with an evil motive, for a selfish purpose, or just carelessly, and the casting test fails, the character acquires even more Corruption. See Table 7.4 and Chapter Eleven for details. Note that the Elven Art is not normally corrupting, unless of course the intent of its user is evil.

None –1 test result penalty –2 test result penalty –4 test result penalty –8 test result penalty Character becomes a servant of the Shadow

*: The penalty applies to all Corruption tests, and, at the Turambar’s discretion, to tests of Social skills when dealing with the Wise.

SITUATION EXPOSURE TO THE ONE RING (CIRCA TA 3018) Under normal circumstances Near Mordor In Mordor For every time the Ring is worn EXPOSURE TO TEMPTATION Mild temptation Moderate temptation Strong temptation Very strong temptation

Temptation Second, if a character is exposed to or does anything the Turambar believes could corrupt him, he must make a Corruption test. A Corruption test is a Fortitude test modified by the penalty associated with the character’s current Corruption level against a difficulty determined by the Turambar. See Table 7.4 for some examples. Note that in this context a ‘temptation’ could be anything from struggling with oneself whether to accept an unjustified gift to the wish to slay a defenceless foe, from the lust for power to plain greed. A Turambar may wish to vary the TN for one and the same action, depending on the particular circumstances. If the character fails in the Corruption test, he acquires 3 points of Corruption for each point short of reaching the TN (i.e., count each point of failure instead of normal LoF; for example, with a test result of 16 and a TN of 20, the character acquires 12 Corruption points). If he achieves LSF ±0 or LoS +1, he acquires no Corruption. With LoS +2, he reduces his existing Corruption total by 1d10 points. If he manages LoS +3 or better, he reduces his existing Corruption total by 2d10 points. Additionally, when the character suffers LoF –2 or worse on the Corruption test, he must take an appropriate action to demonstrate the effects of Corruption upon him. For example, suppose a servant of the Shadow offers Hilgo Boffin a bribe to ‘report anything unusual you see to me’. Hilgo suffers LoF –2 in his attempt to resist because he misses the TN by 6 points. So he acquires 18 Corruption points and must take the money. If he knows anything useful, he reports it at that time. After a character has suffered LoF –2 or worse, the Turambar may later allow him to make additional Fortitude tests—at the same or greater difficulty—to shake off the corrupting influence. If he succeeds, the character does not lose any of the Corruption points he gained, but he snaps out of it and can stop taking corrupted actions. On the other hand, if he fails, he acquires no additional Corruption. For example, a few hours after Hilgo agrees to spy, the Turambar might allow him another Fortitude test. If he succeeds, he realizes what an awful thing he’s done and stops spying. He still doesn’t lose the Corruption points, though.

EFFECT*

TN 20 25 30 +2 to TN 12–17 18–23 24–29 30–36

SORCERY Casting a spell of Sorcery No roll Character receives Corruption automatically, as indicated in the spell’s description† Spell is cast with an evil motive or purpose and … fails +2 per LoF succeeds +1 per LoS Spell is cast with a good motive or purpose and … fails +0 per LoF succeeds –2 per LoS† Spell is cast with a neutral motive or purpose and … fails +1 per LoF succeeds –1 per LoS† †: A spell’s basic Corruption cannot drop below 0 due to high LoS, and the basic Corruption of any spells of Necromancy cannot be lowered at all.

Of course, some characters may not want to resist temptation or corrupting influences. If so, they must act accordingly, and the Turambar assigns them Corruption automatically—typically a minimum of 30. The below suggestions on punishing wilful evil deeds can serve him as a guideline.

Evil Deeds Third, characters become corrupted by wilfully or accidentally committing dim-witted, unsavoury, domineering, or downright evil deeds. For example, suppose Sulronadil fires a flaming arrow on a Dunnish village to distract its inhabitants from an attempt to rescue some of their prisoners. As planned, the brand ignites the thatched roof of an isolated house in the centre of the village, but unfortunately a sudden gust spreads the fire over the entire hamlet. In the end, Sulronadil and his friends are able to rescue the prisoners, but the village is razed to the ground, and many children and women are killed in the incident. For this imprudent and unintentionally cruel act, the Turambar assigns Sulronadil 30 Corruption points automatically—the typically minimum for doing such a wrong. If it had been Sulronadil’s deliberate intention to burn down the village, thereby killing so many innocent people, the Turambar

199

CHAPTER SEVEN: FINISHING TOUCHES could have assigned him enough Corruption points to raise him to the Corrupt level straight away. These two interpretations of Sulronadil’s misdeed make it clear that no precise rules on assigning Corruption points for committing evil acts can be provided. A Turambar must judge the character’s intention (doing something bad wilfully certainly deserves far more Corruption points than doing the same thing by accident), the actual crime (stealing a loaf of bread when you are hungry is a venial sin, while treason or murder is a serious felony), and other relevant circumstances (being traumatised or under the sway of the One Ring could be an extenuating cause) before assigning Corruption points. If a Turambar feels uncomfortable about assigning a certain amount of Corruption points automatically, he may resort to Corruption tests. Use the sample difficulties for resisting temptation (assigning each crime an appropriate difficulty category, such as ‘very strong’ for murder, or ‘mild’ for stealing someone’s purse), but increase the TN by at least 10 points in case of a premeditated wicked act. However, even upon a success, the character should still be assigned at least 1 to 10 Corruption points.

EFFECTS OF CORRUPTION Every player must keep track of his Corruption. Just like wound points and Weariness, Corruption is recorded in levels. Once a character has accumulated a number of Corruption points within a Corruption Level equal to the sum of his Grace, Will, and Insight scores, he begins accumulating Corruption in the next level and suffers penalties to Corruption tests as a result. The Corruption monitor can be found on the ‘Magical Capabilities’ sheet, as characters who frequently cast spells most often fall prey to Corruption. Although Corruption is not visible, other characters can often tell there’s something wrong. To reflect this, apply the character’s Corruption penalty to the use of all Social skills when he is dealing with good-hearted people or the Wise. The penalty does not apply to Intimidate tests, though. In addition, a player should portray his somehow sinister attitude in appropriate situations (for example, when faced with a temptation). Alternatively, if the nature of the character’s past misdemeanour allows it (for example, if he has acquired most of his Corruption by casting apparently harmless or benign spells), his Corruption point score can be interpreted as a measure of his preoccupation with his own interests and affairs, rather than a growing tendency towards darkness. This was, for example, the case with Radagast: The Brown Wizard was so captivated by the beauty of Middle-earth’s nature that he neglected the greater duties for which he was sent from across the Sea. Saruman, to give another example, fell victim to the lure of power and eventually served nothing but his own evil needs. Yet, before becoming Corrupt, he did strive to save the Free Peoples—but as the events of the War of the Ring show, his approach was foolish and lead to his doom. The fallen wizards’ fates illustrate just two more ways how Corruption may manifest. The final decision on what happens to a Corrupt character is up to the Turambar—but in any case, the character becomes a NPC controlled by the Turambar.

DECREASING CORRUPTION Characters can decrease their Corruption total by strongly resisting temptation and corrupting influences (see ‘Temptation’, above), through honest repentance and confession (for a formalised approach, see the optional skill ‘Cleansing Meditation’ on page 295), or—in some cases—by performing noble and heroic deeds. If a character with Corruption does something particularly noteworthy and heroic out of the goodness of his heart (such as saving helpless Hobbits from Orcs, even though he stands nothing to gain), the Turambar may reduce his Corruption score by however many points he considers appropriate, typically at least 10. What’s more, whenever the Turambar allows a character to recover 1 point of spent Ambar, he also decreases his Corruption total by 1d5.

TAINT Even if a character manages to decrease his Corruption total, his soul remains marred forever. This is reflected by his Taint score—the minimum number of Corruption points below which he cannot drop, regardless of how heroic or noble he behaves after once having acquired Corruption. A character’s Taint score equals one third (rounded off normally) of his all-time high Corruption score. Therefore, make sure to check (and, if necessary, record) both of these scores—your all-time high Corruption and your Taint—as soon as you acquire additional Corruption. EXAMPLE: Over the time, Sulronadil acquires 67 Corruption points, making him Intrigued. After showing true repentance and selflessly saving the life of one of his companions, his Turambar allows him to reduce his Corruption total by 30 points. However, his all-time high Corruption still remains 67 points, thus leaving a Taint of 22 points. If Sulronadil is later allowed to erase another 30 Corruption points, his running total drops only to 22, instead of 7.

RENOWN

T

he heroes of any Ambarquenta game, particularly lead characters like the player characters in your tale, are usually larger than life, with qualities to match. These qualities and the accomplishments they allow cause characters to become well known, to develop a reputation among their folk and maybe eventually throughout Middle-earth. Ambarquenta represents this fame (or notoriety) with an attribute called Renown. Generally, the higher a character’s Renown, the better known and more recognisable he is. Other folk, including NPCs he encounters, may have heard of him and know something about him.

ACQUIRING RENOWN Renown uses a scale similar to the one introduced for primary attributes, but it has no upper limit. A character

200

CHAPTER SEVEN: FINISHING TOUCHES could have a Renown of 20, 30, or more, though even for most nobles and kings Renown 10 to 15 is high. Normally, all characters start the game with Renown 0—no one really knows who they are yet—, unless the Turambar rules otherwise for purposes related to a particular tale. If, for instance, the Turambar wanted to run a game in which all of the characters are nobility, he might have them each start out with Renown 5 or higher. Characters develop their Renown through game play— upon accomplishing noteworthy deeds, a Turambar may award them one or more points of Renown. See ‘Renown Awards’, page 209.

USING RENOWN Renown has two uses in the game. It lets you determine whether one character knows another; and it may modify the outcome of Esteem tests as well as the use of some Social skills.

RECOGNITION TESTS First, Renown allows a character to make a recognition test to find out if he has heard of another character—and, if so, what he knows about him. The TN for the test depends on the size of the region or society the two characters have in common, as shown on the Recognition Tests Table.

TABLE 7.5: RECOGNITION TESTS

TN TN TN TN TN

15 20 25 30 40

SAMPLE REGION/SOCIETY LOCAL: within Hobbiton or Minas Tirith AREA: within the Southfarthing or Dor-en-Ernil REGION: within the Shire or the Eastfold REALM: within Eriador, Gondor, or Rohan WORLD: within Middle-earth

RECOGNITION MODIFIERS SITUATION Target of same people Target of friendly/allied people Target of hostile people

TEST MODIFIER +2 ±0 –2

RENOWN MODIFIERS RENOWN* Renown 1–3 Renown 4–6 Renown 7–9 Renown 10–12 Renown 13–15 Renown 16–18 Renown 19–21 Renown 22–24 Renown 25–27 Renown 28–30 For each additional multiple of 3

EXAMPLE: After many adventures, Menelor earns a Renown of 8. While in Minas Tirith, he encounters a Gondorian lord from Linhir. Ordinarily the lord would use his Wits to make a recognition test, but since they are both nobles from Gondor, the Turambar decides to let him use his Region Lore: Gondor (Nobles) +13 skill. The lord rolls a 10, for a test result of 27 (= 10 + 13 [TSB] + 2 [Menelor’s Renown modifier] + 2 [target of the same people]). Since they are both from Dor-en-Ernil, the TN is 20. The lord’s test achieves a LoS +2. He has heard of Menelor and knows him not only as a member of the Princely House of Dol Amroth, but also for his knowledge of arcane things and his strong will (from Menelor’s Resolute edge).

RENOWN IN SOCIAL SITUATIONS

BASE DIFFICULTY DIFFICULTY

Recognition tests are usually Wits tests. However, if a character has an appropriate Lore skill (such as Culture Lore or Region Lore), the Turambar should allow him to use that instead. Regardless of the attribute or skill used, the Renown modifier (see the accompanying table) of the target character modifies the test results. For example, if Menelor tries to determine who Glorfindel (Renown 16) is, he applies a +5 test result modifier because Glorfindel is so renowned. If a recognition test fails, the character has not heard of the other person or cannot remember anything he might have learned about him. If the test succeeds, the character does know of him. The greater the LoS, the more he knows. Typically, a character knows an NPC (or vice-versa) based on his traits or because of specific famous deeds he has accomplished.

The modifiers listed on the Renown Modifiers Table can also apply to Esteem tests, as well as to some uses of Social skills and some Bearing tests. How it applies, and whether it acts as a bonus or a penalty, depends on the situation. When appropriate, have a character make a recognition test to determine if he knows someone. If he succeeds, the recognised person may apply his Renown modifier to Esteem tests and the use of Social skills on that character. If the person is known for something the character considers positive, beneficial, or admirable, the Renown modifier is a bonus. If he is known for something negative, despicable, wicked, or hurtful, the Renown modifier is a penalty. EXAMPLE: In the above example, the lord reacts well to Menelor for he has a deep love for the House of Dol Amroth. If Menelor tried to use his Persuade skill to convince the lord of something, his Renown modifier would act as a bonus to his test, since the lord regards him favourably. If, however, the lord were a dissipated noble who scorned scholars and ancient lore, Menelor’s reputation as a loremaster might cause his Renown modifier to act as a penalty to his test.

TEST MODIFIER ±0 ±1 ±2 ±3 ±4 ±5 ±6 ±7 ±8 ±9 ±1

* Renown modifiers can be applied both negatively and positively, depending on the situation. With recognition tests, though, these are always applied positively. A character trying to recognise someone with a high Renown uses that person’s positive Renown modifier to increase his die roll, making it easier to succeed.

201

Chapter Eight

CHARACTER IMPROVEMENT s they experience things through their adventures, characters learn, grow in knowledge, and become more capable and powerful. For example, Merry, Pippin, and Sam all started the Quest of Mount Doom with little to contribute compared to Aragorn, Boromir, or Gandalf. But by the end of the story, Merry and Pippin had achieved renown as warriors, and Sam was famed for helping Frodo complete the quest.

A

SKILL IMPROVEMENT

I

n Ambarquenta, character growth is reflected by improvement rolls and advancement picks. Any time a character attempts a task of sufficient difficulty, or studies and practises at a skill for a given time, he is allowed to make an improvement roll. A success on that roll indicates that he has advanced his expertise in a given skill, and he may assign an advancement pick to one of the pick classes of the skill’s governing attributes. These picks, representing a character’s steady increase of proficiency and might, will eventually help to raise his attributes, or may allow him to pick new edges. Skill increases reveal how recent game events or training have affected a character’s ongoing development. By building and enhancing your character’s innate characteristics and attributes, you can adapt him over time, simulating the personal development that results from his exploits.

LEARNING FROM EXPERIENCE Whenever a character employs a skill in a situation that involves some kind of danger, and has a considerable risk of failure, the Turambar may allow him to tick off the checkbox in front of the skill’s name. This is called making an experience marker. Under which circumstances a character is allowed to make such a marker is described right below. As you look over your Skill Sheet, you will notice that all skills can be marked this way. However, using a Lore skill in game is usually only about recalling knowledge on a specific topic, but not about increasing it. Therefore, you normally have to study tomes of lore or listen to a teacher’s lectures to be allowed to improve those skills (see below on training in a skill). Only under special conditions (described on page 204) can skills in the Lore category receive experience markers. Experience markers should only come from tests that have relevance or bearing on the story or its objectives, and they should only be awarded for using a skill in stressful situations. An attack against a helpless foe would not merit an experience marker. Likewise, taking an hour to pick a lock is

not a stressful situation either—but doing it in one action round as a Troll approaches is very stressful indeed, and surely deserves a marker. In addition, there must be a logical reason for the character to perform an action, and, as mentioned above, there must be a significant risk of failing the test. After all, there is not much you could learn from employing a skill in a task that has become a routine for you. Although the procedure of qualifying for an experience marker basically works the same for all kinds of tests that Ambarquenta commonly asks for, some minor differences exist. Please refer to page 220 to learn more about test variants. STANDARD TESTS: To deserve an experience marker for a standard test, you must achieve at least LSF ±0, and the TN of the test must be 10 or more points greater than your modified total skill bonus (TSB). NOTE: Make sure to apply all pertinent penalties — Universal, Physical, and other—when determining the TSB for assessing the learning value of a test. Modifiers accruing from abilities or flaws are also directly applied to a character’s TSB.

OPPOSED TESTS: To deserve an experience marker for an opposed test, you must achieve at least LSF ±0, and your opponent’s test result (i.e., his modified TSB, plus his roll on 2d10) must be 10 or more points greater than your own modified TSB (i.e., your TSB with all due penalties and bonuses applied, but before adding your roll of 2d10 to determine your final test result). COMBAT SKILL TESTS: Combat resolution requires quite a lot of tests and die rolls. Hence, it would be impractical to closely monitor TSBs and test results of all foes. Instead, experience markers might be deserved (Turambar’s discretion) if your opponent’s total weapon skill bonus is greater than yours, or if you are fighting against a new type of foe (i.e., one you have never battled before) whose TSB is no more than 5 points below your own applicable TSB. EXTENDED TESTS: To qualify for gaining experience markers (one for each individual skill involved) from an extended test, each of the individual tests involved in the task must yield at least LSF ±0, and the task must be completed within a precise deadline dictated by the events of a scene. If no such dramatic time limit applies, no experience markers are earned for successfully completing an extended test.

202

CHAPTER EIGHT: CHARACTER IMPROVEMENT COMBINED TESTS: To deserve experience markers for a combined test, the group’s leader must achieve at least LSF ±0 on his test, and the TN of the test must be 10 or more points greater than the leading character’s applicable TSB, modified by the bonuses accumulated by his contributors. If these conditions are met, each participant may (at the Turambar’s discretion) receive an experience marker.

 When it comes to learning from experience, sometimes it does not matter whether you succeed or fail at a test. Provided the task was neither beyond one’s reach, nor too trivial, people might learn just as much from failure as from success. To learn from a failure, the TN of the test must be 6 to 12 points higher than the applicable modified TSB. With the TN outside this range, the task would either have been too simple or too complex to learn anything from failing it. One can only learn from avoidable mistakes, but not from simply having bad luck, or attempting tasks that are so hard that many things could go wrong. In case of an opposed test, treat the opponent’s test result as the TN.

MAKING AN IMPROVEMENT ROLL When the Turambar calls for improvement rolls, examine the Character Sheet to see what skills have received an experience marker. For each marked skill, the player rolls 2d10. The ‘target number’ of this improvement roll depends on the skill’s learning difficulty and the number of ranks you currently have in it, and can be looked up in Table 8.1 below:

TABLE 8.1: IMPROVEMENT ROLLS

Only the Turambar can finally decide what situations qualify for awarding experience markers. The simplest procedure is for a player to appeal for an experience marker immediately following an attempt to use a skill. The Turambar assesses the learning value of the test (based on the TN and all relevant penalties and bonuses), and accepts or rejects the appeal. No matter whether a test class modifier changes the TN of a test, or whether a test result penalty reduces a character’s total skill bonus: Even a simple task, if performed under adverse conditions or against overwhelming odds, may be sufficiently challenging to justify a marker. TURAMBAR’S TIP: Obviously, assessing tests becomes something of a judgment call. Every Turambar has his own preferences about how frequently to grant experience markers. Some give out few, so they can keep the characters’ growth slow and steady. Others prefer to be more generous. In any case, it is one of the greatest pleasures of roleplaying to participate in the advancement of one’s character from humble beginnings. As characters solve mysteries, overcome challenges, and improve skills, players remember the circumstances of the changes, and savour them. When it comes to determining applicable tests, Turambari need to be fair to their players, while at the same time servicing the needs of the story. Try to spread important tests which may qualify for experience markers across the skill set of the entire group. If the wizard is always making all of the important storyrelated tests, the other players quickly become disillusioned. To run a great game, you need to ensure that everyone is participating. Players will forgive a great deal as long as they feel they have a personal stake in the outcome of the story.

If a player is allowed to record a marker, he gets the right to make an improvement roll for that skill. An experience marker for a particular skill is made only once per adventure, no matter how many times the skill is used. After completing an adventure (or the chapter or a long scene of a tale), when the Turambar rules that the characters have had time to think about what has happened, a player may make one improvement roll for each skill that has a marker. Typically, three to five days of resting or relatively unexciting activity suffice for the lessons learned to sink into the characters’ subconscious.

CURRENT # OF RANKS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 to 25 26 to 30 31+

EASY 2 2 3 4 5 6 8 9 10 11 12 13 13 14 14 15 15 16 16 17 17 18 19 20

NEW SPECIALTY

12

SKILL’S LEARNING DIFFICULTY AVERAGE HARD 3 4 3 5 4 6 5 7 6 8 7 9 9 10 10 11 11 12 12 13 13 14 14 14 14 15 15 15 15 16 16 16 16 17 17 17 17 18 18 18 18 19 19 20 20 20 20 20 13

14

 If the result of an improvement roll is equal to or higher than the number indicated in Table 8.1, then the character improves in that skill and immediately adds one rank to its current number of skill ranks. In addition, the player gets to choose one of the skill’s governing attributes and assigns a single advancement pick to its pick class. If a skill is governed by Strength, the advancement pick may alternatively be assigned to the general pick class (due to Strength’s affinity to Vigour). This is usually done by noting the running total of unspent advancement picks in the designated field next to the total attributes scores.  If the player rolls less than the number indicated in Table 8.1, then the character has not learned from the experience, and the number of skill ranks and advancement picks does not change.

ACQUIRING NEW SPECIALTIES Acquiring new specialties by using and gaining proficiency with them works similar to the above described procedure. Again, the TN for the skill test must have been at least 10 points higher than the skill’s total bonus (modified by the –3 penalty for missing the required specialty). If the Turambar grants you an experience marker for the test, note which unknown specialty was used in the test as well. After you have made the normal improvement roll for

203

CHAPTER EIGHT: CHARACTER IMPROVEMENT checking if your number of skill ranks increases by one, make another 2d10 roll, but refer to the number indicated in the bottom line of Table 8.1 for acquiring a new specialty. Make sure to roll on the column corresponding to the skill’s learning difficulty.  If the result is equal to or higher than that number, you have had sufficient training with the new specialty and can write it down on your Skill Sheet.  A result below the given number means that you still need more practice with the respective specialty.

To implement this optional rule, simply underline a skill’s name with a pencil the first time it is used during the current game year; it doesn’t matter whether the attempted test succeeds or fails. Any underlined skills are automatically protected from decline. At the beginning of the next game year, roll once on Table 8.1 for each skill that has not been used (i.e., which is not underlined) over the last year. Make sure to roll on the column corresponding to any unused skill’s learning difficulty.  If the result of the skill decline roll is equal to or higher than the number indicated on Table 8.1, then the number of skill ranks you have with it does not change.  If the result of the skill decline roll is less than the number indicated in Table 8.1, then the number of skill ranks you have with it drops by one. No skill can decline below one rank this way.

EXPERIENCE MARKERS FOR LORE SKILLS As explained above, the use of Lore skills ordinarily is only about recalling information that has been learned before. Lore skill tests of that kind can never bestow a character any experience markers. However, in the course of a tale, characters sometimes need to consult renowned scholars to obtain crucial pieces of knowledge pertaining to the story, or they travel foreign lands and mingle with exotic peoples. Events like these might well warrant qualifying for experience markers, even if the time spent talking to a loremaster or treading ‘into the far countries of Rhûn and Harad where the stars are strange’ is far too short to meet the requirements for skill training as described further below. Whenever the Turambar gauges that plenty of new knowledge might have been learned, he may allow the characters to make open-ended rolls of 2d10 against their pertaining Lore skill. If the roll is greater than a character’s total bonus with the skill, sufficient new information has been gained to justify an experience marker. But if the roll is equal to or less than a character’s TSB, a character’s knowledge in the skill already encompasses that particular body of lore (although he might have forgotten about it for the moment, or wasn’t able to draw the right conclusions without the help and wisdom of a scholarly NPC). If the characters stay for a while in a foreign country and interact with its inhabitants, the Turambar should frequently (say every two to four weeks) consider awarding experience markers for the following skills pertaining to that country, provided the characters still have less than 5 ranks in them: Culture Lore, Region Lore, and Language(s) native to the travelled area. Such awards of experience markers should, as far as possible, involve short scenes of roleplaying (not necessarily related to the main story) and a test of the respective skill. If the test fails, the characters will have to face the consequences of their ignorance, and thus may learn something new about their host country and qualify for an experience marker. To actually receive the marker, a character must succeed at a Wits test against TN 20 (otherwise, he hasn’t realised the faux-pas his group has just committed). In case of Language skills, the Turambar may require some additional training before he finally calls for an improvement roll.

 UNUSED SKILL DECLINE Neglected or unpractised skills may decline. For example, a character who has not climbed mountains for years would discover the peaks to be higher than expected.

Note that your character’s native tongue never is subject to skill decline rolls, unless he lacks someone to talk to in this language for several years. If you later receive an experience marker for a declined skill, you do not need to make an improvement roll for it— one previously lost rank is automatically restored for each experience marker. You do not gain advancement picks for restoring skill ranks in this manner, though.

SKILL TRAINING Though often the best teacher, experience is nowise the only way to improve skills. A character could also train at a skill by getting instructions from somebody who has more ranks in that particular skill than he himself. Usually, such an instructor is a non-player character. Most skills require a different sort of teacher, and each skill costs different amounts of time (and money) to learn. The reward for undergoing training at a skill is to receive an improvement roll for it.

FINDING AND PAYING A TEACHER There is no guarantee of finding a teacher (or a guild of masters, or an exclusive order) of sufficient proficiency in a particular skill in a given city, and even if you can locate one, it is still not sure whether he will take you as a student. Needless to say, if a fellow player-character is available as a teacher, the below guidelines are ignored. To find and contact a suitable teacher, you must succeed at a Locate test (with the skill you seek to increase, and the area where you are looking for a teacher, determining applicable specialties) against a TN set according to the guidelines given for the Locate skill on page 102. Once you have found a character who has more ranks in the skill you wish to increase than you, you still have to convince him to accept you as a student. Normally, this should be done by roleplaying, but sometimes the Turambar may also require a ‘good’ (or better) result on an Esteem test, or a successful Persuade or Debate test, with high LoS reducing a possible training fee. For what reasons ever a teacher (or a guild) accepts you as a student, you still have to ‘pay’ him in some fashion, or he will not teach you. Obviously, payment can be in money or

204

CHAPTER EIGHT: CHARACTER IMPROVEMENT goods, but some may demand favours, services, or other items instead, or even send you on a special quest. For example, if you become a member of the Rangers of the North and are trained in various skills by them, you will not be charged money or required to do any commonplace services. Instead, you take on the duty of protecting, preserving, and defending other folk, often so that they remain unaware of the dangers that all too often threaten them. Therefore, Ambarquenta gives only optional guidelines for determining training costs (see under ‘Training Time’ below). While these guidelines assume that a payment in coins has been agreed on, a Turambar should remember that barter is the norm in large parts of Middle-earth, and that prices (affecting a teacher’s living cost) can vary dramatically over the years, and from region to region. Eventually, how much you will have to pay (and in what form) mostly depends on the required training time.

TRAINING TIME The time required to train is based upon the skill’s inherent learning difficulty, and the rank that the character would get with a success at the improvement roll. The higher the desired rank, the longer it takes to learn or practise. For each rank, Table 8.2 shows two different amounts of required training time, based upon a scale using hours. The first value (on the left of the slash) is the basic training time: The minimum number of hours a character has to spend training to be allowed to make an improvement roll. The second value (on the right) gives the additional training time: A number of hours that can be spent on additional training in order to receive a +1 bonus to the improvement roll. Additional training time can be taken multiple times, thus increasing the bonus to the improvement roll.

TABLE 8.2: TRAINING TIME DESIRED SKILL’S LEARNING DIFFICULTY RANK EASY AVERAGE HARD 1 8/2 hrs. 16/4 hrs. 32/8 hrs. 2 16/4 hrs. 32/8 hrs. 64/16 hrs. 3 24/6 hrs. 48/12 hrs. 96/24 hrs. 4 32/8 hrs. 64/16 hrs. 128/32 hrs. 5 40/10 hrs. 80/20 hrs. 160/40 hrs. 6 56/14 hrs. 112/28 hrs. 210/52 hrs. 7 72/18 hrs. 144/36 hrs. 270/68 hrs. 8 88/22 hrs. 176/44 hrs. 330/82 hrs. 9 104/26 hrs. 208/52 hrs. 390/98 hrs. 10 120/30 hrs. 240/60 hrs. 450/112 hrs. 11 144/36 hrs. 288/72 hrs. 504/126 hrs. 12 168/42 hrs. 336/84 hrs. 588/147 hrs. 13* 192/48 hrs. 384/96 hrs. 672/168 hrs. 14* 216/54 hrs. 432/108 hrs. 756/189 hrs. 15* 240/60 hrs. 480/120 hrs. 840/210 hrs. 16* 272/68 hrs. 544/136 hrs. 884/221 hrs. 17* 304/76 hrs. 608/152 hrs. 988/247 hrs. 18* 336/84 hrs. 672/168 hrs. 1092/273 hrs. 19* 368/92 hrs. 736/184 hrs. 1196/299 hrs. 20* 400/100 hrs. 800/200 hrs. 1300/325 hrs. 21 to 25* 440/110 hrs. 880/220 hrs. 1375/344 hrs. 26 to 30* 500/125 hrs. 1000/250 hrs. 1500/375 hrs. 31+* 600/150 hrs. 1200/300 hrs. 1800/450 hrs. *: An experience marker is required for obtaining this skill rank; training time gives you a bonus to the improvement roll.

The actual training time for a given skill rank further depends on a teacher’s quality and the facilities he can offer to the character. Decrease the training time obtained from Table 8.2 by one eighth (12.5%) for every five ranks the teacher has more than his student. Proper facilities can reduce the training time by another eighth (12.5%) (subject to the Turambar’s discretion). If the student also has access to books or other helpful resources (for example, the care of a healer while training Combat skills), training time is again decreased by one eighth (12.5%). All of the listed decreases are cumulative, though to a total maximum reduction of 25%. How much time a character can effectively spend on training each day depends on the test class of the skill. When training a physical skill, a character’s endurance dwindles after a number of hours equal to: 6 x (Will + Vigour)/22. When studying an academic or an influence skill, a character’s concentration effectively lapses after a number of hours equal to: 8 x (Will + Wits)/22. Note that a teacher’s endurance and concentration may fade much quicker than his student’s!  TRAINING COST: On a full-time basis (i.e., approximately fifty hours per week), a single teacher can train up to sixteen students in skill ranks 1 to 5, eight in skill ranks 6 to 10, four in skill ranks 11 to 15, two in skill ranks 16 to 20, or one in any skill rank beyond the 20th. In return, those students must pay him at least his normal living expenses. Thus, the training expenses are split between sixteen students who are learning for skill ranks 1 to 5, eight students who train for skill ranks 6 to 10, and so on. If there are not enough students available for a normal class, the remaining students must make up the difference. As his proficiency with a skill increases, a student must pay more per hour—the teaching must be more subtle and individual. It costs a teacher (and his family) about two silver pennies to live for a week. Therefore, a student of rank 1 to 5 must pay 13 copper pennies (1/16th of 2 sp) per week, a student of rank 6 to 10 must pay 25 copper pennies (1/8th of 2 sp), and so on. But if the teacher likes lavish living, then he will charge lavish prices to get it. Moreover, if the teacher is the only one around who can teach a popular skill to high ranks, he has no competition, and probably will raise prices.

TRAINING IMPROVEMENT ROLLS Basically, an improvement roll which has been earned by training is conducted just the same way as one that is made after gaining an experience marker. However, a training improvement roll is modified in one or two ways before you look up its outcome on Table 8.1 on page 203. First, as described above, you receive a +1 bonus to the improvement roll for taking additional training time. This bonus is received once for every full multiple of additional training time as indicated in Table 8.2. However, you are not required to take any additional training time. Second, your teacher must test the skill he is teaching you against your current total skill bonus as a TN. For each LoS he achieves, add +1 to your training improvement roll. For each LoF by which he fails the test, you suffer a –2 penalty to your improvement roll. A LSF ±0 has no impact on your improvement roll.

205

CHAPTER EIGHT: CHARACTER IMPROVEMENT Third, if you have an experience marker for a skill and train at it as well (the marker is mandatory if you wish to train for rank 13+, as described below under ‘Limits of Training’), your training improvement roll is modified by +3 for any academic test class skills, by +2 for any physical test class skills, and by +1 for any influence test class skills (the latter are harder to increase by mere ‘training’). Once all applicable modifiers have been established, make the improvement roll. As normal, if the roll’s result is equal to or higher than the number indicated in Table 8.1, you add one rank to your skill, and may assign one advancement pick to an applicable pick class. However, if the roll results in a 2 or a 3 (consider both its unmodified and modified result), and that number is not high enough to achieve a success, your number of skill ranks decreases by one. A student can lose hard-won expertise by exposure to the wrong teacher, even if the teacher has helped many others.

LIMITS OF TRAINING If there were no limits on training, a player could have his character train indefinitely in selected skills, eventually raising a skill to 20 or even more ranks. In this way, the character could improve without much risk, though the privilege would be expensive in time and money. Training to 20 or more ranks is possible only for the skills in the Lore category. However, no loremaster of repute will likely be willing to afford such vast amounts of time for teaching, thus requiring the student to increase his knowledge on his own. Mastery in most skills requires field experience. Any skill not belonging to the Lore skill category has a training limit of 12 ranks. Any increase thereafter must be warranted by experience markers (or be self-taught, as described right below). Still, taking lessons in a marked skill that already has more than 12 ranks can be a wise idea, for doing so increases your chances of achieving a success with the improvement roll, especially if you take some additional training time as well.

PRACTISING AND STUDYING ON YOUR OWN Many skills can also be increased by practising or studying them on your own. Lore skills are studied by delving into ancient tomes. Perception skills are sharpened by wandering about in the countryside and observing. Athletic skills are practised by exercising without the help of a teacher. Some form of solitary practice or study is possible for almost any skill (subject to the Turambar’s discretion). Practising or studying a skill on your own generally takes the same amount of time to accomplish as guided training (see Table 8.2 above), but the character will hardly be able to decrease the required training time and would, in fact, be well-advised to take some additional training time. After the overall training time, the player makes an improvement roll which, however, suffers a –2 penalty (this penalty is the reason why it’s usually clever to take some additional training time).

As with any training improvement roll, having an experience marker for a practised skill can give the character a considerable bonus for the roll—but a marker never is a prerequisite, not even for skills that already have more than 12 ranks. However, if the improvement roll yields a result from 2 to 4 (consider both its unmodified and modified result), and that number is not high enough to achieve a success, a character’s number of skill ranks decreases by one. The new information or practice might be misinforming or misguiding, but only later use of the skill would show it. The new proficiency acquired by practising a skill can be taught to others.

SPECIAL REWARDS

N

ot alone by succeeding (or sometimes even by failing) at skill and attribute tests (see page 208 on receiving experience markers for attribute tests) does a character improve. Achieving major story objectives or other noteworthy accomplishments, exceptional roleplaying, and journal-keeping may warrant some kind of special reward. A few sample situations that could trigger such special rewards are described below.

TYPES OF REWARDS From a rules-centred point of view, there are two ways of rewarding good character performances: bonus advancement picks and bonus improvement rolls (many other rewards may come upon the characters within the story). More often than not, a Turambar will grant only one type of special reward per character and game session. Generally, bonus picks should be more common than bonus improvement rolls.

BONUS ADVANCEMENT PICKS A Turambar may dole out bonus advancement picks. As a rule of thumb, no more than 2 or 3 picks should regularly be awarded per character and game session, but of course this depends on the situation that calls for the reward. If there were hardly any tests required in a game session (i.e., if there is virtually no chance to obtain advancement picks from successful improvement rolls), this overall limit might be increased to 4 to 6 picks. Such great rewards could, for example, be appropriate if a chapter centred around social interaction and all crucial situations were successfully resolved by roleplaying instead of testing Social skills. Once a Turambar has decided which character receives how many bonus advancement picks, he must also determine to which pick classes they are assigned. Most of the time, the situation that triggered the reward will automatically suggest the applicable class. For example, if bonus picks are awarded for slaying a terrible foe, the physical pick class would qualify; in a game session centring around social interaction, the mental pick class would likely be a good choice; and so on. Only if he wants to be very generous, a Turambar should allow the players to choose the pick classes themselves.

206

CHAPTER EIGHT: CHARACTER IMPROVEMENT

BONUS IMPROVEMENT ROLLS

EXCEPTIONAL ROLEPLAYING

While only one experience marker may be gained in each skill during a given adventure (or, in case of a tale that cannot easily be broken up into chapters or scenes, every two or three play session), the Turambar may sometimes allow a player to re-roll a failed improvement roll a single time. Normally, the Turambar will not dictate which failed improvement roll must be re-rolled. Thus, a player could opt to re-roll any improvement roll received for training or practising as well. He simply needs to keep track of the total number of re-rolls he has been granted. Usually, only a single re-roll may be granted per game session, and rarely more than two. When a player fails an improvement roll, he can decide whether to use up one such re-roll attempt or to keep it for a future improvement roll. No improvement roll can be re-rolled more than once, though (unless the Turambar rules otherwise).

Depending on the Turambar’s personal style and the type of the game he runs, good roleplaying may be just as important as the completion of story objectives. During the course of an adventure, characters are constantly interacting with the setting and its inhabitants. Players who truly embrace their characters and the setting, who ‘get in character’ and try to react to circumstances as their character would, surely deserve a special reward. Again, this could range from allowing to re-roll a single failed improvement roll to awarding 1 to 3 bonus advancement picks, depending on how excellent a player’s character performance was. Even greater rewards should be extremely rare and would only be appropriate if a character helped his fellows by exposing himself to a considerable risk of death or injury, and if the player controlling the character helped to increase the dramatic feel of the situation by excellent roleplaying. Alternatively, the Turambar may choose to award experience markers for skills belonging to the Social skill category, even if they have not been tested successfully. However, only those skills may receive markers that might have applied during the last adventure.

TRIGGER SITUATIONS A variety of situations may warrant some kind of special reward for any character(s) who played—in one way or the other—an outstanding role over the course of an adventure.

KEEPING A JOURNAL

FULFILLING STORY OBJECTIVES When designing the individual chapters of an epic tale, the Turambar normally gives each chapter a primary goal— which is directly related to the main plot—and a secondary goal—the subplot—for the characters to overcome. Depending on the impact these goals have on the further course of the story, the Turambar may grant the characters one of the following special rewards: BONUS ADVANCEMENT PICKS: As a group, the characters could receive 10 to 15 bonus picks for overcoming a chapter’s primary objective. Achieving a secondary goal normally warrants 0 to 8 bonus picks for the group. Note that these bonus advancement picks are divided among the participants; not each character receives up to 15 picks. (For this purpose, a ‘group’ is assumed to comprise of three to five characters. If there are more characters, the overall number of bonus picks should be adjusted accordingly.) BONUS IMPROVEMENT ROLLS: As a rule of thumb, allowing each character to re-roll one or two failed improvement rolls is appropriate for defeating or overcoming a chapter’s primary objective. Overcoming a chapter’s secondary objective normally never warrants more than a single re-roll.

Usually, each character in the group should be granted the same type of reward, and the same amount. In certain special cases, however, it may be appropriate to weigh this privilege more heavily in favour of one or more characters. While this practice should not occur too often, the Turambar can occasionally use it to reward truly exceptional events—a character who makes an unusual sacrifice, a character who saves the lives of the entire group, or a character who single-handedly solves most of a chapter’s objectives.

Another way to advance your rapport with your character is to write an account of his adventures. Journals may be in any form, such as letters to family members, a diary, poems or lays, a novel, and so on. The point is to be creative, and for players to privately let their Turambar know what their characters thought about the events that happened during the chapter. Rewards should be based on the literary quality and the number of pages a journal entry comprises. In this context, a ‘page’ is supposed to contain approximately 500 (German) to 550 (English) words. Whenever the Turambar receives the chapter of a journal, he may grant one (or both, if the quality of the journal suggests it) of the following rewards:  Award one bonus advancement pick for approximately every two pages  Grant the right to re-roll one failed improvement roll for approximately every four pages A Turambar may also wish to keep a player’s dedication (which is reflected by such a journal) in mind when he considers whose characters will recover a point of spent Ambar at the beginning of the next session. A comprehensive journal will require a player to take very precise minutes of your gaming sessions. Such a minute should always include the current chapter’s title, the session’s date, and a scene-by-scene description of the events that take place during the adventure. This should also cover any information gained during a scene, a short description of all people the characters talk to, noteworthy quotes by these NPCs and the PCs alike, as well as any other valorous deeds and remarkable incidents.

207

CHAPTER EIGHT: CHARACTER IMPROVEMENT

NOTEWORTHY ACCOMPLISHMENTS

RAISING PRIMARY ATTRIBUTES

While any battle must bear the considerable risk of death or severe injury for the characters to warrant experience markers, at rare occasions a group will encounter foes that even the greatest heroes of Middle-earth would be frightened to face: the Nazgûl, the Balrog of Moria, Shelob, or Smaug the Golden, to name but a few. Although no group can lightheartedly hope to escape a confrontation with a foe of that kin alive and unscathed, with their enemy destroyed, the characters may still be lucky enough to defeat them for a while—just like Sam overcame Shelob. However, defeating an opponent does not necessarily mean to kill him. An enemy could also be forced to retreat or to rethink his plans. Defeating such an ancient enemy of the Free Peoples in one way or the other is certainly an accomplishment that would deserve a special reward. This could range from allowing to re-roll failed improvement rolls more than once, awarding an appreciable amount of bonus advancement picks, restoring more than one point of spent Ambar at the beginning of the next session, to granting a number of additional improvement rolls for applicable marked skills, thus giving the characters the chance to increase those skills several times.

Table 8.3 lists the nine primary attributes and how many advancement picks it costs to raise each score by one point. The pick cost depends on how far an attribute’s basic score is currently below its genetic limit: the closer a character gets to his genetic limits, the harder it is to raise his basic scores. Evidently, any attribute can only be raised with the picks you have accumulated for its particular pick class over the course of the game (i.e., use physical picks to raise Strength, use mental picks to increase Wits, and so on). Pick costs vary according to an attribute’s nature—while it is fairly easy to steel your sinews, it is much harder to sharpen your acumen.

SPENDING THE PICKS

W

ith the advancement picks earned for successfully improving skills or as a special reward, a player will eventually be able to acquire new edges and raise his attributes, thereby enhancing his character’s abilities and skill bonuses, and making survival more likely. NOTE: Only one third of the picks gained through veteran development or experience levels (see page 75) may be spent on increasing attributes and acquiring edges. Picks can be accumulated over any number of years or levels to afford expensive improvements. However, only a single edge may be acquired (or improved) per experience level.

ATTRIBUTES A character may receive advancement picks for testing his attributes as well. Whenever an attribute—primary or derived—is successfully tested against a TN (or an opponent’s test result) that is 10 or more points higher than his pertaining attribute’s total score, the character gets (at the Turambar’s discretion) an experience marker. When the Turambar calls for improvement rolls, the player simply rolls 2d10 for each marked attribute. If the result of a roll is greater than the attribute’s total score, one advancement pick is allotted to the pick class of the attribute. If the advancement pick is received for a derived attribute, choose which of its contributing classes is allotted the pick (if it’s based on more than one class of attributes).

TABLE 8.3: ATTRIBUTE PICK COSTS ATTRIBUTE Deftness Nimbleness Strength Vigour Awareness Will Bearing Insight Wits

GENETIC LIMIT IS ... POINTS GREATER THAN BASIC SCORE 10 TO 9 8 TO 7 6 TO 5 4 TO 3 2 TO 1 8 16 24 32 40 6 12 18 24 30 5 10 15 20 25 6 12 18 24 30 8 16 24 32 40 9 18 27 36 45 9 18 27 36 45 10 20 30 40 50 10 20 30 40 50

EXAMPLE: After many adventures, Grimgár has accumulated 47 physical class advancement picks and wants to increase his Strength attribute. His genetic limit is 18, and his current basic Strength score is 15. Thus, the cost to raise Strength by one point is 20 picks. Since he has still 27 picks left, and it costs him 25 picks to improve his basic Strength from 16 to 17, he does so and keeps 2 physical picks for later use.

Any increases in an attribute are added to its basic score. If the (recommended) optional rule on Genetic Limits is in use (see page 29), an attribute’s basic score cannot be raised beyond that predetermined limit. Otherwise, no attribute’s basic score can be raised above 20. In this case, use the pick costs given in the column ‘genetic limit is 4 to 3 points greater than basic score’, regardless of the attribute’s actual score. A derived attribute cannot be increased directly, unless you acquire an edge pertaining to it. Yet, derived attributes are affected by any changes to their contributing primary attributes. For example, raising one’s Bearing might well lead to increases in Fortitude, Wisdom, and Esteem.

 FAVOURED ATTRIBUTES Optionally, those three primary attributes that have the highest basic scores after initial character creation are considered a character’s favoured attributes. If two or more attributes are tied for third place, a player can choose which one will be his third favoured attribute. The pick cost to raise a favoured attribute by one point is reduced by 5 (to a minimum of 5 picks). For example, it would cost 45 instead of 50 picks to raise your Wits up to its genetic limit, provided that Wits is one of your favoured attributes.

208

CHAPTER EIGHT: CHARACTER IMPROVEMENT

RENOWN AWARDS

ACQUIRING NEW EDGES The second way to spend your accumulated advancement picks is to acquire additional edges. While talents are inborn abilities that cannot be obtained or improved during your character’s life, edges represent various kinds of special training he may undergo under certain circumstances. One prerequisite for acquiring new or improving existing edges is that you have saved enough advancement picks of the due class to pay the entire pick cost of the desired edge in one go. Another common precondition is to train at an edge for the amount of time indicated in its description (see Chapter Five for the descriptions of individual edges). If the Turambar deems it necessary, he may also demand to find an appropriate teacher, or require other conditions to be met. The pick costs for acquiring edges during your adventuring career are the same as the standard pick costs listed in Chapter Five. If you wish to improve a low-level edge to a higher level and your Turambar allows you to do so, you only have to pay the pick cost of the desired new level, not for its aggregate level. Most importantly, the optional rule that the pick cost for taking the second (or any further) edge from a particular category is increased does not apply after initial character creation!

C

haracters gain Renown during play through exceptional (or ignoble) actions called triggers. As a broad general rule, if an action or accomplishment draws unusual notice or acclaim, the character performing the action gains Renown of some type. Killing a notorious Corsair along the southern coast of Gondor or negotiating an important treaty among a group of warring Easterling factions would both garner a character varying levels of Renown. Turambari should normally limit Renown awards to a point or two at a time. However, groundbreaking accomplishments or world-spanning events could conceivably earn a character five, ten, or even a dozen points of Renown. Table 8.4 provides a list of sample triggers and their suggested Renown awards; the Turambar should divide these rewards among the participating characters as he sees fit (the given awards are intended for parties of four or five heroes— adjust them accordingly for parties of different size). Depending on the setting and the nature of your tale, almost any action could theoretically generate Renown for a character. Do not consider this list the only authority on Renown awards; rather, use it as a guide to apply to your own story.

TABLE 8.4: SAMPLE RENOWN TRIGGERS TRIGGER AWARD Defeating an enemy servant or major villain in single combat servant’s Renown ÷ 3 (round down) Defeating an enemy servant or major villain in an important battle against the forces of the Shadow +2 Defeating an enemy servant or major villain in a critical battle against the forces of the Shadow +3–5 or more Saving the life of an important NPC NPC’s Renown ÷ 5 (round down) Saving the life of an important NPC during a publicised event (diplomatic, military, etc.) +1 Saving the life of an important NPC during a highly publicised event (diplomatic, military, etc.) +2–3 or more Thwarting the plans of an enemy servant, spy, or agent during a routine encounter or in enemy territory servant’s Renown ÷ 4 (round down) Thwarting the plans of an enemy servant, spy, or agent during a dangerous mission or in friendly territory +2 Thwarting the plans of an enemy servant, spy, or agent during a critical mission or in close proximity to friendly power brokers (the Steward of Gondor, for example) +3–5 or more Showing uncommon bravery in the midst of battle with a renowned commander at hand or in the face of great adversity commander’s Renown ÷ 5 (round down) Showing uncommon bravery in an important battle against the forces of the Shadow +1 Showing uncommon bravery in a critical battle against the forces of the Shadow +2 Showing uncommon bravery in a world-shaping battle against the forces of the Shadow +3–5 or more Successfully completing an intricate and publicised negotiation or treaty with a renowned diplomat or noble diplomat’s Renown ÷ 6 (round down) Successfully completing a major public negotiation or treaty +1 Successfully completing an extremely critical or intricate public negotiation or treaty +2 Successfully completing a public negotiation or treaty of world-spanning scope or importance +3–5 or more Making an arcane or exploratory discovery of importance +1 Making an arcane or exploratory discovery of major or critical importance +2 Making an arcane or exploratory discovery of world-spanning importance +3–5 or more Discovering a new or innovative use for existing magic, lore, or technology +1–3 or more Crafting a masterwork item for a noble or a leader of the Free Peoples noble’s Renown ÷ 6 (round down) Crafting a lesser artefact for a noble or a leader of the Free Peoples +1–2 Crafting a major artefact for a noble or a leader of the Free Peoples +3–5 or more

209

Chapter Nine

ADVENTURING hen characters try to hide from marauding Orcs, slay dragons, or find hidden treasure, the rules of the game dictate how the Turambar must determine the outcome of their attempt. The rules describe what type of test to use, how many dice to roll, and how to interpret the

W result.

Chapters Nine, Adventuring, and Ten, Combat, feature the entire rules for resolving character actions, ranging from simple timekeeping to deeper matters such as battles, journeying, and injuries. They contain everything the Turambar needs to know to resolve the actions and situations occurring in your Ambarquenta adventures.

TIME

T

ime holds sway over even the most powerful kings and wisest wizards, as one of Gollum’s riddles cleverly observed. If an army comes not to the rescue of a besieged city in time, disaster befalls. If a warrior does not begin his quest soon enough, he finds his enemies closing in before he can reach his goal. Time plays a crucial role in many game adventures. During a game session, the Turambar and the players together establish the pace at which events transpire. At first, the Turambar sets the pace by describing events that have already occurred and presenting the current circumstances to which the players can respond. Depending on what the characters do, he may handle each action one by one, calling for tests where necessary to determine the result of independent actions. Or he may simply jump forward in time to describe the eventual outcome of the characters’ actions. These two different modes of handling the story action call for distinct methods of handling action in game time: breaking events down into ‘action time’ or maintaining more fluid pacing in ‘narrative time’.

ACTION TIME Action rounds (also called rounds) and the action points (abbreviated AP) constituting them are useful for determining whether one character can initiate an action before another or finish a task before another event begins. An action round represents about six seconds—roughly speaking the amount of time needed to avoid a sword-blow, draw your own weapon, and counterattack. Much of the drama in Ambarquenta resolves around bold and deadly moments of action, so whenever the characters perform fast-paced feats one after another, the story moves in sequential rounds. A character’s action allowance (i.e., the number of AP he may spend

each round) defines the exact number of actions he can perform in a given round. See ‘Actions’, below, for more information. Although action time moves swiftly, round after round, it takes longer to play through a short period of a tale’s chapter using action time because players make lots of tests and the Turambar must describe what transpires during every sixsecond round. Action rounds represent the default manner for handling combat encounters and other fast-paced action sequences.

NARRATIVE TIME In contrast, narrative time advances the story line of a tale much more rapidly by enabling the Turambar to jump ahead to important events and gloss over the intervening ‘down time’. Narrative time is the default method for recounting most events that occur in a scene or chapter of a tale, as well as for resolving game tests made to perform extended actions lasting minutes, hours, or days, such as researching an obscure point of lore in the archives of Gondor. The passage of narrative time breaks down into four abstract intervals: scenes, chapters, tales, and interludes.

SCENE Scenes are increments of time of varying length that present the characters with a particular objective or serve a particular purpose in the overarching story line, such as introducing an enemy, presenting a challenge, or giving the characters a chance to find the clues they need to continue their adventure. Scenes can last from several minutes to an hour or more, depending on the setting and circumstances. They end when the goal is achieved or they have served their purpose. The characters then move on to the next scene.

210

CHAPTER A chapter can, much like chapters in Tolkien’s The Lord of the Rings, span any amount of game time, from several hours or day to even weeks or months. Composed of a dozen or more scenes, plus narrative interludes between them as needed to advance the story, a chapter fills one or more game sessions. A sample chapter might begin when the characters set out from Rivendell to reach Erebor, and it may end several weeks later, when the characters arrive at the Lonely Mountain after many adventures.

might not have sufficient focus to remember a spell in a northern Orc-tongue while fleeing from a pack of Wargs. In fact, many of the actions characters attempt translate better into a series of sequential actions, such as loading, drawing, aiming, and firing a bow. While this looks like a single fluid motion when pictured in your mind, these four acts represent separate actions in game terms, since failure at any one of them could have specific, potentially dangerous consequences for the character. To handle such feats in the game, the Turambar needs to break them down into manageable actions which occur one after another in sequential action rounds.

TALE (QUENTA) A tale consists of two or more chapters: a sequence of adventures, often ending in an important milestone in the character’s lives. For example, a tale might include a journey to a far-off realm, learning about the customs of the people who live there, a few skirmishes, and a final battle between the Enemy and the forces of the West.

INTERLUDE Turambari use interludes when describing events beyond the firsthand experience of the player characters or to account for ordinary activities that do not warrant detailed narration, such as an uneventful travel trough Eriador. In other words, they represent time that elapses ‘off camera’. Generally, the Turambar inserts interludes between scenes and chapters to gloss over what occurs between pivotal scenes and to convey a sense of how much time has passed since the last dramatic event. He can even provide important information through interludes, but only when such information or events come to the characters automatically, without requiring specific choices and tests. Scenes and action rounds exist to handle those situations.

ACTIONS

I

n Ambarquenta, characters accomplish things by attempting and performing actions. An action represents a singular feat such as running down a hall, attacking an Orc with a sword, or climbing a cliff. You can often assume that many of the actions a character attempts automatically succeed. In other words, they do not require any type of dice test to determine success. Walking, conversation, picking up an object, chopping down a tree—characters can automatically do these sorts of things in most circumstances without worrying about failing. Other actions require tests. Crossing a narrow ledge, finding and following a trail, lifting a fallen Troll’s body to free an injured companion—these actions often prove challenging to the average PC and require specific dice tests to determine his success or failure. Moreover, these feats represent actions that prevent the character from performing other activities at the same time. While a wizard can explore a strange area and lecture his friends on a related subject simultaneously, he

POINT-BASED ACTION RESOLUTION In the most dramatic scenes of an Ambarquenta adventure, the precise timing of actions becomes crucial (i.e., when the game moves in action rounds). This is done with the help of a point-based action resolution system which determines (1) how many actions a character can perform within a given round and (2) when these actions take effect. Each character has a number of action points (AP) to allocate each round. Everything that he does (for example, drawing a sword and attacking or parrying with it, casting a spell, or loading, aiming, and firing a longbow) will use some of these action points. Tables of sample actions are provided below to show how many action points are required for specific actions; in addition, the descriptions of the various skills in Chapter Four list typical AP costs.

ACTION ALLOWANCE AND INITIATIVE The number of available action points is determined by a character’s action allowance (AA, see page 31). Each different type of action requires a certain amount of action points to be spent. Each character adds up any spent AP as he acts during a round. A character can take no further actions once his running AP tally equals his AA. Likewise, he may take no further action if its AP cost would raise his running AP tally beyond his AA. In a given round, characters act in a fixed order determined by their respective initiative numbers (commonly abbreviated ‘IN’). A character’s IN is equal to his AA, modified by the worse die of 2d10, his Physical Penalty, and—if applicable—his weapon’s attack IN modifier. The character with the highest initiative number gets the first turn in which he can perform any suitable combination of actions allowed by the Turambar, followed by the character with the second highest IN, and so on. This is called an initiative pass. If two or more characters are tied for initiative, the one with the highest Swiftness acts first. (See page 251 for details on resolving initiative ties). Once all characters have had a turn to act in, the first initiative pass ends, and a second begins, provided any characters still have some AP left for taking further actions. This process is repeated until all characters have either used up all of their available AP, cannot take any further desired actions (e.g., because they do not have enough AP left), or simply choose to forfeit their remaining AP (if any).

211

CHAPTER NINE: ADVENTURING NOTE: Since keeping track of the characters’ activity is par-

ticularly important in combat, more detailed guidelines on handling action points and determining initiative are presented in Chapter Ten, page 250. In most other situations resolved in action rounds, the Turambar will likely be able to create a tense feeling of dramatic action without paying too much attention to the precise reckoning of action points—at least until violence ensues.

COMMON ACTIONS

Sprinting are full-round actions because you need a little time to accelerate, and because you need to exercise your whole body, not just your legs. Therefore, you may only use (AA – 10) ÷ 2 action points on other actions while moving at a running pace. When you choose to sprint, you cannot take any other actions (unless the Turambar allows you to shout or perform a similar free action). Besides the limit of spending no more than 10 AP per round on movement actions, two more restrictions may apply under specific circumstances:  In combat, no more than two movement actions can be attempted in a given round, regardless of their total AP cost (i.e., even if none of the desired movement actions would cost more than 1 AP, you couldn’t take more than two movement actions per round).  Characters who wear heavy armour or carry other loads suffer penalties to their movement rates, as shown on Table 7.3 (reprinted below).

The actions commonly performed by characters fall into one of several categories, including movement actions (running, diving, climbing, swimming), combat actions (aiming, shooting, striking a blow), mental actions (casting a spell, using the Art), free actions (dropping an object, issuing a command), and full-round actions (searching for a concealed object, deciphering an unknown script). Within each category, the action descriptions tell you: (a) the intended effects,

TABLE 7.3: ENCUMBRANCE

(b) the type of dice test required (if any), and

PACE LIMITATION – no Sprint no Run no Jog

GEP* 0 to –3 –4 to –6 –7 to –9 –10 or greater

(c) the action point (AP) cost of performing the deed.

MOVEMENT ACTIONS AND LIMITATIONS During a round, a character may perform any of the movement actions listed on Table 9.1. Each movement option requires at least one AP to achieve the desired effect. While each character has a different amount of AP to spend each round, no character may spend more than 10 AP on movement actions in a given round. Any remaining AP may be spent on other actions (such as drawing a weapon or, if within reach, making an attack) unless a character attempts to Run or Sprint. Running and

*: A character’s BMR is decreased by 2’ for each point of his GEP.

For additional information on making movement tests, see pages 194ff. and particularly the descriptions of the various skills. The above rules apply when characters use tactical movement—movement during combat, other forms of physical conflict, and situations where precise measuring of movement is important. For casual situations—when performing tasks where not every second is critical, such as ex-

TABLE 9.1: SAMPLE MOVEMENT ACTIONS ACTION Crawl/Step Walk Jog Run Sprint Sneak Jump, long Jump, high Climb Swim

AP COST

EFFECT

TEST

BASIC WEARINESS

1 to 10 1 to 10 1 to 10 Full round Full round 5 to 10, or F/R (TN÷2)+5, or F/R (TN÷2)+5, or F/R Full round 5 to 10, or F/R

Move (BMR x .033 x AP) feet Move (BMR x .1 x AP) feet Move (BMR x .2 x AP) feet Move (BMR x 3) feet Move (BMR x 4) feet Move as Crawl/Step above See ‘Jump’, page 99 See ‘Jump’, page 99 See ‘Climb’, page 86 See ‘Swim’, page 118

No test No test No test Run (TN 15+)* Run (TN 20+)* Sneak (TN 9+, see pg. 115) Jump (TN 9+) Jump (TN 9+) Climb (TN 9+) Swim (TN 9+)

1 point every 15 minutes 1 point every 10 minutes 1 point every 3 minutes 1 point every 2 rounds 5 points per round 1 point every 5 minutes 2 points, plus run-up 2 points, plus run-up 1 point every 2 rounds 1 point every 10 rounds

ACTION† Rapid dismount from a riding animal Careful dismount from a riding animal Mount a riding animal Retreat from melee (see page 256) Pick something up off the ground Drop object

AP COST 5 12 12 + GEP F/R 8 + GEP/2 0

ACTION† Stand up from a seated position Stand up from on knees/crouch Move up from prone to on knees/crouch Stand up from a prone position Rapid drop to the ground Careful drop to the ground

AP COST 2 + GEP 4 + GEP 5 + GEP 8 + GEP 3 6

*: Normally, a test is required only if the character is engaged in combat or attempts to move farther than his BMR (base movement rate). If the moving character is involved in a combat situation, test TNs normally increase by +5. If the test fails, the character can only move part of his maximum intended move; with LoF –3 or worse, the character trips and falls prone (see Table 9.10, page 219, for details). †: The AP cost required for this kind of movement actions varies based upon the character (for example, his General Encumbrance Penalty applied as a positive figure), the situation, and other variables. Therefore, they are just suggestions. Each time a character takes one of these actions, the Turambar should make a ruling on the actual AP cost.

212

ploring a ruined tower—multiply the BMR by 10 to find out how many feet a character can move per minute. For long journeys and other types of overland travel, see ‘Travelling’, page 245.

COMBAT ACTIONS During a round, a character may perform combat actions such as the ones listed on Table 9.2. See pages 258ff. for descriptions of these actions. Note that some combat actions are either classified as interrupts or cross-round actions: CROSS-ROUND ACTION: While you must normally have sufficient AP available to complete an action within the same round you announced and started it, a cross-round action may be completed in a subsequent round—provided you take no other action before you have completed it. A cross-round action that is completed the round after you initiated it becomes effective at your standard initiative number in the new round. To determine your running AP tally for the new round, subtract the number of AP you were able to spend in the first round from its total AP cost. Next, add the remaining AP cost to your AP tally for the second round. For example, a character with an AA of 16 and 5 AP left in the current round wants to reload his longbow. The AP cost for doing so is 8 AP—thus, 3 AP must be spent at the beginning of the next round. INTERRUPT ACTION: Typically, interrupt actions (or, for short, ‘interrupts’) are defensive manoeuvres such as parrying armed or blocking unarmed attacks, dodging, or making a counterstrike. You must be able to spend the interrupt’s entire AP cost the round you take such an action. If you can afford this AP cost, simply add it to your running total of

spent AP. An interrupt action automatically allows to cancel another action that has been declared before. However, if you still have enough AP left this round, you may declare a new action immediately after you have resolved the interrupt action. An interrupt becomes effective immediately and you may make the applicable skill test at any time the Turambar requires, thus parrying or otherwise evading your enemy’s strike precisely at the moment you need to do so. STANDARD ACTION: If an action is neither classified an interrupt nor a cross-round action, it is a standard feat for which you have to have a sufficient amount of AP available to complete it the round you initiated it. The action becomes effective at your normal initiative number. When fighting, a character necessarily expends more energy than he would while walking. Thus, the following rates of accumulating weariness points should apply:

TABLE 9.3: WEARINESS IN COMBAT CHARACTER’S SITUATION Melee Ranged Combat Concentration

WEARINESS POINT ACCUMULATION 2 points per round 1 point every 2 rounds 1 point every 3 rounds

MENTAL ACTIONS Characters who wish to cast spells of Sorcery or unfold the power of the Art in a tactical situation should refer to Chapter Eleven, ‘Magic’, for detailed rules on performing such mystical feats. For any other actions involving concentration (such as maintaining balance or employing academic skills in stressful situations which are resolved in action rounds), the Turambar should make an improvised ruling on their actual AP cost by judging how much time (and AP) it

TABLE 9.2: SAMPLE COMBAT ACTIONS ACTION

1)

AP COST

2)

EFFECT

TEST

Aim, melee combat (C) 4 +1 bonus to subsequent Melee attack (maximum of +3) No test Aim, ranged combat (C) 2 +1 bonus to subsequent Ranged attack (maximum of +5) No test Block (I) Unarmed parry AP cost Block incoming attack (apply parry modifier) Shield test (TN opposed) Counterstrike (I) Full attack AP cost Attack with melee weapon (–3 test result penalty) Weapon test (TN opposed) 3) Dodge (I) 1 + GEP (min. 2) Dodge incoming attack Dodge test (TN opposed) Draw weapon (C) See below Draw weapon No test Melee attack Weapon’s attack AP cost Attack with melee weapon Weapon test (TN is target’s Defence) Parry (I) Weapon’s parry AP cost Deflect incoming attack (apply parry modifier) Weapon test (TN opposed) Ranged attack Weapon’s attack AP cost Attack with bow or thrown weapon Weapon test (TN is target’s Defence) Recover weapon 8 Pick up dropped weapon No test Reload (C) Bow’s reload AP cost Ready another arrow No test Unarmed attack Unarmed attack’s AP cost Make an unarmed attack Unarmed Combat test (TN is target’s Defence)

DRAW WEAPON AP COSTS WEAPON LOCATION

Scabbard (belt) Scabbard (shoulder)

SMALL

WEAPON SIZE MEDIUM

LARGE

3 4

5 6

n/a 8

WEAPON LOCATION

Straps (belt) 4) Ground (loose earth)

SMALL

WEAPON SIZE MEDIUM

LARGE

5 Reload –2

7 3

n/a 4

1): A ‘(C)’ indicates that the feat is a cross-round action, while an ‘(I)’ indicates an interrupt action. See ‘Combat Actions’, above, for an explanation of these terms. 2): ‘Weapon test’ refers to a test of the applicable weapon or Unarmed Combat skill. In case of a Parry action, make sure to apply the weapon’s parry modifier. 3): To determine the AP cost of a Dodge action, apply your GEP as a positive figure (e.g., with a GEP of –3, your Dodge AP cost is 4). 4): The AP cost to (re)load a bow is reduced by –2 AP if you have an arrow sticking in the loose ground readily available. Large weapons include Spears and the like, Medium ones Longswords and other pointed arms that can be stuck into the ground in front of you.

213

CHAPTER NINE: ADVENTURING

TABLE 9.4: SAMPLE FREE ACTIONS ACTION Command Drop Object Rapid Observation Target Warn/Alert

AP COST

EFFECT

TEST

0 0 0 0 or 1 per hex-side† 0

Issue a several-word command Drop item/weapon to ground Notice something obvious Acquire a new target in combat Shout a warning/sound alert

No test* No test* Observe (TN variable, –10 test result penalty) No test* No test*

*: Environmental factors such as obscuring haze, choking smoke, or loud noise may warrant tests for specific actions. †: It costs 0 AP to target a new foe who is standing in front of you. However, it costs 1 AP per hex-side you need to turn to directly face your new target. If necessary, additional AP must be spent to close in or move to your new foe; this counts as a movement action.

TABLE 9.5: SAMPLE FULL-ROUND ACTIONS BASIC FULL-ROUND ACTIONS ACTION Careful Observation Hide Inspirational speech Search

AP COST

EFFECT

TEST

F/R F/R F/R, or several rounds F/R

Notice something Hide in cover or shadows Inspire others with words Search 1 yard x 1 yard area

Observe (TN variable) Hide (TN variable) Inspire (TN variable) Search (TN variable)

EXTENDED FULL-ROUND ACTIONS ACTION Patch wound Repair weapon

AP COST

EFFECT

TEST

F/R ext. F/R ext.

Treat wounds Fix damaged weapon

First Aid (TN variable) Weaponsmith (TN variable)

likely requires to perform them under the given circumstances. For most characters, one second roughly equals 2 to 4 AP; if very precise numbers are required, a Turambar may simply divide a character’s action allowance by 6 to determine how many AP are the equivalent of one second for this character. All Mental actions are cross-round actions. If a mental action is completed the round after it has been initiated (or a subsequent round), the character determines his remaining action allowance for the new round by adding the remaining AP cost of the action to the running AP tally of the new round, as exemplified above.

treat non-combat skill tests as full-round actions. Each fullround action consumes a character’s entire action allowance for the round. Under dramatic circumstances, skill-based actions that require several full rounds to complete should be conducted as extended tests (see ‘Test Variants: Extended Tests’, page 223).

TESTS

I

FREE ACTIONS During a round, a character may perform the free actions listed on Table 9.4. Free actions usually do not cost any action points and may be conducted simultaneously with other actions. Of course, even ‘free’ actions can take up time if a character takes too many of them in a row or devotes too much of his attention to them. Whether this happens or not is the Turambar’s decision.

n Ambarquenta, the outcome of a character’s actions depends on the result of tests. A standard test consists of rolling 2d10, adding the character’s applicable total skill bonus (or total attribute score)—and any other relevant modifiers—and comparing the final test result to a target number (TN) determined by the action’s difficulty. The amount by which the test result exceeds or misses the TN determines the overall level of success or failure (LSF) of the test.

FULL-ROUND ACTIONS

TEST DIFFICULTY

During a round, a character may perform a single fullround action instead of multiple, singular actions. Full-round actions include any number of deeds or feats the Turambar believes can be accomplished within the span of six seconds, such as tossing a burden into a waggon and then trying to ride away on the waggon quickly, or holding a door shut so others can escape before Orcs arrive. Generally, you should

A test’s difficulty establishes the severity of the challenge posed by the action the character attempts, ranging from Routine to Virtually Impossible. Climbing a ladder in a tower represents an easier task than scaling a sheer cliff face without proper gear, just as lifting a 10-pound sword is easier than wresting a mithril helm from the clutches of a dying Dwarf.

214

CHAPTER NINE: ADVENTURING

DICE ROLLING CONVENTIONS The entirety of the game mechanics in Ambarquenta can be resolved with a roll of two simple ten-sided dice. Used together, the combination is either referred to as a ‘2d10’ or a ‘1d100’ roll. This section details the specific dice rolling conventions and terms found throughout Ambarquenta (also see page 12).

2d10 ROLL: Most of the die rolls in Ambarquenta are conducted by rolling two ten-sided dice simultaneously and adding the numbers together. Read the numbers as rolled, but count a 0 as 10. 1d100 ROLL: On some occasions, particularly in combat, two ten-sided dice are used to obtain a random result from 1 to 100. To carry out a 1d100 roll, roll two dice of different colours together, counting one die as the ‘tens’ place and the other as the ‘ones’ place. Make sure you designate before the roll! Results of 00 are counted as 100. In addition to these basic rolls, there are two optional rules on making die rolls. Especially the first one on ‘open-ended’ rolls is highly recommended:

 OPEN-ENDED ROLLS Whenever you make a 2d10 roll to resolve a skill or attribute test and the roll yields a very high or very low result, you may be required to roll an additional die. If you roll 19 or 20, you may roll another d10 and add it to the total result. If this die scores a 10, roll another die and add it, repeating this process until you roll something other than a 10. On the other hand, if you roll 2 or 3 on the dice, you must roll an another d10 and subtract it from the result. If this die scores a 10, roll another die and subtract it, repeating this process until you roll something other than a 10. Note that with a weapon skill test, any roll scoring a result between 2 and up to 5 may be a fumble, depending on your weapon’s fumble range. If you do fumble a weapon skill test roll, proceed as described on page 220.

 BEWARE THOSE DOUBLE NUMBERS Whenever you roll double numbers (i.e., both dice show the same number, like 1 and 1, or 8 and 8), your test will be particularly good or bad, depending on whether you succeed or fail in the action you were trying to perform. If a test succeeds for which you rolled double numbers, add +1 LoS. Conversely, if you fail a test for which you rolled double numbers, subtract –1 LoF.  Alternatively, apply the above rule only to rolls producing double sixes (i.e., a 12 on 2d10).

TARGET NUMBERS

WHEN THE TURAMBAR ROLLS When a character tries to do something, most tests will be made by the player himself. But there are two important cases in which the Turambar makes the test and does not let the player see what he rolls: First is any situation in which the character should not be able to tell whether he has succeeded—especially when he is trying to get information. Examples would be skills such as Discern, Search, Weather-sense, Inquire, the various Lore skills, as well as the attributes Insight and Wisdom. When the player says that he wants to test such a skill or attribute, the Turambar rolls in secret. If the test succeeds, the Turambar gives the player true information. If the test fails, the Turambar lies or gives no information at all—whatever seems more appropriate. The worse the failure, the worse the Turambar lies. Second is any situation in which the player simply should not know what's going on. This includes most Observe, Sense Power, Danger Sense, and similar tests. Suppose the party is walking along a forest trail. An Orc-scout hides behind a tree ahead. The Turambar should not say, ‘There's an Orc ahead of you. Roll to see if you notice it.’ Neither should he say, ‘Everybody make an Observe test against TN 25. Does anybody have the Danger Sense talent?’ Either of these approaches gives too much away. Instead, the Turambar should refer to a control sheet, check the necessary information for each character, and roll. If anyone makes their test, the Turambar can say: ‘Menelor! You notice an Orc hiding behind a trunk 20 yards ahead!’ If nobody makes their test—they're in for a surprise.

To determine the difficulty for a particular test, the Turambar must first decide what general difficulty category the action belongs to. This difficulty category tells the Turambar the base target number (TN) for the character’s test. The accompanying table reveals average TNs for each difficulty category. The ability and skill descriptions in previous chapters provide specific TNs covering typical game situations.

TABLE 9.6: STANDARD TARGET NUMBERS (TNS) DIFFICULTY Routine Easy Light Medium

BASE TN 9 12 15 20

DIFFICULTY BASE TN Challenging 25 Hard 30 Extremely Hard 35 Virtually Impossible 40+

After the Turambar determines the base TN, he must consider any factors that might increase or decrease the overall difficulty, and then modify the base TN accordingly. The ability and skill descriptions in this book offer some guidelines for various tasks, and the section on ‘Test Modifiers’ (see page 216) provides additional suggestions. For example, performing actions in adverse lighting, inclement weather, without sufficient tools or equipment, or without enough time usually increases the TN of a test. On the other hand, taking extra time or performing a task under ideal conditions can significantly lower the TN of an action. The Turambar

215

CHAPTER NINE: ADVENTURING must use his judgement when evaluating an action, encounter, or scene, and alter the TN accordingly.

TABLE 9.7: PHYSICAL TEST MODIFIERS CONDITION1) VISIBILITY & LIGHTING Clear visibility/ideal lighting Dim lighting Heavy shadows Dark Pitch black Light smoke/fog Medium smoke/fog Dense smoke/fog Light rain/snow Medium rain/snow Heavy rain/snow EXTREME TEMPERATURE Temperate Uncomfortable heat/cold Extreme heat/cold TERRAIN Flat/unobstructed terrain Uneven/lightly obstructed terrain Broken/heavily obstructed terrain On moving ship/boat/wain Slick surface/uncertain footing Slippery surface/poor footing Disadvantageous position Advantageous position

TEST MODIFIERS The Turambar derives the base target number from the nature of an intended action and its estimated difficulty, but many circumstances can influence a specific test. Complicating factors include a variety of environmental conditions (rain or poor lighting), cultural biases (racial hatreds), material considerations (unsuitable equipment or insufficient resources), and so on. For this reason, the rules group all skill tests into one of three general categories—physical, influence, and academic—according to the type of modifiers that commonly apply to them. (Note that only tests of a few skill categories, such as Healing or Magical, may be subject to more than one type of test modifiers.) Except in unusual circumstances, few modifiers should apply to any individual test. The test difficulty guidelines set forth in this book already account for a number of factors that combine to establish base TNs for various tests. The Turambar should apply test modifiers conservatively, including only the most important ones. NOTE: When two character engage in an opposed test (see page 222), TN modifiers should be applied as test result penalties (or bonuses, respectively). Also, if both characters participating in the opposed test are subject to the same test modifier, it should be ignored altogether.

PHYSICAL TEST MODIFIERS

TEST MODIFIER2)

EQUIPMENT MODIFIERS (FOR TESTS REQUIRING EQUIPMENT) Adequately equipped Inadequately equipped/using inferior tools Using jury-rigged/makeshift tools Totally unequipped Well-equipped/using superior tools

SIZE MODIFIERS

Physical test modifiers define the complications that might arise from abnormal physical, material, and environmental conditions. They apply to physical actions, such as weapon skill, Observe, or Stamina tests. For example, searching in total darkness is much more difficult than searching in bright lighting. By the same token, searching for something on a flat, even surface is simpler than searching for something in an area obstructed by a great deal of clutter. In these instances, both lighting conditions and material considerations (obstructions) apply as modifiers to physical tests. For a list of common physical modifiers, see Table 9.7. If multiple modifiers apply, apply them all together. Though combat tests and their modifiers are handled in greater detail in Chapter Ten (see page 262), as physical actions they can be influenced by these physical test modifiers, too.

 Size Most of the time, it’s harder for larger creatures to physically affect—in one way or the other—smaller ones. Conversely, it’s often easier for a small character to affect a larger target. Basically, this holds true for most physical tests, from spotting someone to engaging in various forms of combat. However, there are some important exceptions to this fact, and therefore the size modifiers shown in Table 9.7 are relative. In an opposed Strength test, for instance, the advantage is always on the side of the larger of two opponents. Furthermore, in combat size modifiers are only applied to de-

Character Character Character Character Character

±0 TN ±3 TN ±6 TN ±9 TN ±12 TN ±3 TN ±6 TN ±10 TN ±1 TN ±3 TN ±5 TN ±0 TN +3 TN +6 TN ±0 TN ±3 TN ±5 to ±15 TN +3 TN +5 TN +10 TN +3 to +9 TN –3 to –9 TN

TEST MODIFIER ±0 TN +5 to +10 TN +15 TN +20 TN –5 TN

TEST MODIFIER

is two sizes larger than target is one size larger than target and target are the same size is one size smaller than target is two sizes smaller than target

OTHER MODIFIERS

±6 TN (+6 TN) ±3 TN (+3 TN) ±0 TN ±3 TN (–3 TN) ±6 TN (–6 TN)

TEST MODIFIER 3)

Off-hand penalty 4) Character engaged in melee 4) Character in a melee environment 4) Character under missile fire

+8 to +12 TN +6 TN +4 TN +2 TN

1): Characters making opposed tests against characters suffering the same modifiers need not factor modifiers into the test except in cases where relative modifiers favour one of the adversaries. 2): ± indicates that the modifier is relative. For example, a character trying to hide in broken ground gains a benefit from cover (–5 TN), whereas a guard searching broken ground for an Orc archer suffers a penalty (+5 TN). 3): The off-hand penalty applies whenever a character relies on his non-dominant hand to perform a physical action. The more delicate such an action is, the worse should be the penalty (for combat tests, apply a –8 penalty; Shield skill tests are not affected). 4): Modifier applies only if a character tries to perform a noncombat action amidst a battle.

termine whether a character hits his opponent. But when it comes to determining the damage inflicted with a successful attack, the size modifier does not count. How this may affect the damage done by larger or smaller foes is described below. There are three levels of size that crop up in most situations: Small (from 24” to 59” in height), Medium (from 60”

216

CHAPTER NINE: ADVENTURING up to 89” in height), and Large (from 90” up to 15 feet in height). Hobbits and most Dwarves are considered Small. Most Men and Elves are considered Medium. To establish the size level of a creature that is too small or too large to fit into one of these categories, please refer to Appendix D. While foes in the same size level do not have any sizerelated physical test modifiers, those of differing sizes do. Opponents of different sizes apply a ±3 TN modifier for each size level apart from each other they are. For example, a (Medium) Man trying to attack a (Small) Hobbit would suffer a –3 test result penalty. The same Hobbit repaying the favour to that Man would gain a +3 test result bonus. (In this example, size TN modifiers are given as test result modifiers because combat is commonly resolved as a series of opposed tests where two characters pit their skills against each other. Relative test result modifiers are only applied to one side.) However, as stated above, when determining the damage inflicted with a successful attack, the size modifier is ignored. Obviously it would be unreasonable to assume that a smaller character inflicts a more severe wound on a larger foe only because his target is so hard to miss. On the other hand, if a larger attacker successfully hits a smaller target, it would be equally illogical to assume that he does less damage than if he had hit a foe of the same size as his own. Therefore, proceed as follows when resolving an attack:  When a smaller attacker strikes at a larger target, do not apply his size bonus unless he fails to hit the larger foe. If the initial attack test fails, then add the size bonus to the test result. However, the result of an attack test thus modified by the size bonus of a smaller attacker is limited to LSF ±0: the target may be hard to miss because of its bulkiness, but the attack is still not very effective.  When a larger attacker strikes at a smaller target, apply the size penalty to the initial attack test. However, if the attack succeeds, recalculate the test result to determine the damage inflicted, this time without applying the size penalty and thus potentially increasing the severity of injury. Note that size modifiers normally apply to close and ranged combat tests alike. However, a Turambar may choose to ignore the size modifier for ranged combat tests if the target is at least at the archer’s medium range. Also note that only one of two opponents engaged in an opposed test must be affected by a size modifier (i.e., a defender’s test result with a defensive manoeuvre is not normally affected by his size modifier).

INFLUENCE TEST MODIFIERS

multiple modifiers apply, the Turambar should apply them all together. When using Social skills or making other influence tests, players should not simply roll dice and look up the result. Instead, they should roleplay the exchange, speaking and acting as their characters would. Players who roleplay well should receive bonuses for their tests. But do not penalise a player for poor roleplaying, unless he completely ruins his attempt, like revealing a lie when fast-talking a guard. Even a hamhanded attempt to contribute to the story should count for something. As a matter of fact, influence tests should be avoided whenever the outcome of a situation can be determined by the means of roleplaying. If a test seems inevitable, the dice should only be rolled after some time of roleplaying. But rather than simply cutting off the roleplaying after the test, the test result should serve as a guideline for the final resolution of the situation by the means of roleplaying.

TABLE 9.8: INFLUENCE TEST MODIFIERS INTERACTION STANCE

TEST MODIFIER

Subject is loyal/devoted Subject is friendly/pacifist Subject is indifferent Subject is aggressive/hostile Subject is hostile/violent Subject speaks a different native language Subject is the same race as character Subject and character are of different races Environmental factors make communicating difficult Character demonstrates evidence or sincerity

MODIFIERS AT TURAMBAR’S DISCRETION Subject has heard about character Result of a preceding Esteem test Character’s Corruption penalty

–9 to –15 TN –3 to –6 TN ±0 TN +3 to +6 TN +9 to +15 TN ±0 to +20 TN ±0 to –6 TN ±0 to +15 TN +3 to +12 TN –3 to –12 TN

TEST MODIFIER ± Renown modifier (see page 201) varies (see page 244) varies (see page 200)

ACADEMIC TEST MODIFIERS While the base TN of most academic skill tests depends on the obscurity of the information a character tries to remember, academic test modifiers arise from circumstances that complicate his ability to recall, gather, or utilise lore. Wits attribute tests and Lore skill tests are examples of tests often subject to mental modifiers. For a list of common mental modifiers and their suggested TN modifiers, see Table 9.9. If multiple modifiers apply, the Turambar should apply them all together.

TABLE 9.9: ACADEMIC TEST MODIFIERS CONDITION

Influence test modifiers represent factors that affect abilities a character uses to interact with other persons, such as most tests of Social skills, and Bearing or many Wisdom attribute tests. By far, the most common influence modifiers involve the disposition of the person the character attempts to affect. A character can more easily persuade a friendly listener with a plea for help than he can his enemies. This interaction stance, as well as other common influence modifiers and their suggested TN modifiers, appear on Table 9.8. If

217

Character is situated in comfortable surroundings

TEST MODIFIER ±0 TN

Memory Loss Character suffers from mind-altering drug/toxin +5 to +15 TN Character suffers from selective amnesia +3 to +12 TN Character suffers from near total amnesia +10 to +20 TN Distractions Character is engaged in life-threatening situation +5 to +15 TN Character is surrounded by loud noise/talking +3 to +9 TN Character is affected by environmental 1/2 physical modifier factors (see Table 9.7: Physical Test Modifiers)

CHAPTER NINE: ADVENTURING

ACTION PENALTIES

sionate healer to treat your wounds should not become harder the worse you are injured!

There are many types of action or test result penalties. Some of them—like those originating in flaws—commonly apply at all times, but only to a limited range of tests. Other types of penalties affect all or almost all actions, but are usually triggered by special situations or conditions. This section deals with this latter type of test result penalties.

THE UNIVERSAL PENALTY A character who is injured or fatigued cannot function as well as a character in good health and well-rested. Hence, penalties are applied to attribute and skill tests to reflect these factors. A character’s Universal Penalty (UP) is the sum of his Injury Penalty and Weariness Penalty.

Injury Penalty Combat, and other activities, may hurt a character. Each critical injury is rated in terms of Injury Levels: M1, S2, S3, G4, or G5. A character with, for example, one M1 and one S3 injury has a total of four Injury Levels (ILs) which directly translate into test result penalties. However, a character’s impairment may also be represented by the action penalty associated with his Health Level. Hence, his Injury Penalty is equal to the greater of (1) the sum of all his Injury Levels or (2) the penalty associated with his current Health Level (see Table 9.15 on page 225). EXAMPLE: A badly hurt character who has dropped to the ‘Wounded’ Health Level (–5 penalty) and sustained one M1 and one S3 critical injury (worth 4 ILs which translate into a –4 penalty) suffers a –5 Injury Penalty. If the same character sustains an additional S2 injury but still remains Wounded, his Injury Penalty increases to –6 because he has to cope with 6 ILs.

THE PHYSICAL PENALTY Most physical activities are not only hampered by injuries and exhaustion, but also by the load a character carries. Thus, a character’s Physical Penalty (PP) consists of his Universal Penalty plus his General Encumbrance Penalty (GEP, see page 195). The Physical Penalty applies to all tests of Deftness and Nimbleness, as well as to any tests governed by either or both of these attributes (i.e., to almost all physical test class skill tests and to Swiftness tests). In addition, the Physical Penalty applies when casting spells of Sorcery, and to any Stamina test to resist losing one or more entire Weariness Levels straight away—carrying heavy burdens or wearing armour is a strenuous exercise, after all, and armour and other metallic gear strongly interferes with the Morgothian element. The Physical Penalty can be decreased or even totally avoided by taking off one’s armour and backpack. Whenever you put aside your equipment, you should apply the Universal Penalty instead of the Physical Penalty.

SPECIAL PENALTIES Special Penalties are assigned by the Turambar to reflect temporary handicaps not covered by Health, Injury, Weariness, and Encumbrance penalties. A character who is carrying an awkward item, or is tied or tangled in some way, may be assessed such a penalty. A Special Penalty applies as long as the conditions that bring it about; if the cause is removed, so is the penalty.

LEVELS OF SUCCESS OR FAILURE

Weariness Penalty Physical exertion, such as fighting, running, or swimming causes a character to grow weary as he accumulates weariness points. Casting spells or wielding the Art can likewise result in dropping to the next lowest Weariness Level; the character will then suffer the corresponding action penalty listed on Table 9.24 (see page 237).

Applying the Universal Penalty As a rule of thumb, the Universal Penalty is applied to all tests of attributes and skills. There are only a few exceptions to this rule. First and foremost, it does not apply to Health and Vigour tests made to recover from injury. The severity of injury already factors into the TN of such tests. (Weariness penalties, on the other hand, should be applied to these tests —injured characters are supposed to get lots of rest.) Ambar tests, as well as Fortitude tests to resist or shake off Corruption, are also never penalised by a character’s UP. The Turambar may come up with similar situations and is the final authority on whether to apply the UP or not. For instance, a Turambar may occasionally decide to ignore part of or even the entire UP under certain circumstances. For a example, a Persuade test to convince a compas-

Whereas TNs interpret difficulty by considering all relevant factors involved in the test, levels of success or failure (LSF) evaluate the outcome of a character’s efforts by comparing his final test result to the TN. In Ambarquenta, calculating the LSF for any test is simple. A test result that equals the TN has a level of success of ±0 —just enough to achieve the basic objectives of a test with, at worst, only minor complications or setbacks. Every increment of 5 (or fraction thereof) above or below the TN represents one level of success or failure, respectively. See Table 9.10 for more information. Whenever the rules specifically refer to levels of success, the abbreviation ‘LoS’ is used, while levels of failure are abbreviated ‘LoF’ in such instances. The more LoS you achieve, the quicker and better you perform an action. Conversely, the more LoF you accumulate, the worse you do—possibly making things even worse than before and maybe even triggering a Fumble or a Stumble test. Aside from qualifying a character’s overall performance during a test, levels of success or failure can also determine specific effects of abilities, skills, and flaws. For certain character abilities and traits, the LoS achieved determines how

218

CHAPTER NINE: ADVENTURING

TABLE 9.10: LEVEL OF SUCCESS OR FAILURE (LSF) TEST RESULT

LSF

GENERAL EFFECT

16+ below TN

LoF –4 or worse

11–15 below TN 6–10 below TN 1–5 below TN

LoF –3 LoF –2 LoF –1

Result = TN

LSF ±0

1–5 above TN 6–10 above TN

LoS +1 LoS +2

11–15 above TN

LoS +3

16+ above TN

LoS +4 or better

The character makes a thorough mess of his attempt and suffers a –5 test result penalty on his next two actions. The attempt makes matters worse if possible. The attempt fails and may prevent further action. The attempt fails, but the character may try again with a cumulative –3 test result penalty, if appropriate. The character achieves the basic objective with, at worst, only minor complications or setbacks. The character achieves his objectives with no setbacks whatsoever. The character performs beyond expectations, possibly gaining an additional advantage such as reduced test duration. The character performs far beyond expectations, possibly gaining an additional advantage such as 1d5 bonus AP in the next round, or the ability to perform an additional action at half the normal cost. The character stretches the boundaries of his own abilities. He receives a non-cumulative +1 test result bonus to all future attempts to use the tested skill or attribute, until he scores LoF –3 or worse.

long an effect lasts or quantifies how much of a bonus or penalty a character get when performing subsequent actions.

USING TABLE 9.10 Since tests cover a wide variety of game situations, Ambarquenta provides several ways in which character actions can be resolved. Whichever method a Turambar chooses in a particular situation, he will refer to Table 9.10: GENERAL EFFECTS: With the exception of movement and combat tests, the ‘General Effect’ column in the accompanying table can be used to resolve most kinds of actions. It provides the Turambar with a general guideline on how to interpret a character’s LSF with any suitable test and can, if necessary, be used together with the ‘Time Modifier’ column. TIME MODIFIERS: As the ‘Time Modifier’ column shows, varying LSF can affect how long it takes to perform a test with a non-combat skill. At LoF –2, for instance, the action time is doubled, wasting even more time than normal. A LoS +3, on the other hand, allows a character to complete a task in three quarters (75%) of the normal time. The Turambar may apply other appropriate effects from particularly good or bad tests if he prefers. If a character wishes to perform a task in less time than normal, he simply needs a high LoS. He does not have to declare his intention to do so ahead of time, and doing so should not increase the difficulty of the task. PERCENTAGE RESULTS: The ‘Percentage Results’ column is best reserved for resolving movement tests. The listed values indicate the percentage of the attempted action that is accomplished. For example, a 75% result means that three quarters of an action was performed, or that a character moves up to three quarters of his applicable movement rate. A result over 100% indicates that the intended action was accomplished, and that the distance covered may be increased accordingly if the player wishes so. A negative percentage means that the character has encountered an obstacle and been forced to backtrack. A result that lists ‘F20’, ‘F25’, or ‘F30’ indicates that the character runs the risk of fumbling or stumbling while performing the action. Depending on the nature of the attempted ac-

TIME MODIFIER

PERCENTAGE RESULTS

x5

–25  F30

x3 x2 x 1.5

0  F25 50  F20 75

x 1.25

90

x1 x 0.9

100 110

x 0.75

125

x 0.5

140

tion, he must make a Fumble (Deftness) or Stumble (Swiftness) test against the indicated TN (i.e., TN 20, 25, or 30, respectively). See ‘Fumbles and Stumbles’ below for details. Some movement actions must be thought of as ‘All-orNothing’ actions which can only either succeed or fail. A character is successful with a test achieving at least 100%. Examples include to lift a great weight or somersaulting onto the back of a horse.

FUMBLES AND STUMBLES Fumbles and stumbles are the result of an extremely unlucky occurrence that prevents a character from accomplishing the performed action. With the exception of weapon skill tests, fumbles and stumbles usually occur when the rules indicate it, or—at the Turambar‘s discretion—when a test fails by LoF –2 or worse. As for weapon skill tests, each weapon has its own fumble range; if the 2d10 roll for any offensive or defensive weapon skill test produces a result equal to or lower than the weapon’s fumble range, you should make a Fumble test as described below and check if the weapon breaks. The TN of any Fumble or Stumble test following a failed movement action depends on the actual LoF and is given in Table 9.10. A LoF –2 on a movement test, for instance, allows a character to move up to 50% of the desired distance, but as the table also lists a ‘F20’ for this test result, he must also make a Fumble or Stumble test against TN 20. For non-movement tests, the TN of a Fumble or Stumble test equals the TN of the failed action or 20, whichever is higher. If no TN is given—as is the case with Fumble and Stumble tests following a critical injury or a botched weapon skill roll—use a standard TN of 20. Whatever basic TN the rules suggest, make sure to apply the character’s Physical Penalty and all applicable physical test modifiers as shown on Table 9.7 (see page 216). Additional situational modifiers are given below. Remember, though: Even upon a success on a Fumble or Stumble test, the attempted action still fails! Only movement and extended tests may be an exception to this rule since they can sometimes be resumed after minor setbacks.

219

CHAPTER NINE: ADVENTURING

Fumble and Grab Tests (Deftness) Deftness is tested to determine if an item held in the hand is dropped (i.e., a Fumble test), or to perform a feat of manual dexterity under difficult circumstances (i.e., a Grab test). Fumble tests may be triggered by combat or ordered by the Turambar according to the rules. The standard TN for Fumble and Grab tests is 20, but the exact TN may vary according to the situation (see above). Favourable test result modifiers are justified when an object is held in both hands or is tied on; these typically range from +1 to +3 for weapons, or from +2 to +6 for tied-on shields. Regardless of whether a Fumble test following a botched roll for a melee weapon skill test succeeds or fails, the character must also roll with 2d10 against the weapon’s breakage number (BN). If the roll is equal to or greater than the weapon’s BN, it shatters (see page 263 for details). Note that you don’t have to make a breakage test when a critical injury calls for a Fumble test; only if you rolled equal to or less than your weapon’s fumble range do you need to check its BN.

–3 he sustains 2d10–2 points of damage). See ‘Falling’, page 228, for details. On a success, the character neither falls nor hurts himself, but his movement is still slowed down.

 WEAPON FUMBLES Optionally, the Turambar may ask a character who has fumbled a weapon skill test to roll on the below table instead of simply assuming that he risks to drop his weapon. Rolling on this table replaces both the Fumble (Deftness) test and the breakage roll. Note that the table is suitable for determining the outcome of fumbled offensive and defensive, close and ranged combat actions alike. However, any fumble triggered by a critical injury should be still resolved as a Deftness test as described above. 

2d10 Effect 2–3 Your weapon breaks and may be useless (see ‘Broken Weapons’, page 263). Exception: Masterwork, heroic, and enchanted weapons are resistant to breakage. If you have a weapon like that, roll again. Only if you get a ‘broken weapon’ result a second time does the weapon really break. If you get any other result, you drop the weapon instead. 4 You manage to hit yourself in the arm or leg (50% chance each way). For determining damage, roll 1d3–1. The result is the LoS you score with your attack. Exception: If this is a pointed or ranged attack, roll again. It’s hard to stab yourself, but it can be done. If you get a ‘hit yourself’ result a second time, count that result. If you get something other than ‘hit yourself’, use that result. 5 As ‘4’ above, but roll 1d2–1 for determining the damage. 6 You lose your balance. You can do nothing else but defend yourself until the next round. All your uses of defensive skills are at –3 until the next round. 7–8 The weapon turns in your hand. Spend a number of AP equal to its attack AP cost before using it again. 9–12 You drop the weapon. Exception: A cheap weapon breaks. See above for dropped, or page 263 for broken weapons. 13–14 The weapon turns in your hand. Spend a number of AP equal to its attack AP cost before using it again. 15 You lose your balance. You can do nothing else but defend yourself until your next round. All your uses of defensive skills are at –3 until your next round. 16 Your weapon flies 2d10 feet from your hand—50% chance straight forward or straight back. Anyone on the target spot must succeed with a TN 20 Swiftness or Dodge test or take the falling weapon’s damage at LSF ±0. Exception: If this was a pointed attack, you simply drop the weapon, as in ‘9–12’ above. A ranged weapon will not fly from your hand—it just drops. 17 You fall down and drop your weapon. Exception: Ranged weapon users, see ‘6’ above instead. 18 You strain your shoulder. Your weapon arm is crippled for the rest of the encounter. You do not have to drop your weapon, but you cannot use it either to attack or defend, for 30 minutes. 19–20 Your weapon breaks. See ‘2–3’ above.

FUMBLE TESTS: If the Deftness test fails, the item is dropped and the Turambar rolls 1d10: number 1 to 6 indicate the item has fallen in an adjacent hex (1=N, 2=NE, 3=SE, 4=S, 5=SW, and 6=NW); a roll of 7 to 10 indicates the item has fallen in the same hex. Success on a Fumble test means that the item is not dropped, but the action that triggered the Fumble still fails and all APs spent on it are lost. Picking up an item off the ground normally costs 8 AP. For small items, the Turambar may lower this AP cost (say, to 5 AP). However, particularly unwieldy items such as twohanded weapons or shields must also be readied. Readying a large weapon requires a number of AP equal to its attack AP cost. It takes a number of rounds equal to a shield’s parry modifier to ready it on your arm after you have picked it up. GRAB TESTS: If two characters attempt to simultaneously seize the same item, or if a character tries to take an item from another character, both make Deftness tests:  If both tests succeed by the same LoS, make an opposed Strength test; the winner has the item.  If one succeeds and the other fails, the winner has the item.  If both tests fail, the item is fumbled; roll 1d10 (as explained above) to see where the item ends up.

Stumble Tests (Swiftness) Swiftness is tested to determine whether a character falls down whenever the rules or the Turambar require a Stumble test: Stumble tests are usually triggered by encountering an obstruction in the course of movement (as represented by failed Run tests, for instance), receiving a blow to a leg during combat, and so on. The standard TN for a Stumble test is 20, but the exact TN may vary according to the situation and the character’s condition (see above). Additional penalties apply if the character is moving backwards (+5 TN) or faster than at jogging pace (+3 TN for Run, +5 for Sprint). A test result of LoF –1 on a Stumble test indicates the character falls prone. Beginning with LoF –2, the character also sustains 1d10–1 points of damage per LoF (e.g., at LoF

TABLE 9.11: WEAPON FUMBLES

 VARYING FUMBLES Of course it may be a nice idea to vary the outcome of any fumble or stumble, not just of fumbled weapon skill tests. Obviously, no rule or table could possibly account for all types of actions that can fail in an unlucky manner. Yet, a Turambar should feel free to make up a graphic description of the consequences of any fumbled or failed test on the spot, such as ruling that a picklock breaks during a badly failed Locks test, and the like. Be creative, but not overly mean!

220

CHAPTER NINE: ADVENTURING

TEST TYPES There are two primary types of tests: attribute tests and skill tests. Whereas the first type represents using raw natural ability, and the latter extensive education and training, both are practically resolved the same way: To make a test, roll 2d10. If the optional rule on openended rolls is in use and the roll yields a very high or a very low result, you may be required to roll an additional 1d10 (see page 215 for more information). To this number, add your character’s corresponding total attribute score or his applicable total skill bonus (TSB), as well as any special modifiers from his talents, edges, or flaws, the circumstances, and so forth. The total of all dice and accumulated modifiers yields your final test result. Compare this to the TN of the test to determine its level of success or failure (LSF).

TESTS OF PRIMARY ATTRIBUTES All characters possess nine defining primary attributes: Deftness, Nimbleness, Strength, Vigour, Awareness, Will, Bearing, Insight, and Wits (see Chapter Two for details). Attribute scores (ranging from 1 to 20, sometimes higher) measure a character’s personal endowment in each of these areas. Characters use primary attributes to accomplish actions based exclusively on their innate capabilities. In other words, characters make attribute tests when they do not need skill to succeed at a particular effort or no skill applies to a given task. Lifting a heavy object, catching an item before it falls to the ground, and resisting the effects of some Orc poisons are all examples of attribute tests any character can attempt.

TESTS OF DERIVED ATTRIBUTES Although characters generally test their primary attributes when exercising their raw faculties directly, many occasions require them to rely on their natural gifts to resist mental or social influence (such as intimidation or fear) or to survive physical ordeals (like attacks or disease). Most such tests

are made with a character’s derived attributes (see Chapter Two of this book). There are five common types of tests of derived attributes—Fortitude, Stamina, Swiftness, Wisdom, and Esteem—each corresponding to a different set of primary attributes.

CONTESTS OF WILL Characters often engage in a contest of wills to see whose authority, desires, or power hold sway in some matter. Similarly, one who would, like Aragorn, wrest a palantír from the control of Sauron must fight a battle of wills with the Dark Lord to do so. This becomes a prevailing theme in many of the important events of the War of the Ring, and we are witness to similar battles among the powerful throughout The Lord of the Rings. To fight a contest of wills, the participating characters make Fortitude tests to determine initiative. The character with the better test result becomes the aggressor and the other becomes the defender. The participants then make an opposed test with the aggressor using his choice of Bearing, Will, or Fortitude, and the defender using his Fortitude. The loser notes the loss by making a mark on some scratch paper. For every LoS the victor achieves, the loser makes one mark. When one of the participants in the contest has a number of marks equal to or greater than his current Fortitude score, he loses the contest. He must acknowledge defeat in some way— typically by looking away or giving way—and, as appropriate, do what the victor wants. A character does not have to enter a contest of wills. He can instead turn away, leave the presence of the challenge, or disdain the challenge in some manner.

SKILL TESTS Ambarquenta characters demonstrate a wide range of skills. In addition to the many skills anyone can possess, such as Observe or Run, characters also possess unique skills tied to their race, education, or individual pursuits. As with attributes, characters show different levels of achievement among their skills, measured by skill ranks. Besides other qualities, skill ranks factor directly into total skill bonuses (TSB). When making a skill test, add your TSB to the result rolled on the dice.

TABLE 9.12: SAMPLE ATTRIBUTE TESTS SITUATION Overcome fear, resist intimidation Resist interrogation, seduction Resist corruption Defy physical threat, resist torture Resist charm, flattery Resist rhetoric, propaganda See through lie or bluff Determine best course of action Withstand extreme temperature Resist poison Avoid disease Avoid injury while falling Avoid surprise Avoid fumbling Avoid stumbling Keep footing on slippery ground Catch item before it shatters on the floor Incline someone to treat you favourably

TEST TYPE

ATTRIBUTE

TN/OPPOSING TEST/REFERENCE

Opposed Opposed Standard Opposed Opposed Opposed Opposed Standard Standard Standard Standard Standard Standard Standard Standard Standard Standard Standard

Fortitude Fortitude Fortitude Will Wisdom Wisdom Wisdom Wisdom Stamina Stamina Stamina Swiftness Awareness Deftness Swiftness Swiftness Swiftness Esteem

Intimidate; see page 239 Inquire, Persuade Varies by source of temptation; see page 198 Inquire, Intimidate (Torture) Persuade Debate or Persuade Act or Persuade Varies by situation Varies by degree; see page 232 Varies by potency; see page 336 Varies by potency; see page 230 TN 15; see page 228 Varies by situation; see page 251 Varies by attempted action; see page 219 Varies by attempted action; see page 219 Varies by terrain; also see ‘Climb’, page 86 Varies by item, distance, and terrain Varies by encounter; see page 240

221

CHAPTER NINE: ADVENTURING Characters rely on skills to accomplish tasks requiring some amount of education, training, or experience, such as sailing a ship, repairing damaged armour, or judging the value of goods. While requiring experience and training, these types of activities also draw on personal faculties such as Wits, Deftness, or Bearing. For this reason, every skill links to a few key character attributes, which bestow a significant contribution to the total skill bonus.

Alternatively, when the character’s success is essential for the chapter to reach a satisfactory conclusion, the Turambar can rule that an action is impossible unless the character expends one or more Ambar to overcome the inherent difficulty (see ‘Resist Fear’, page 197, for an example). Using this method, the Turambar should set the TN at 40 and make the character perform the test, testing and spending Ambar as needed to increase the test result to a level of success.

Skill Specialties and Affinities

Repeat Attempts

As described in Chapter Four, a character’s specialties in a skill must apply to a test in order to receive his full skill bonus. When none of his specialties match, he suffers a –3 penalty to his TSB. On the other hand, if more than one specialty is applicable in a given situation, he adds +1 to the test result. Likewise, successful tests of appropriate affinity skills allow to add +1 per LoS to the primary skill’s test result.

The nature of some tests, such as dodging a punch, precludes characters from making repeated attempts. Other tests, like trying to fix a dented blade, may allow repeated attempts. A character can make repeated attempts to accomplish a task if (a) he has enough time to do so and (b) he does not botch any of the test attempts so badly as to ruin the potential for further endeavours. As a general rule, a character can retry failed attempts until he either suffers LoF –3 or worse, or succeeds. For each additional attempt, impose a cumulative –3 test result penalty. Thus, the first re-try is at +3 TN, the second at +6 TN, and so forth. For an alternative method for resolving repeatable actions, see the rules on ‘Extended Tests’ below.

Untrained Skill Use While a few skills—such as language and lore skills— represent capacities characters can only acquire through extensive study and experience, others—such as Observe or Run—involve general aptitudes and abilities anyone can exercise to some degree. Tests of still other skills—like Seafaring or First Aid—could also be attempted by anyone, provided he has at least once witnessed how they are properly employed or had their use described in detail. In other words, any skill with an untrained use penalty (ordinarily ranging from –0 to –4, but sometimes higher) can be tested by characters even if their rank in that skill is zero. This is called ‘using a skill untrained’. Chapter Four of this book lists all of the skills characters may use untrained. When making an untrained skill test, conduct the test normally, adding all due modifiers from attributes and abilities, as well as the basic cutback, but apply the respective untrained use penalty to reflect the character’s unfamiliarity, lack of practice and experience. Untrained skills do not confer affinity bonuses, but characters may get affinity bonuses to untrained skill tests if they possess related skills at rank 1+ or higher. If a skill does not permit untrained usage but the character attempts to do something relating to this skill, the Turambar must determine whether the character can substitute another closely related skill or the action is impossible to perform without the required skill. If no other skills seem relevant, the Turambar might also consider an attribute test— typically using on of the attributes linked to the required skill—instead of disallowing the intended action outright. But in most circumstances, untrained characters automatically fail any test requiring a skill that does not permit untrained usage.

Impossible Tasks Sometimes characters attempt to perform seemingly impossible actions. In these cases, the Turambar can allow a character to make an appropriate attribute or skill test but set the target number at 50 or higher. If the character has practically no chance of meeting such a high TN, he should better conceive a different way to reach his goal!

TEST VARIANTS Regardless of type, some tests warrant special rules because of the nature of the challenge. The following entries list a few of the most common test variants players will encounter.

OPPOSED TESTS Whenever the success or failure of a character’s actions depends largely on the performance of an opponent—such as in a foot race or wrestling match—the Turambar may call for an opposed test. Opposed tests differ from standard tests in that the Turambar usually does not set a TN for the test (for a variant that uses pre-assigned TNs, see below). Instead, the participants each make the specified test and compare their test results. Therefore, any TN modifiers are applied as test result penalties (or bonuses, respectively). Relative test result modifiers, such as a size modifier, only affect one of the two parties engaged in an opposed test. If both sides suffer from the same test result modifiers, they should be ignored. Whichever character scores the higher result wins the test—and uses his opponent’s test result to determine the LoS. Equal results indicate a tie; if the test represents a continuing contest, the characters can make additional tests to resolve the deadlock. Otherwise, the one with the greater skill bonus or attribute score wins the opposed test. EXAMPLE: Grimgár and Gori engage in an arm wrestling contest. The Turambar calls for Strength attribute tests. Grimgár get a test result of 31, and Gori gets a test result of 28. Thus, Grimgár wins the opposed test and achieves LoS +1. If Gori had also gotten a 31, the two would have tied, and the contest would have continued to the next round, when they could make another opposed test. The contest continues until one or the other beats his opponent’s test result.

222

CHAPTER NINE: ADVENTURING

TABLE 9.13: SAMPLE OPPOSED TESTS SITUATION Acting in disguise Bargaining Block blow Counterstrike Dodging arrows or thrown weapons Dodging melee attacks Foot race Hiding Sneaking Parry blow Searching

CHARACTER’S TEST

OPPONENT’S TEST

COMPARE

Act or Disguise Debate (Bargain) Unarmed Combat Weapon skill Dodge (Missiles) Dodge (Melee) Run Hide Sneak Shields or Weapon skill Observe or Search

Discern or Wisdom Debate (Bargain) Unarmed Combat Weapon skill Bows or Throw Weapon skill Run Observe (Spot, Smell) Observe (Hear, Spot) Weapon skill Hide, Sneak, or Conceal

LSF Test Results Test Results Test Results Test Results Test Results Special (BMR x percentage) LSF LSF Test Results LSF

Characters can use opposed tests for many different situations. See the skill descriptions in Chapter Four for some guidelines. Looking through these descriptions, you will notice that for many skills which are frequently employed in opposed tests there is also a list of sample test difficulties. If both skills involved in an opposed test have such a list of sample TNs (describing different circumstances under which the respective action is performed), it is normally better to make two separate standard tests against the suggested TNs and then compare their respective LSF to resolve the opposed situation. This method is especially worthwhile if one test is made ahead of the other, and/or if the two tests are made against different TNs. If both tests yield the same LSF, the Turambar must settle the situation. As a rule of thumb, he should favour the side facing the easier task (i.e., whose test is made against the lower TN)—or simply the one he wants to win the test. This variant method of resolving opposed actions by comparing the LSF of two standard tests can also be used if only the chronologically first test has a fixed TN but no evident TN can easily be established for the second, opposing test (as could be the case with Observe or Search tests). Whenever you are unsure about which TN to set for the challenger, refer to the below table. To win the opposed test, the challenger must at least achieve the same LSF as the character whose test was made in the first place, so effectively beating a LoS +2 test has a higher TN than beating a LoS +1 test.

TABLE 9.14: OPPOSED TEST TARGET NUMBERS FIRST TEST’S RESULT LoF –4 LoF –3 LoF –2 LoF –1 LSF ±0 LoS +1 LoS +2 LoS +3 LoS +4

OPPOSING TEST’S TN 15 15 15 20 20 25 25 30 30

EXAMPLE: A wily Dwarf tries to smuggle goods into the city. The Turambar calls for a TN 30 Conceal test to determine how well hidden the goods are and notes the test result, a LoF –1. Later, when a watchman searches the Dwarf’s waggon, the Turambar makes a TN 20 Search test—even a hasty search has a fair chance to uncover a brazen smuggling attempt. Unsurprisingly, the Search test yields a LoS +1 and the Dwarf soon finds himself hard-pressed to come up with a credible excuse.

Using the most suitable of either method, many game events can be resolved as opposed tests. For example, a guard pits his Observe against a thief’s Hide, a powerful captain trying to Intimidate his foes must contend with their Fortitude, and two lords trying to sway their king’s policy might use opposed Debate tests—and then compare the winning Debate test result to the king’s Wisdom test. In some situations, rather than have the opponents determine their test results simultaneously, the Turambar may have one of them make their test in advance, and then use his test result as the TN (or basis of comparison) for the other character’s test later in the chapter. As stated above, most such situations will be resolved by comparing the respective tests’ LSF. The Turambar decides what method to use based on the circumstances.

EXTENDED TESTS Extended tests apply to complex and protracted actions. Repairing broken chainmail might constitute a single, standard Armoursmith test that takes a certain number of hours to complete. But dramatic circumstances might warrant conducting the repair as an extended test to account for different skills that come into play, complications that arise during the work, or time deadlines requiring careful monitoring of the character’s progress. For example, the Turambar might choose to treat a lengthy repair job as a series of different skill tests to represent different stages of the operation. The first stage might involve a Wits-based Armoursmith test to figure out exactly what’s wrong with the armour and how best to repair it. The second step might involve a normal Armoursmith test to do the work itself. Lastly, an Appraise (Armour) test allows the character to find out if his work fixed the problem.

223

CHAPTER NINE: ADVENTURING To conduct this sort of test, the Turambar might establish three separate skill tests with the second and third stages requiring a successful test in the preceding stage before the character can continue. The TN of subsequent stages might depend on the LSF of the action in the prior stage. Alternatively, the Turambar can group all three tests into one extended test, using the following guidelines to determine the final outcome.

Resolving Extended Tests To resolve an extended test, the Turambar decides what attribute(s) and/or skill(s) play a role in the extended action and breaks the test into a number of discrete time intervals, such as rounds, minutes, hours, or days. Each time interval defines the ‘action time’ needed to make one test. One stage of an extended operation may encompass one or more tests of the same type. Next, the Turambar sets a TN for each type of test and adds the sum of all TNs together to determine an aggregate TN for the extended test. As a player rolls each test sequentially, add up his consecutive test results. When the sum of his test results reaches the aggregate TN of the extended test, the character has completed his designated objective. If testing multiple attributes and/or skills, players do not begin testing a new attribute/skill until they have surpassed the individual test TN for the previous stage of the extended test. Individual stages within an extended test may be resolved as standard, combined, and/or opposed tests as circumstances dictate. In most extended tests, retrying failed attempts should be permitted because extended tests almost always pertain to actions that can be repeated until successful. However, LoF –2 or worse may bring work to a halt if the Turambar deems it appropriate after consulting Table 9.10 on page 219. Count the number of individual test rolls it takes for the players to accumulate a final result in excess of the aggregate TN. Multiply their number of attempts by the established action time for the test (say, 10 minute intervals). This determines how long it takes for the characters to complete the extended test. By conducting tests in this manner, it is possible for the characters to succeed very quickly by scoring higher results on fewer tests, thereby shortening the total test time. But it may take characters much longer than expected if they roll poorly on individual tests and need numerous additional tests to meet the extended test’s aggregate TN. Because extended tests translate a number of repeated tests into elapsed game time, they are especially useful for heightening the drama as characters race against the clock. Regardless of whether the characters are aware of a precise deadline, knowing they must complete an extended action quickly to avert impending disaster adds a great deal of suspense to their extended test results.

EXAMPLE: Stig, a Lake-man of dubious reputation, finds himself trapped in the dead-end corridor of the basement of a castle, with guards coming any minute. From a map he has studied before venturing into the castle, he knows that there must be a secret—and probably locked—doorway somewhere in front of him. The Turambar decides that an extended test of Stig’s Search and Locks skills would be the best choice to account for the character’s desperate situation. The Turambar further rules that the hidden lock could at best be found within three rounds—if it can be found at all, considering that the Search test has a TN of 30. Once found, picking the lock would require a TN 25 test and usually take at least three rounds. Thus, the aggregate TN Stig must reach with his extended test is 165: 90 for three rounds of ‘Hard’ searching, plus 75 for another three rounds of ‘Challenging’ lock-picking. Stig’s player botches his first Search test and only scores a result of 22. Luckily, extended Search tests can be continued even after a result indicating a potential fumble. His next two Search tests yield a 31 and a 35, respectively, totalling up to 88 after three rounds. Stig continues the search and produces another failure with his fourth Search test—but the result of 25 is still more than enough to complete the first stage of the extended test. However, the Turambar rules that Stig loses the 23 ‘extra points’ he has achieved in excess of the aggregate TN of the first stage. With a different combination of skills, he might have ruled that some or all of these ‘excess points’ may be applied to the next stage of the extended test. With a deep but silent breath, he pulls out his picklock and begins the next stage of the test. Unfortunately, after meagre results of 25 and 23 on his first two Locks tests, he still hasn’t managed to open the secret door and escape after six rounds. Holding his breath in excitement, Stig can tell from the sound of their footfalls that the guards have almost come around the last bend of the corridor. Luckily, he rolls a 27 on his ultimate Locks test—just enough to reach the aggregate TN of the second test stage of 75! Barely in time, Stig stealthily slips through the door and closes it behind himself...

COMBINED TESTS Some challenges are so broad or encompassing that multiple characters may combine their efforts to confront the problem as a group. Examples might include a Stonecraft test to build or repair a wall, or a Search test to examine a large area for hidden treasure. To account for teamwork, the Turambar can allow characters to perform a particular test as a combined test. Combined tests work the same as standard attribute and skill tests with the following exceptions. After the Turambar sets a TN for a combined test, the participants must designate one character as the leader or coordinator of the test. Every participant but the leader makes the test at a –5 TN to determine how effectively they contribute to the effort. For each level of success a participant achieves, the leader receives a +1 test result bonus. On the other hand, each level of failure imposes a –1 test result penalty. Add the bonuses and penalties together to obtain one modifier. Then the leader makes his test at the specified TN, adding the modifier obtained from the other characters. Use his test result to determine the group’s success at the task.

224

CHAPTER NINE: ADVENTURING Naturally, not all tests are conducive to team effort. For example, you cannot fit a whole group of people into a narrow gully to try to build a dam across it. Furthermore, combined tests become problematic if the group of characters is not accustomed to working in concert. If the Turambar determines that a combined test is possible but he has some doubt that particular characters can perform well as a group, he may impose negative modifiers to reflect that fact.

MERGING TEST VARIANTS Depending on circumstances, the Turambar can merge any of the aforementioned test variants to determine the outcome of the characters’ actions. Two teams of woodworkers competing to develop a new type of magical toy might become involved in an opposed, extended, combined test. By merging test variants in this manner, the Turambar can simulate virtually any action involving any number of characters.

INJURY, WEARINESS, AND HEALING

described on page 69). Dropping below Near Death indicates the character has died from his sustained injuries—a fate which could also befall him in Hale condition, though, if he suffers a critical injury to a vital spot. EXAMPLE: A character with Vigour 13 and Girth 11 has a Health of 12. If he suffers 13 wound points of damage, he drops from Hale to Hurt. (With only 12 wound points he would still be Hale, though a mere one wound point shy of dropping to Hurt.) Another 12 points reduces him to Injured, and so on.

Once a character has accumulated a number of wound points of damage within a Health Level equal to his Health score, he begins accumulating damage in the next Health Level and suffers action penalties as a result. Wounds impair a character’s ability to act, and this is reflected by action penalties that increase as his condition becomes worse. See the accompanying table for wound effects. This process continues until either the damage ceases to accumulate and the character begins to heal, or the character dies from his wounds, whichever comes first.

TABLE 9.15: HEALTH LEVELS LEVEL Hale Hurt Injured Wounded Incapacitated Near Death

W

henever a character sustains damage, he may be injured or killed, depending on which part of his body is hit, the severity of the injury, or the total amount of damage he has accumulated. As characters suffer damage from attacks or other sources of injury, they may lose the ability to walk or wield a weapon, and they will (unless they are killed on the spot) progress from hale to injured, then incapacitated to near death. Similarly, as characters act, they become tired, eventually suffering penalties due to Weariness. The following sections describe how injuries and Weariness accumulate, how they affect characters, and how characters recover from them through healing and rest.

RECORDING DAMAGE In Ambarquenta, you have to keep track of the damage your character sustains in two different ways: First, you must record the running total of wound points of damage he has accumulated, and second you must keep track of the critical injuries to various parts of his body.

(1) WOUND POINTS Every character has a Health rating equal to the average of his Vigour and Girth scores (see page 32). This number represents the amount of wound points of damage the character can sustain within each Health Level (HL). As characters suffer damage, they progress through six Health Levels describing their overall degree of injury. Starting with Hale, the Health Levels include Hurt, Injured, Wounded, Incapacitated, and Near Death. Falling to Near Death automatically causes the character to faint; in addition he must make an attribute degeneration roll (the procedure is

EFFECT* None –1 test result penalty –3 test result penalty –5 test result penalty –7 test result penalty Character falls unconscious

*: The shown action penalties may constitute a character’s Injury Penalty which is part of his Universal Penalty; see page 218.

 SPECIAL TYPES OF DAMAGE To simplify matters, it is normally assumed that wound points are recovered at a fixed rate (see ‘Healing’ below), regardless of what has caused the damage. This option offers a more realistic approach and suggests to distinguish between four types of damage for the purpose of regenerating wound points:

REGULAR DAMAGE: As the name suggests, this is the kind of damage delivered by most attacks and other hazards. When recording wound points of regular damage, you do not need to mark them specifically because they heal normally. Note that this is the only type of damage which normally causes critical injuries to specific body parts. Bleeding and poison damage do no harm to specific parts but to the entire body (i.e., you only accumulate wound points but suffer no critical injuries). Subdual damage can also trigger certain special injury effects, but it usually wears off within hours. BLEEDING DAMAGE: At times, injuries caused by edged or impaling weapons will bleed for a number of wound points per round until properly treated (see page 265). When recording wound points of bleeding damage, mark them with a ‘B’, for this kind of damage heals a little faster than contusions, cuts, and like injuries. POISON DAMAGE: While poisoning can pose an extremely dangerous threat, potentially killing a character or drawing almost all of his Health Levels within a short time, a surviving character will often recover relatively quickly from a venom’s effects. When recording wound points of poison damage, mark them with a ‘P’. (Continued on next page.)

225

CHAPTER NINE: ADVENTURING

(2) CRITICAL INJURIES

SUBDUAL DAMAGE: Unarmed strikes and some attacks carried out with suitable weapons deal subdual damage rather than regular damage. When recording wound points of subdual damage, mark them with an asterisk (*). Critical injuries inflicted by attacks to subdue should be marked this way, too. You can use any melee weapon that deals regular blunt damage to deal subdual damage instead, but you suffer a –3 penalty on your attack test because you have to use the flat of the blade, strike in non-vital areas, or check your swing. Usually, subdual damage is non-lethal. Yet, a character who drops below Near Death due to subdual damage (or any combination of subdual damage and other types of damage) dies as normal; but if he survives, subdual damage wears off much faster than regular damage does. Subdual damage is treated like regular damage for the purpose of determining suitable critical injury effects such as Knockbacks or Shock tests, but the target cannot be killed (i.e., he falls unconscious instead). Injury Levels ensuing from subdual damage wear off one by one; each time a number of wound points of subdual damage equal to the target’s basic injury threshold (i.e., his IT #1—see Table 2.6 on page 32) is recovered, a single IL of the target’s choice can be erased.

Besides recording how many wound points of damage your character has accumulated and what Health Level he is currently in, you must also keep track of the critical injuries sustained in a variety of specific body parts. NOTE: The rules on critical injuries presented in this section may be left out by players who are new to Ambarquenta without unbalancing the system too much. However, once you are familiar with the game, we strongly recommend to make use of the below guidelines.

Any time a character is the target of a successful attack or otherwise sustains damage, you must take the following steps: (1) DETERMINE BODY PART: It is important to know where a strike lands for two main reasons: First, only the armour worn at the body part struck is relevant. Second, injury effects vary by body part—a blow to the skull is more serious than a strike to the foot, for instance. There are two ways how to determine which body part is hit:

Keeping Track of Wound Points

 A character attacking with a melee or ranged weapon may declare a called shot to a specific body part. A called shot requires that the attacker takes an aim action (see page 258). In addition, his attack roll suffers the test result penalty (TRP) shown in Table 9.16. If two different TRPs are given for a pair of body parts, apply the greater one only if aiming at a specially protected strike location (i.e., the arm to which a foe’s shield is attached, or an eye partially covered by a helm’s visor).  If no called shot was declared, or if the target suffers damage from natural TABLE 9.16: CRITICAL INJURIES disaster, misfire, or area effects, the body part is determined randomly after the atCALLED DAMAGE AFTER ARMOUR PROTECTION tack test has been resolved; roll 1d100 SHOT TRP IT #1 IT #2 IT #3 IT #4 IT #5 and look up the result on Table 9.16. –9 M1 S2 S3 D4 D5

Normally, the easiest way to record the running total of wound points accumulated in a Health Level is to add up the damage caused by each attack, crossing out the previous running total every time it changes: 3 9 13, and so on. (Remember to transfer any excess damage to the next Health Level.) However, with this option in use, it is better to write down the whole equation whenever you suffer a special type of damage: 3 + 6* + 4P, and so on. Keep a running total in a separate margin near or on your Health Level monitor.

RANDOM (1D100)

BODY PARTS

98 – 00 95 – 97 † 92 – 94

Skull Face† ● Eye Neck

–9 –11/–12 –8

M1 S2 M1

S2 G4 S2

S3 D4 S3

84 – 76 – 74 – 68 – 64 –

91 83 75 73 67

● Shoulder ● Upper Arm ● Elbow ● Forearm ● Hand

–4/–6 –4/–7 –6/–10 –5/–8 –6/–10

M1 M1 M1 M1 M1

 S2 M1  S2 M1  S2

    

48 – 46 – 34 – 28 – 25 –

63 47 45 33 27

Chest Vital Organ Belly ● Hip Groin

–2 –8 –3 –5 –8

M1 S2 M1 M1 M1

M1 G4 S2  S2  S2

S2 D4 S3  S3  S3

15 – 13 – 05 – 01 –

24 14 12 04

● Thigh ● Knee ● Calf ● Foot

–3 –6 –4 –5

M1 M1 M1 M1

M1  S2 M1  S2

   

S3 S2 G4 S2 G4

S2 S3 S2 S3

G4 D5 D4     

G4  D4 S3  G4  G4   G5  S3  G4  G4   G5 

S3 D5 G4  G4  G4    

D5 Death D5 

D4 Death D5  D4  G5 

S3  D4  G4   G5  S3  G4  G4   G5 

●: Odd rolls indicate a strike to the left, even rolls a strike to the right side of the body. If the roll indicates a strike to the shield side, roll again 1d100: on 01–25, the strike gets by the shield and inflicts damage as normal; on 26–00, the shield absorbs the force of the blow but may shatter—make a Breakage test as described on page 263. †: Face: 01 – 15 Jaw 51 – 65 Nose 76 – 85 Mouth 16 – 50 ●Cheek 66 – 75 ●Ear 86 – 00 ●Eye (re-roll B&E strikes if visored) : TN 20 Fumble (strike to the arm) or Stumble test (strike to leg, hip, or groin) required. : Amputation test required (Edged strikes only).

226

Against female targets, strikes to the Groin are treated as Hip strikes. A breakdown table is provided for blows to the Face—this may be significant if, for example, the target has a helm with a nose and cheek guard. The Eyes are never protected against pointed strikes, but a full helm with a visor protects them against edged and blunt strikes. (2) FIND

DAMAGE AFTER ARMOUR:

Your weapon’s damage code at the damage aspect you choose for your attack and the LoS your skill test yields determine the gross damage you inflict on your foe. (Note that this process is discussed in detail in Chapter Ten.) Next, you or your Turambar must subtract the armour protection against the applicable damage aspect at the hit body part to determine how many wound points of damage your foe actually sustains (i.e., net damage after armour).

CHAPTER NINE: ADVENTURING (3) FIND SEVERITY OF INJURY: Whenever the damage effectively done to a body part reaches or exceeds a certain amount of wound points (i.e., a fixed injury threshold), a critical injury has occurred. Table 2.6 on page 32 lists a character’s five individual injury thresholds as determined by his Health. These injury thresholds (abbreviated ‘IT #1’ to ‘IT #5’) relate to the columns of Table 9.16: Critical Injuries. By cross-indexing the hit body part with the applicable ‘damage after armour’-column of that table, you will be able to determine the injury’s severity. The rest of this section presents the most important rules on critical injuries. Additional optional material can be found in Chapter Ten, Combat, on page 265.

Injury Levels Wounds are identified as Minor (green), Serious (yellow), Grievous (orange), or Deadly (red). They are also rated from one (1) to five (5), indicating their value in Injury Levels (IL). Thus, M1 is a Minor injury (1 IL), G4 is a Grievous injury (4 ILs), and so on. EXAMPLE: A Gondorian levy-man with an average Health score of 11 has the following injury thresholds: 6+, 9+, 12+, 15+, and 18+. Struggling with an Orc, he is struck for 10 wound points of damage (i.e., after armour protection has been subtracted) on the Skull. This means that he must refer to the second column of Table 9.16 which shows a Serious critical injury (yellow) valued at S2, meaning two Injury Levels.

Injury Levels directly translate into test result penalties. A character who has sustained 6 Injury Levels, for example, suffers a –6 Injury Penalty (unless the penalty associated with his current Health Level is greater: in this case, the latter value constitutes his Injury Penalty); see page 218 for details.

Recording Critical Injuries Each new critical injury, along with its body part and the standard abbreviation for the damage aspect (i.e., ‘B’ for blunt, ‘E’ for edged, ‘P’ for pointed, or ‘F’ for fire/frost damage) by which it was caused, is recorded in the injury section of the Combat Sheet. For example, a S2 to the right Elbow dealt with a blunt club is recorded as ‘Elbow (R) S2-B’. Additional wounds to that Elbow are recorded on separate lines.

Shock Tests Each time a character sustains a new Serious or worse critical injury to his head, thorax, or abdomen, there is a risk that he will be downed from trauma, bloodloss, or pain. To determine shock effects, make a Stamina test against a TN equal to the IL of the new wound x 6; be sure to apply the Universal Penalty (including the new injury) to the test. The TN of such a Shock test is further modified by +6 if the new injury was sustained to the head, a vital organ, or a male character’s Groin.

EXAMPLE: After some time in battle, the Gondorian soldier from our previous example has grown Weary and sustained one serious (S2) and two minor (M1) injuries. He now takes one more serious (S2) wound, leaving him at a Universal Penalty of –8 (–2 due to Weariness, –2 for two minor injuries, and –4 for two S2 wounds). Thus, the TN for his Shock test is 20: the new injury’s IL of 2 x 6, plus 8 for his current Universal Penalty (applied as a TN modifier in this example to simplify matters); if he had suffered an S3 injury to the Skull, the TN would have been 33 instead.

Shock Effects Characters who scarcely fail a Shock test are stunned: for (IL –1) rounds if they fail by LoF –1, or for (IL +1) rounds if they fail by LoF –2. While stunned, a character may not attack, and he suffers an additional –3 test result penalty to his defensive actions. The only other allowable actions are movement (at half the normal BMR) and simple physical tasks; concentrating and spellcasting are impossible. Characters who fail a Shock test by LoF –3 or worse fall unconscious—usually, for a number of minutes equal to the critical injury’s IL, or at least several rounds (say, 1d5 per LoF). In either case, any skill, attribute, or magic test the character was engaged in fails. However, if a Shock test fails (by whatever margin) and the dice have produced double numbers, the character is in shock instead, displaying a variety of symptoms including sickly pallor, cold sweats, weakness, nausea, incoherence, or gazing helplessly at his injuries. Characters in shock may rest, or—if their wounds allow—be led away at half their normal BMR, but they can neither defend themselves actively nor attempt any other kind of action. Recovery from shock takes awhile: Every two hours, or whenever the Turambar deems it dramatically appropriate, the patient makes a Stamina test against a TN depending on his overall state of health—see Table 9.22: Healing Tests, on page 233; his Universal Penalty does not apply to this test. Upon a success, the patient recovers from the shock and functions normally again. Each of an attending healer’s LoS with a First Aid (Treat Shock) test will provide a +3 bonus to the patient’s next Stamina test. See page 233 for details.

Deadly Injuries Some wounds may be immediately fatal. Where a D4 or D5 result is noted, make a Stamina test against the indicated IL x 6 (for example, the TN for a D5 injury is 30). Do not apply your Universal Penalty to this test, but increase the TN by +6 if it is an injury to the head or a Vital Organ. If the Stamina test fails, instant death occurs. If successful, record the injury as a Grievous wound (D5 becomes G5, for instance) and make a normal Shock test. Subdual damage (inflicted by unarmed attacks or blunt strikes to subdue, see page 226) cannot be lethal. Thus, any critical injury caused by subdual damage which is rated D4 or D5 should be treated as a Grievous wound of equal level instead. The normal rules for Shock tests still apply.

227

CHAPTER NINE: ADVENTURING

TABLE 9.17: FALLING DAMAGE

OTHER SOURCES OF HARM

DISTANCE FALLEN

Aside from combat, characters can suffer damage and injury from a variety of sources, such as fire, falling, or poison. The following sections describe the methods for handling these types of hazards during play.

1 or 2 yards 3 or 4 yards 5 or more yards

LANDING SURFACE Deep water (5 feet or more) Shallow water (less than 5 feet) Soft ground (mud, bog, snow, etc.) Normal ground (grass, earth, etc.) Hard ground (paving stone, etc.) Rocky ground

DROWNING AND SUFFOCATION When immersed in water for long periods of time—or otherwise unable to breathe—characters may suffocate. A character can hold his breath to delay the onset of suffocation for a number of rounds equal to his Stamina score times two (i.e., 1 minute per 5 points of Stamina). Halve this time if he is caught totally by surprise and does not have a chance to take a deep breath. As long as the character is unable to breathe, triple all weariness point costs; a minimum of 2 weariness points is automatically accumulated each round. Once this time has expired, the character must make a successful Stamina test each round or lose an entire Weariness Level until he falls unconscious from lack of air (i.e., until he becomes Exhausted). The basic TN for the Stamina test is 15. However, the TN increases by +3 each round after the first Stamina test has been made, and of course the test is affected by the Universal Penalty as normal. Once unconscious, the character will die after a number of rounds equal to his Vigour score times two, unless he gets air. If the victim was actually drowning (i.e., has water in his lungs), a rescuer will also need to make successful First Aid (Field Care) tests against TN 20 to save him. Otherwise, just getting clean air will bring the victim around. The victim recovers lost Weariness Levels normally. There is a chance of brain damage if the victim is saved only after a number of rounds without air equal to or greater than his Vigour score. Brain damage may result in a permanent –1 adjustment to one or more of the following attributes (including their genetic limits): Awareness, Will, Bearing, Insight, and Wits. Make a separate TN 25 Vigour test for each attribute to avoid these impairments. Smoke inhalation can be handled in the same manner as described above, except that the Turambar might also include toxin effects if he deems the smoke to be poisonous in nature, as is the case with some fumes created by the Dark Lord. See ‘Poisons’, page 336, for more information. Yet, a character may also suffocate in substances other than water or smoke—quicksand (also see page 241), fine dust, sand, or even a silo full of grain are fine examples.

FALLING When a character stumbles or falls, even a short distance, he may suffer injury. The amount of damage sustained depends on the distance he falls and a few other factors. See Table 9.17. Terminal velocity—the maximum speed a falling object can achieve—varies for people, but is normally reached after three or four seconds of falling. Therefore, treat any fall of more than 50 yards as only 50 yards.

DAMAGE (BLUNT) 1d10–3 per yard 1d10–2 per yard 1d10–1 per yard

DAMAGE MODIFIER –3 per die –2 per die –1 per die ±0 per die +1 per die +2 per die

NOTE: Instead of rolling huge quantities of dice, the Turambar will often wish to reduce their number to a manageable amount. In such a case, he should simply take one half, one third, one fifth, or even one tenth (whatever fraction seems feasible and appropriate) of the required number of dice and multiply their aggregate result by the chosen divisor. Any leftover dice should be rolled separately and added to the result. For example, a fall of 26 yards deals 26d10–26 points of damage. The Turambar decides to roll only one fifth of these dice. Thus, he rolls five times: 3, 5, 2, 4, and 10, which adds up to 24. Then he multiplies this number by 5, adds another 1d10 (for the leftover die), and finally subtracts 26 for a total of (120 + 8 – 26 =) 1 02 points of damage. The unfortunate character will hardly survive the fall...

FIND AFFECTED BODY PARTS: Which and how many body parts may get hurt is determined randomly. As a rule of thumb, divide the distance fallen by 5, rounding up the result; again, any distance beyond 50 yards is treated as only 50 yards for this purpose. The result is the number of ‘sides’ the die should have with which the actual number of injured body parts will be determined. For example, a fall of 18 yards causes 18d10–18 points of blunt damage and affects 1d4 body parts. Then, roll the indicated number of times on Table 9.16: Critical Injuries to find the specific parts of the victim’s body that are hurt and divide the sustained damage evenly between these body parts. Re-roll any seemingly inappropriate body locations. MODIFY DAMAGE: Various surfaces modify the damage caused by a fall. Use the most appropriate modifier from Table 9.17 and add it to or subtract it from each damage die. Note that landing in deep water can only reduce the damage if the falling character succeeds with an immediate TN 20 Swim (Dive) test. Provided the water is at least 15 feet deep where the character enters, additional LoS with the Swim (Dive) test further decrease the damage by one point per die. For example, if you fall 5 yards, you would take 5d10–5 points of damage—that is, roll 5 dice and subtract 5 from the total rolled. If you fall 5 yards but land on something soft, roll 5 dice and subtract 10 from the result. In a clear fall of more than 5 yards, make a TN 15 Acrobatics (Tumble) or, alternatively, a TN 20 Swiftness test to moderate the fall—for instance, by landing on one’s feet rather than one’s head. Each LoS the test yields will reduce the effective distance of the fall by 2 yards. If applicable, the slope of the surface may cause a falling character to hit several times o the way down. When this occurs, the long fall is broken down into several shorter falls.

228

CHAPTER NINE: ADVENTURING GRABBING: A character may be able to stop falling by grabbing protrusions, bushes, and the like. This rarely stops the fall, but may slow it and reduce the landing impact. Make a TN 20 Acrobatics (Tumble) or Swiftness test. Each LoS the test yields will reduce the effective distance of the fall by 2 yards. However, LoF –2 or worse indicates that the character has wrenched one or both arms, giving a blunt M1 critical injury. If a grabbing attempt reduces the distance fallen to naught, the grab has succeeded. The character now hangs from the protrusion—but can it bear his weight, and how long?

FIRE When a character comes into contact with extreme heat or open flame, he suffers fire damage for each round of exposure as indicated on Table 9.18. If he spends only part of a round exposed to a fire, reduce the damage by 3 points per damage die. For example, 2d10+4 becomes 2d10–2.

TABLE 9.18: FIRE DAMAGE SIZE OF FIRE/HEAT Torch Campfire Small bonfire Large bonfire Raging conflagration

FALLING OBJECTS If you are hit by a hard falling object, calculate the damage done as follows: Round its weight off to the nearest 5 pounds, and the distance it fell to the nearest 10 yards. Multiply the number of 5-pound and 10-yard increments and take that many dice of damage. EXAMPLE: A 20-lbs. rock, falling 30 yards, does (4 x 3 =) 12d10 points of damage. A 43-lbs. suit of armour, falling 39 yards, does (9 x 4 =) 36d10 points of damage.

‘Terminal velocity’ is reached after something falls far enough that air resistance stops further acceleration. Exact terminal velocity depends on the object—the more air resistance, the less its maximum speed. For simplicity, when dealing with falling inanimate objects, treat any fall of more than 200 yards as 200 yards. Falling people and animals reach terminal velocity at approximately 50 yards, as described under Falling, above. Straw mattresses and the like reach terminal velocity sooner, but dealing with this is left to the Turambar—if he cares about that much detail. A very light object, or one that falls a short distance, does less damage. Any weight of 2 lbs. or less should be treated as 5 lbs., and any distance of 2 yards or less should be treated as 10 yards—but halve the final damage, rounding down. EXAMPLE: A 2-lbs. weight falling 29 yards does half of (1 x 3) dice of damage. Rather than trying to roll 1.5 dice, you can roll 3d10 and halve the result, rounding down. Thus, an object of 2 lbs. (or less) which falls 2 yards (or less) does only one quarter die of damage—so unless you roll 4 or more, there is no damage at all. That is not to say that it won't hurt, but it would not do any real injury.

Soft objects (living things, for instance) do half damage, or less, for their weight. If a large item is tipped over onto you, rather than falling freely, it does much less damage. Divide its weight by 50, round down, and roll that many dice. Any bulky object—over 50 lbs. and/or 8 cubic feet (i.e., 2 feet square or approximately 0.2 m³)—will impede the movement of anyone it falls against. The victim will have to dodge or jump over it, giving him a –4 penalty for the remainder of the round. If you drop a rock on someone, treat it as a Throw: Objects (Stone) attack and make your skill test normally. Your target cannot avoid the rock unless he knows it’s coming. If he is aware of it, he will be allowed to make a Dodge (Natural Disaster) test.

DAMAGE/ROUND

TN

1d10 + 2 2d10 + 4 3d10 + 6 4d10 + 8 6d10 + 24

15 20 25 30 35

CATCHING ON FIRE: If exposed to fire long enough— usually an entire round, see the box on ‘Torches’ below for details—a character must make a Swiftness test to avoid catching on fire himself. The TN depends on the size of the fire, as shown on Table 9.18. If a character catches on fire, he does not immediately take additional damage from the fire. He can try to put out the fire on his turn with a TN equal to that he originally failed. This is a full-round action. If he succeeds, he takes no further damage. Otherwise, he suffers 2d10+4 points of damage every round he remains on fire. Others can help the burning character snuff out the flames. Treat this as a combined test. However, those who come into contact with the burning character also risk catching on fire themselves. The TN for the Swiftness test to avoid catching fire in such a situation is equal to that the burning character face, but the helper gets a +5 bonus to his roll. Note that burning clothes and hair normally extinguish automatically after 1d5+1 rounds.

TORCHES A torch or lantern reduces the penalty for darkness. In caves, dungeons, and similarly dark places, any such light within line of sight reduces the TN modifier from ±12 (pitch black) to ±4. A torch can be used as a weapon—treat it like a light club, adding one point of fire damage for the flame (if the victim is protected against fire, the fire damage may be absorbed by his armour). And, of course, a torch can be used to set other things on fire—given enough time. Most oil will catch fire three seconds after contact with an open flame; ordinary clothing will catch fire in 1 round; kindling will take 2 rounds to set ablaze. Other types of objects will vary, as the Turambar sees fit. It is possible to carry a torch in your off-hand, leaving your weapon hand free for combat. It is even possible to parry with it—but you must apply your off–hand penalty. Bear in mind that a torch or ordinary lantern will smash on the first blow if used to parry a weapon of significant heft.

ARMOUR: Armour may protect you completely against ordinary heat or flame, depending on its protective value against fire. However, after a number of half-rounds (i.e., three second intervals) equal to the fire protection you have at your chest, it may still protect against flame, but you must make a Stamina test every round to resist the heat of the fire.

229

CHAPTER NINE: ADVENTURING Again, the TN depends on the size of the fire, as shown on Table 9.18. For each LoF, you add 1d10 weariness points. For example, quilt protects against 4 points of fire damage, but after 2 rounds, the wearer starts making Stamina tests. SHIELDS: A shield offers no protection if you are walking through flame. It can parry a jet of flame (dragon breath, for instance) as it could parry any other attack. If you have to go near a source of intense heat, but not actually in it, the shield’s parry modifier will count as armour protection because it reflects the heat—however, use only the greater of your armour’s or your shield’s protection against fire instead of adding them together. Increase a shield’s protective value by 50% (round down) if it is highly polished. FIND AFFECTED BODY PARTS: Whenever a character literally walks through fire or has his entire body engulfed in flames, determine the number and nature of injured body parts randomly. Roll a die with as many ‘sides’ as fire damage dice were rolled. For instance, a small bonfire causes 3d10+6 points of damage and thus affects 1d3 body parts. The result of the roll—in our example, the result of 1d3—tells you how often you must roll on Table 9.16: Critical Injuries to find which specific parts of the victim’s body are hurt. Divide the sustained fire damage evenly between these body parts. Reroll any seemingly inappropriate body locations. However, when recounting the disaster for your players, you should also describe what happens to the other parts of the victim’s body, even if the roll indicates that they are not directly affected. On most occasions, scorched hair and garments are a good starting point.

HUNGER AND THIRST When buying equipment, do not forget to supply yourself with an ample amount of travel rations and water-skins. Otherwise, you may soon find out that there are other perils to brave on the road than just Orcs and vagabonds!

Food The rations and meals listed in Table 6.7: Other Gear are the minimum necessary to keep you healthy on the road; missing even one meal will weaken you. For each meal that you miss, add 1d10 weariness points. When recording these points of hunger-caused weariness, mark them with an ‘H’, for this kind of weariness can only be recovered by one or more days of rest—no fighting or travel, and three full meals per day. Each day of rest will make up for three skipped meals, thus allowing you to recover 3d10 points of hunger-caused weariness. When you become ‘Spent’ due to hunger, you start suffering normal damage instead, at the same rate. This damage is recovered as normal (see page 233). Note that in hospitable terrain, you can supplement your rations by foraging for food. See the skills Fish, Hunt, and Survival for more information.

Water In pleasant areas, where water is easy to come by, just assume that supplies are renewed as needed. But if water is in short supply, watch out! In temperate climates, a character needs at least two quarts (or litres) of water a day. This increases to three to four quarts in hot climates, and five quarts in the heat of the desert. If you get less than you need, you accumulate 1d10 points of weariness and damage alike each day. If you drink less than a quart a day, you sustain 2d10 points of weariness and damage. When you become ‘Exhausted’ or fall ‘Near Death’ from lack of water (even if that is not the only cause) you become delirious and—if in the desert—die within a day if no help arrives. Weariness accumulated due to lack of water only wears off after a day of rest with ample water supplies. Wound points of damage are recovered as normal.

ILLNESS Disease strikes almost everywhere at one time or another. The search for a cure—whether for friend’s wasting illness, or for a plague ravaging a kingdom—is an excellent plot device. If you catch a sickness yourself, you will not know until the symptoms start to show: the Turambar makes your Stamina test to avoid it!

The Nature of Diseases Unbeknownst to even the greatest of healers in Middleearth, a disease is usually a ‘plague’ caused by some type of micro-organism—virus or bacteria—and spread by infected people or animals. Yet, the deadliest illnesses were originally fostered by the Enemy, and spread with dark winds out of the East to devastate the lands of the Free Peoples. News about disease-ridden areas travels fast. A successful Physician (Diagnosis) or Wits test (typically made against a TN ranging from 20 to 30 or higher, depending on the symptoms of, and the physician’s familiarity with, the disease) tells when many people around you have the same illness.

Potency and Contagion The potency of a disease is a measure of its infectivity and lethality, expressed as the TN of the Stamina test to resist contagion. The Turambar assigns a potency TN of 15 (barely contagious and harmless in effect, such as an ordinary cold) to 40 (highly contagious and extremely lethal, such as the Great Plague at the height of its contagiousness). Most viral and bacterial diseases are either carried in the air (classified a pneumonic disease transmitted by breath or mist), or they reside in the blood, other bodily fluids, or excrements (classified a bubonic disease). Anyone in a plagueridden area, or encountering a plague carrier, is in danger.

230

CHAPTER NINE: ADVENTURING The Turambar secretly makes a Stamina test on behalf of the character(s) against the potency of the disease once per day of exposure. Table 9.19 allows to determine the symptoms a character will suffer. Unless the disease is described otherwise (for example, the sickness delivers only moderate effects), the amount by which the Stamina test was failed indicates the severity of the effect. From the below table, also choose the least advantageous Stamina test modifier each day:

TABLE 9.19: DISEASES CONTAGION RISK FACTORS TEST MODIFIER Avoided all contact with possible victims –5 TN Entered dwelling or shop of victim –4 TN Spoke with victim at close quarters –3 TN Touched victim briefly –2 TN Used victim’s clothes, blankets, and the like –1 TN Ate infected animal’s cooked flesh +1 TN Ate infected animal’s raw flesh +2 TN Prolonged contact with living victim(s) +3 TN Kissing or other intimate contact with victim +4 TN STAMINA TEST RESULT LSF ±0 LoF –1 LoF –2 LoF –3

PNEUMONIC DISEASES: These are transmitted by the air (i.e., you inhale them unsuspectingly) and normally strike in 1d100 hours after contagion. Typical symptoms include: Mild: Fever; sweating; dizziness (–20% activity). Moderate: Raging fever (–25% activity); infected wounds (if any, –50% activity); instability (+10 TN for all movement and combat actions). Severe: Complete immobilisation (–100% activity, and a 50% chance of coma for 2d10 days). Extreme: Death due to viral or bacterial infection in 1d100 hours (–100% activity).

Diagnosis and Treatment When symptoms of a disease are apparent, any attending characters should test their Physician (Diagnose) skill. See ‘The Nature of Diseases’, above, for establishing the TN. Success means the character identifies the sickness. Totally new illnesses cannot be identified, but a very good test result might give enough information to do some good. Once an illness is identified, a healer may administer his help to the patient. He makes a Physician (Treat Illness) test against the potency TN of the disease. For each LoS he achieves with the test, the patient receives a +1 test result bonus for his recovery test. Failure usually has no adverse impact on a patient’s chance to recover. For some diseases, recovery will be aided by use of appropriate herbs.

EFFECT SEVERITY Mild Moderate Severe Extreme

Symptoms Disease symptoms vary greatly, but some typical effects are described below. For disease descriptions located elsewhere in Ambarquenta supplements, treat the stated effect as extreme, applying the mild, moderate, and severe symptoms given below if the victim’s Stamina test indicates a lesser severity level. Effect descriptions always include a percentage activity penalty, such as ‘–20%’. This penalty applies to the victim’s action allowance (thus reducing the number of action points he has available) and translates into a general test result penalty as well: for each –5% (or fraction thereof), apply a –1 penalty to all tests the patient attempts. Symptoms are cumulative, so that a victim beset with two ailments—one reducing his activity by –20% (+4 TN) and the other by –15% (+3 TN)—is actually at –35% (+7 TN). A victim experiencing severe effects must also weather moderate and mild effects. The symptoms of upper level severities include all the lower severity results. Note that most diseases are not contagious until after symptoms appear. BUBONIC DISEASES: These are transmitted by the blood or other bodily fluids and normally strike in 1d10 days after contagion. Typical symptoms include: Mild: Rashes; mild glandular swelling; fever (–15% activity). Moderate: Inflammations and swelling in the glands, particularly in the armpit and groin areas (–25% activity); puss-filled infections (10% chance of temporary uselessness for each limb or eye). Severe: Lesions ooze puss; bleeding through pores; high fever (–50% activity); complete immobilisation (50% chance of coma for 3d10 days). Extreme: Death due to viral or bacterial infection in 2d10 days (–100% activity).

Recovery After a disease has set in, make a Stamina test to determine how long it takes to recover from the illness. Index the plain test result (note that there is no level of success or failure, as there is no TN for recovery rolls) on the appropriate section of Table 9.20 to learn the number of days needed to recover from the disease:

TABLE 9.20: DISEASE RECOVERY STAMINA TEST RESULT

MILD

6 or less 7 to 12 13 to 18 19 to 24 25 to 28 29 to 32 33 or more

14 9 6 4 3 2 1

EFFECT SEVERITY MODERATE SEVERE 35 23 15 10 8 5 3

70 45 30 20 15 10 5

EXTREME* 180 140 120 80 60 40 20

*: Extreme cases of disease always result in death. Use this column only if the patient is cured somehow before death occurs.

Patients start off with a variable percentage activity penalty (which also translates into a –1 test result penalty for each –5% activity penalty or fraction thereof), according to the severity of the symptoms he suffers. To recover, the patient must spend the indicated amount of time in bed rest— see Table 9.20. The penalty will be lowered for each day of rest. To determine how much to lower the percentage activity penalty, divide it by the number of days needed to recover. Round off any fractions and apply any leftover penalty to the amount recovered in the first day. If the patient moves

231

CHAPTER NINE: ADVENTURING around, the recovery process is temporarily halted (and the current penalties will apply to all he does).

Immunity and Susceptibility Some illnesses may not affect members of certain races or groups. For instance, the Turambar may decide that Dwarves never get the Purple Shakes at all, and that Hobbits receive a +3 Stamina test result bonus against it—but that the mortality rate among male Lossoth is 100% unless they are treated within two days. Such cases of differential susceptibility may be known to experienced physicians. Some individuals are immune to a specific disease. If the Turambar rolls an unmodified 19 or 20 for your first attempt to resist a disease, you are immune. He should note this fact and not tell you—under normal circumstances, you have no real way of knowing about your immunity. Anyone who survives a given plague or disease may be immune in the future. This depends on the illness. You only catch measles once, for example, but mumps can come back over and over.

POISONS During their adventures, characters may be exposed to a great variety of toxic substances, from the venom of Shelob and her spawn, the sickening charnel-smell of the flowers of the Morgul Vale, to the poisons Orcs smear on the blades of their swords. Appendix B (see page 336) details a number of poisons and presents all rules required to determine their effects and on how they can be resisted or cured.

WEATHER Far from being a mere source of discomfort, ill weather and extreme temperatures may pose a considerable threat, especially if the characters are inadequately equipped.

Heat In weather of 26°C (79°F) or above, make a Stamina test every hour of activity. The TN for the Stamina test is 21, plus 3 for every fraction of 5°C (9°F) the temperature is above 30°C (86°F); see Table 9.21. If the weather is very humid, the Turambar may increase the effective temperature. Apply your character’s Physical Penalty to the test. For each LoF, add 1d10 weariness points. When you are ‘Spent’, you sustain normal damage instead. The TNs assume you are wearing appropriate clothing, light-coloured and loose. If you are wearing heavy clothing or armour, the Turambar may inflict a special test result penalty—but usually the Physical Penalty covers that issue duly. An appropriate Survival test (such as Survival: Desert) may provide an affinity bonus for the Stamina test. In addition to the hourly Stamina test, any exertion in hot weather should have its weariness point cost increased by 25% to 50% or more, as the Turambar sees fit. On a hot day, a character will also need extra water as described below.

A related problem, and a very real danger in some places, is sunburn. After a day of full sun on unprotected skin, a Pale character will be sorely singed (see page 161), and a lightskinned Northman will be very uncomfortable as he takes 1d5 points of damage. Darker characters may itch, but are not in as much danger. Details must be left to the Turambar. Ingenious characters will quickly find ways to protect themselves. In hot weather, the time to recover lost Weariness Levels should at least be doubled or tripled. When resting, try to find a shady and relatively cool place.

TABLE 9.21: HEAT & COLD TEMPERATURE (°C) 26° to 30° 31° to 35° 36° to 40° 41° to 45° Every additional +5°C

–1° to –10° –11° to –20° –21° to –30° –31° to –40° Every additional –10°C

STAMINA TN 21 24 27 30 +3

Cold In freezing weather, make a Stamina test every hour, no matter whether you are active or resting. The TN for the Stamina test is 21, plus 3 for every fraction of 10°C (18°F) the temperature is below –10°C (14°F); see Table 9.21. Strong wind (the ‘wind chill factor’) can reduce the effective temperature dramatically—this is up to the Turambar to investigate. Apply your character’s Physical Penalty to the test. For each LoF, add 1d10 weariness points. When you are ‘Spent’, you sustain normal damage instead. The TNs assume you are wearing normal winter clothing. Apply a –5 (or greater) test result penalty if you are wearing light clothing or metal armour; if your clothes are wet, apply a –10 penalty. On the other hand, if you are dressed for really cold weather, you receive a +5 (or greater) test result bonus. An appropriate Survival test (such as Survival: Northern Wastes) may provide an affinity bonus for the Stamina test. Note that lost Weariness Levels cannot be recovered in freezing weather. A character must find appropriate shelter and maintain a fire to cosily warm the place to be able to rest properly. However, even under relatively favourable conditions, the time to regain lost Weariness Levels is still doubled. Actual damage represents more severe ailments such as frostbite or mortal cold (hypothermia) and heals normally in a warm environment, provided that adequate treatment is started soon enough. Usually, all damage sustained in a single period of outdoor activity is added together to determine if a character suffers a critical injury from frostbite. Depending on how long he was exposed to the arctic cold, and on how well his most vulnerable body parts—face, hands, and feet—are protected, the Turambar will decide which areas are actually frostbitten. The damage is then divided among the frostbitten extremities as the Turambar sees fit. If frostbite is allowed to persist, then gangrene (the death and decay of tissue) may set in, requiring amputation. See ‘Infections’, page 236, for details.

232

CHAPTER NINE: ADVENTURING

TABLE 9.22: HEALING TESTS

HEALING

PATIENT’S HEALTH LEVEL

With time and sometimes a healer’s skill, injuries heal. Since Ambarquenta distinguishes between overall damage— represented by wound points—and critical injuries, you must consider both of these factors in the healing process. Injuries naturally heal over time, although leechcraft—a term referring to the skills of a healer—can speed the natural healing process dramatically. Without the benefit of the healing arts, characters must rely on their natural vitality and toughness to restore them to health.

(1) RECOVERING WOUND POINTS Healing requires rest, food, and—if possible—a clean and comfortable environment. Assuming a character sleeps at least six hours a day (a shorter amount of time might suffice for Elven, Dúnadan, or Dwarven characters—see Chapter Three, ‘Races and Cultures’, for details), eats well, and keeps open wounds clean, he recovers a number of Health points equal to his Health score divided by 5 per day, rounded down (to a minimum of 1). For example, a character with Health 10 normally recovers 2 Health points per day, whereas one with Health 9 would only regain 1 point. The number of Health points restored on a daily basis is called a character’s healing rate. If you precisely need to know how long it takes a character to regain 1 Health point, simply divide the 24 hours of a day by his healing rate—for example, a character with Health 15 recovers 1 Health point every eight hours, or 3 per day. If the Turambar determines the character has not taken the proper precautions during a particular day, he may suspend the recovery of Health points for the day.

Recovering from Attribute Reductions Some hazards, such as poison, disease or spells, temporarily reduce attributes. Although leechcraft may help in these matters, generally characters recover lost attribute points naturally at a rate of 1 point per day, unless another rate is specified. Recovering lost attribute points depends on the same conditions–rest, food, cleanliness–as healing normal injuries.

Leechcraft The attention of those trained in the arts of healing allows characters to recover from wounds and sickness far more swiftly than they can on their own. EMERGENCY TREATMENT: First, a skilled character can make a First Aid test to keep an injured person’s wounds from worsening, or to save him from bleeding to death. See the guidelines on treating ‘Special Damage’ in the box on the next page for details. Optionally, a healer may also test his Physician (Diagnose) skill to quickly identify an ailment and its best cure (this takes about 2d5 rounds). Table 9.22 can be used as a guideline to establish the TN of the test. For each LoS, the healer applies a +2 test result bonus to subsequent tests of skills from the Healing skill category. Failure on a hasty diagnosis usually bears no adverse consequences.

Hale Hurt Injured Wounded Incapacitated Near Death

TN 15 20 25 30 35 40

PENALTIES: Injury and encumbrance penalties are ignored on Health and Vigour tests made to recover from injury. The severity of injury already factors into the TN of these tests. Weariness penalties, on the other hand, should be applied— injured characters are supposed to get lots of rest.

ALLEVIATE PAIN: Second, an accomplished healer can either test his First Aid (Field Care) or his Physician (Treat Wounds) skill to soothe an injured character’s pain. The TN for the test depends on the subject’s Health Level. An Incapacitated character proves much harder to treat than one who is only Hurt, for instance (see Table 9.22). With a successful First Aid test, the character immediately recovers a number of wound points equal to either (1) one half of his Health, or (2) all damage sustained in his current Health Level, whichever is less. In the latter case, the patient’s degree of injury is effectively reduced by one level— although he is but one Health point away from sinking to his former state. With a successful Physician test, the subject of the treatment immediately recovers a number of wound points equal to his Health, effectively reducing his degree of injury by one complete Health Level. Unfortunately, it takes longer to administer this more thorough kind of treatment: A Physician test requires 5 minutes times the TN of the test, while a First Aid test typically only requires 5 rounds per TN. A character may benefit only once from this effect of leechcraft (healer’s choice of skill), unless he later sustains additional damage serious enough to let him drop to an even lower Health Level than he was in before the last treatment. TREAT SHOCK: There are three types of shock effects, as described on page 227: stun, unconsciousness, and shock. Stunned and unconscious characters recover to normal after a short while automatically, but an attending healer may help a patient to recover more quickly by making a First Aid (Treat Shock) test against a TN depending on the patient’s overall state of health, as given on Table 9.22 above. This normally takes only one or two rounds and often involves administering smelling salts or soft slaps and cuffs. A successful First Aid test allows the patient to make a Stamina test against the TN indicated on Table 9.22 (his Universal Penalty does not apply). Each of a healer’s LoS on the First Aid test provides a +3 bonus to the patient’s Stamina test; failure on either test doesn’t make things worse. If a patient suffers from shock, he may make a Stamina test as described above every two hours, or whenever the Turambar deems it dramatically appropriate. Upon a success, the patient recovers from the shock and functions normally again. Each of a healer’s LoS with a First Aid (Treat Shock) test provides a +3 bonus to the patient’s Stamina test. HASTEN RECOVERY: Once the patient has been stabilised through leechcraft and rests in a clean and healthy environment, he can make a Health test (see Table 9.22 for TNs) at

233

CHAPTER NINE: ADVENTURING

 SPECIAL DAMAGE: TREATMENT AND RECOVERY If the option on special types of damage is in use, characters will sometimes recover more quickly from certain wounds than under the normal rules. However, before the healing process may begin, special treatment may be required.

BLEEDING DAMAGE: Fast and proper treatment of bleeding wounds (see page 265) is of utter importance—otherwise, an injured character will bleed to certain death! For this purpose, the best choice of Healing skills is First Aid (Patch Wound), although a Physician (Surgery) test may eventually be the only way to completely stop a bleeding wound (i.e., if the First Aid test only partially succeeds, or if the wound bleeds for more than 5 wound points per round). Each bleeding wound must be treated separately. The basic TN to treat a bleeding wound is 20. For each Level of Success the test yields (starting with LSF ±0), the bleeding can be reduced by 2 wound points of damage per round. Thus, for example, the actual TN to completely stop an injury bleeding for 5 points per round would be 30. However, even LoS +1 would allow to slow the bleeding by 4 points, effectively reducing it to a single point of bleeding damage per round. A character attempting to dress his own wounds suffers a +3 or greater TN modifier. A successful First Aid (Patch Wound) test allows to halt or slow bleeding up to 5 wound points per round, provided the necessary equipment is available (a compress and bandage, for instance). Physician (with Cauterise and Surgery qualifying as potentially applicable specialties), on the other hand, theoretically allows to stop any bleeding, but it may only be attempted with the proper equipment at hand. Failure on either kind of skill test may result in infection as described on page 236. Once a bleeding injury has been successfully treated, the victim cannot engage in any activity (such as movement or combat) that might strain the wounded area without re-opening the wound. Also note that should a bleeding wound merely be reduced by First Aid (but not stopped completely), it cannot then be further reduced by additional First Aid tests—only the Physician skill will do in such cases. Typical treatment times are 2 rounds per point of bleeding damage for First Aid tests, and 5 or more rounds per point of bleeding damage for Physician tests. Hence, First Aid should normally be tested prior to Physician skill. As soon as all bleedings are completely stopped, the character begins to recuperate from the loss of the blood. Until all bleeding damage is regenerated, he makes one Health test per day against a TN determined by his general state of Health (see Table 9.22 for details). For each LoS the Health test yields, the character recovers one additional point of bleeding damage that day. Failure on these Health tests incur no ill consequences. The character just does not show remarkable progress in his healing. POISON DAMAGE: As with bleeding wounds, immediate treatment of poisoned characters is crucial. A Physician (Treat Poisoning) skill test can be attempted to prevent a poison from taking effect, provided the treatment is administered before any symptoms manifest (i.e., before the Onset Time has elapsed). This treatment typically involves making a small incision and drawing the venom out of the blood, or—in case of a Contact type of poison—thoroughly washing off the toxic substance. If the poison was ingested, the healer must instead induce vomiting. Once the Onset Time has passed, treatment with a successful Physician skill test can only mitigate a poison’s effect to its secondary level, but the character will at least once suffer the poison’s full effect if he fails his Stamina test to resist the poison’s effect. How fast a poison’s effects wear off is determined by the Turambar. Typically, though, a character should be allowed to recover an additional number of Health points equal to his normal healing rate once or even twice per day. Of course, these additional Health points only help to recuperate from poison damage. SUBDUAL DAMAGE: This type of damage wears off quickly, usually within a few hours or no more than a day or two. A character who has sustained subdual damage recovers an additional number of Health points equal to his normal healing rate every six hours until all subdual damage is gone (i.e., he recovers up to five times his normal healing rate per day). Injury Levels of critical injuries caused by subdual damage wear off one by one. Each time a number of wound points of subdual damage equal to the target’s basic injury threshold is recovered, a single IL of the target’s choice can be erased.

the end of every week. For each LoS beyond LSF ±0 the Health test yields, he recovers a number of Health points equal to his healing rate. For example, a character with Health 11 would recover 4 additional Health points after one week if his test yields LoS +2. Failing such a Health test incurs no adverse consequences. The character just does not show remarkable progress in his healing. ADVANCED TREATMENT: Whereas characters can test Healing skills ‘in the field’ to stabilise a character and hasten the process of healing naturally, some injuries and maladies, such as the Black Breath, require greater leechcraft and better care to heal properly. Characters can only receive this level of care in special places, such as the Houses of Healing in Minas Tirith, Elrond’s home in Rivendell, or Lórien. When a patient receives treatment in such a favourable environment, the character making the Healing skill test gains a +5 test result bonus. When the healer succeeds with an appropriate Healing skill test—usually Physician (Treat Wounds)—in such a facility, a person under his care recovers a number of wound points equal to his Health score over the next 24 hours, effectively raising his Health Level by one within a day. If the healer keeps the patient under his direct supervision, he may

administer care on a daily basis. Under these circumstances, he can perform one suitable Healing skill test each day to double the normal rate of natural healing. Each successful test enables the patient to recover twice his healing rate in Health points that day.

(2) RECOVERING FROM CRITICAL INJURIES The healing routine assumes that convalescent characters will mainly be resting—preferably in a clean and comfortable environment—while recovering from injuries. This is particularly important if a character has sustained damage severe enough to manifest in critical injuries. In addition, if a character gets involved in unreasonable physical exertion before enough time has passed to fully heal an Injury Level (IL), the days of rest accumulated since the last IL has been recovered are forfeited—wounds are often aggravated or reopened by premature activity. Since most injured characters will seek the aid of a healer, have a skilled friend administer treatment, or at least try to treat themselves, this section does not strictly separate the rules for natural healing and leechcraft. Hence, injury recovery may involve any of the following steps:

234

CHAPTER NINE: ADVENTURING

Step 1 – Diagnosis Optionally, a healer may test his Physician (Diagnose) skill to closely examine a critical injury and to decide on the best cure. Look up the test’s TN on Table 9.23. If diagnosis succeeds, a +2 per LoS test result bonus applies for treatment; a failed diagnosis normally entails no penalty.

Step 2 – Treatment Table 9.23 suggests treatments which, if successfully provided, will shorten the time the patient needs to recover from an injury. Minor (M) wounds usually heal well by themselves, but Serious (S) and Grievous (G) injuries may cause permanent impairment or even death if they are not treated, or if the treatment fails to reach a certain standard. If neither stunned nor in shock, a character can self-treat Minor and Serious wounds (though at a +3 or greater TN modifier), but not Grievous injuries. Depending on the nature and severity of an injury, the following types of treatment may be recommendable: AMPUTATE: Surgical amputation is the only treatment for Grievous Frost injuries and may also be used to halt infection spreading. The afflicted part of the body (a single toe, for instance) is removed, but a new Serious or Grievous wound is created according to the operation’s success—see the corresponding line of Table 9.23. Use Physician (Surgery) skill. CLEAN & DRESS: Takes five minutes per IL and requires water and bandages. Use First Aid (Field Care) or Physician (Surgery) skill; First Aid tests suffer a –3 penalty.

COMPRESS: Apply cold compress for 5d6 minutes. Herbal remedies and balms that reduce swelling grant a +3 to +6 test result bonus. Use First Aid (Field Care) or Physician (Treat Wounds) skill; First Aid tests suffer a –3 penalty. SPLINT: Setting a broken bone and splinting the limb takes 5d6 minutes. Use Physician (Treat Wounds) skill. SURGERY: Includes cleaning and dressing the wound and takes 10d6 or more minutes. Requires sharp knives, and a needle and thread for sutures. Anaesthetic is highly recommended since patients tend to struggle and whimper otherwise, and it is a good idea to keep open wounds and surgical instruments as clean as possible, too. Use Physician (Surgery) skill. WARMING: Gentle warming (with a blanket, a healthy person’s flesh, or the like) of the injury for 1d3 hours. Use First Aid (Field Care) or Physician (Treat Wounds) skill.

If a character with the required Healing skill (and a satisfying total bonus at it) is at hand, he can administer the suggested treatment to the patient. Some treatments require special equipment and supplies; the quality and availability of these may bring about any TN modifiers the Turambar sees fit. Treatment of injuries can be delayed, but if it is postponed more than 24 hours, the test TN increases by +1 per day. However, since each critical injury can only be treated once, it may still be worth to seek an experienced healer. The healer’s LSF with his skill test establishes the basic recovery time the patient will need to rest until the injury heals—see Table 9.23. Basic recovery time is given in days per Injury Level and will further be modified by the patient’s Vigour test as described under ‘Step 3 – Healing’.

TABLE 9.23: TREATMENT OF CRITICAL INJURIES TREATMENT TN

BASIC RECOVERY TIME (DAYS PER INJURY LEVEL) UNTREATED LOF –2 LOF –1 LOS +0/+1 LOS +2

INJURY TYPE AND DESCRIPTION

TREATMENT

BLUNT M – Bruises, welts, or swelling S – Simple fracture/contusion G – Compound fracture

Compress Splint Surgery, Splint

20 25 30

3 5* 7*

4 6* 8*

3 5* 7*

2 4 6

1 3 5

EDGED M – Cut or gash, 1–2” long S – Cut or gash, 2–6” long G – Cut or gash, over 6” long

Clean & Dress Surgery Surgery

25 30 35

4 5 6*

5 6 7*

4 5 6*

3 4 5*

2 3 4

POINTED M – Puncture, 1” deep S – Puncture, 3” deep G – Puncture, over 3” deep

Clean & Dress Clean & Dress Surgery

25 30 35

4 5 6*

5 6 7*

4 5 6*

3 4 5*

2 3 4

FIRE M – 1st degree burn, blisters S – 2nd degree burn, open wound G – 3rd degree burn, charred skin

Compress Clean & Dress Clean & Dress

20 30 35

3 5 6

4 6 7

3 5 6

2 4 5

1 3 4

FROST M – Chilled flesh, shivering S – 2nd degree frostbite G – 3rd degree frostbite

Warming Warming Amputate

15 20 30

2 4 Infection

3 5* G5

2 4 G4

1 3 S3

Healed 2 S2

* : The patient will have a permanent 1d3 reduction of a single basic attribute score after the injury has healed. The attribute affected may be obvious (Deftness, Nimbleness, Awareness, or the like) or can be determined as described on page 69. The affected attribute’s genetic limit is reduced by one point less than its basic score (for example, –1 if the 1d3 calls for a –2 reduction).

235

CHAPTER NINE: ADVENTURING

Step 3 – Healing Once treated, each critical injury has a basic recovery time determined by the LSF of the healer’s skill test. Next, the patient must make a Vigour test against a TN equal to 10 plus the injury’s current IL x 5 (for example, the TN for a level 3 injury is 25). Since the severity of injury already factors into this TN, only his Weariness Penalty (if any) should be applied. The healing routine assumes that a character gets 12 hours of rest each day. The Turambar may modify the TN of the Vigour test if the character gets more or less rest (up to ±5). Advanced care administered in places such as Rivendell or the Houses of Healing usually grants a +5 test result bonus. Each LoS (beyond LSF ±0) the Vigour test yields reduces the basic recovery time by one day, to a minimum of 12 hours (i.e., instead of zero days). Conversely, each LoF increases the basic recovery time by one day. In addition, failure by LoF –2 or worse means that an open wound becomes infected (see below for a definition of these terms). Infected injuries do not heal until the infection is defeated. The result is the modified recovery time that gives the number of days which must be spent resting until the current IL heals and the penalty associated with it wears off. Once the current IL is healed, the character makes another Vigour test to determine how long it takes until the next IL is recovered, repeating this process until all ILs have gone. NOTE: Elves and any characters with the Swift Recovery talent have their modified recovery time cut in half. Also, by virtue of their nature, Elves are immune to infection.

As stated above, if a character gets involved in unreasonable physical exertion before enough time has passed to fully heal the current IL, the days of rest accumulated since the last IL has been recovered are forfeited. When an injury is healed, the character may still be impaired—that your broken arm has healed does not mean it was set straight. EXAMPLE: A blunt strike that results in an S3 critical injury represents a simple fracture. Treating such an injury requires a TN 25 Physician (Treat Wounds) test which takes 5d6 minutes to perform. Assuming the Physician test succeeds with LoS +1, the patient’s basic recovery time for this injury is 4 days per IL. The patient then makes his first Vigour test against TN 25 (i.e., 10 + IL 3 x 5). Unfortunately, the test fails by LoF –1; thus, the modified time to recover the current IL is 5 days. Once the first IL has healed, the patient makes another Vigour test, this time against TN 20. Assuming LoS +1 on this and the final third Vigour test against TN 15, the character must rest for eleven days until he fully recovers from the critical injury.

Infections Open wounds can become infected; a bandaged or stitched injury is still an open wound. The following types of critical injuries are considered open wounds:  all injuries inflicted by edged (E) or pointed (P) attacks;  any Grievous injury inflicted by blunt (B) attacks;  any Serious or Grievous injury inflicted by fire (F).

As explained above, any time a Vigour test to recover from such an injury yields LoF –2 or worse, the wound becomes infected and the healing process comes to a halt. If a wound does become infected, record the wounded body part a second time on the Combat Sheet, this time specifying its injury type as ‘INF’ for ‘infection’ (i.e., instead of something like ‘S3-E’). Infection is tracked in levels and starts at the critical injury’s current IL. A character unfortunate enough to suffer from gangrene in several body parts must record—and recover from—each infection separately. INFECTION REALITY: Historically, it was more common to die of infected wounds than to die outright in battle. The chance of infection in Ambarquenta is less than is historically justified for playability purposes. A Turambar who wants a more realistic approach may have infection set in at LoF –1 on the Vigour test to recover from a critical injury. If he deems the environmental conditions particularly hazardous (considering factors such as heat, moisture, or dirt), he may even rule that a Vigour test succeeding by LoS +0 still results in the infection of an open wound.

Once a wound is infected, the patient makes a Vigour test against a TN equal to 10 plus the infection’s level x 5 each day (usually at sunset). For each LoS this Infection test yields, decrease the infection level by –1. Conversely, increase the infection level by +1 for each LoF. With LSF ±0, the infection remains stable for that day. The character defeats the infection at level 0, and dies at infection level 6. As soon as an infection has been defeated, it can be erased from the Combat Sheet and the normal healing process resumes; the days spent struggling against the infection do not count as days of rest for the purpose of recovering from critical injuries. An attending healer may help the patient to recover from infection by making a Physician (Treat Infection) test. Use the same TN as for the patient’s Infection test. Each LSF this test yields will modify the patient’s Infection test by ±3. If all other methods of treatment fail, amputation is the last resort. See ‘Amputate’ above for details but keep in mind: the higher the infection’s level, the bigger portion of the infected body part must be removed. For instance, while it may suffice to amputate a single toe at infection level 1, a level 3 gangrene may require to remove the entire foot. EXAMPLE: Grimgár the Beorning receives a critical injury classified S3-E (i.e., a Serious wound worth 3 ILs that has been inflicted with an edged weapon) to his left upper arm. Despite a remarkable attribute score of 16, his TN 25 Vigour test to regenerate the first of the injury’s three ILs fails by LoF –2 and infection sets in, stopping the healing process. Later that day the Turambar calls for Grimgár’s first Infection test which unfortunately fails by LoF –1, thus increasing the infection’s level to 4 and raising the TN of the next test to 30. Disturbed by the Beorning’s worsening condition, his friends quickly take him to Rhosgobel, the sanctuary of the wizard Radagast. The Istar readily aids Grimgár in his struggle against the gangrene and achieves LoS +2 with his Physician skill test. Owing to this +6 test result bonus, the Beorning makes his next Infection test and reduces the infection’s level to 3 again. Under the care of Radagast, he soon defeats the illness and begins to recover from the critical injury.

236

CHAPTER NINE: ADVENTURING CAUTERISATION: A successful Physician (Cauterise) test can close an open wound. Cauterisation is a secondary treatment to sterilise and seal a Minor or Serious wound; unfortunately it cannot be used on Grievous wounds. The procedure is employed after the modified recovery time of an injury has been established by the normal healing rules. In the preparation, a metallic object must be thoroughly heated over a fire. Placing the red hot tool on the wound causes it to seal up, potentially halting any bleeding damage (see the box on page 234) and preventing infection. Cauterisation is painful and leaves ugly scars, but a successful test closes an open wound and cuts the recovery time by one additional day per LoS. A character who wants to cauterise his own wounds must first make a TN 20 Will test. If successful, he still suffers the usual +3 TN test modifier for attempts to treat himself; if the test fails, the character fails to act.  SPREADING INFECTIONS: When the level of an infection increases, it is assumed that the gangrene has spread to adjacent body parts. If this continues unchecked, the patient will die. A Turambar has the option to take this spreading into account by having a character generate infections (rated at the same level as the initial infection) in 1d3 adjacent body parts, any of which can spread further. Naturally, this is a deadly (not to mention complex) process that should be used with discretion.

TABLE 9.24: WEARINESS LEVELS LEVEL

EFFECT*

Fresh Winded Weary Tired Spent Exhausted

None –1 test result penalty –2 test result penalty –4 test result penalty –8 test result penalty Character falls unconscious

*: A character’s Weariness Penalty is part of his Universal Penalty; see page 218.

TABLE 9.25: WEARINESS RECOVERY LEVEL TO BE RECOVERED

REST NEEDED TO RECOVER TO NEXT LOWER LEVEL

1st 2nd 3rd 4th 5th

10 minutes 30 minutes 1 hour 2 hours 4 hours

CURRENT LEVEL

REST NEEDED TO RECOVER TO FRESH

Winded Weary Tired Spent Exhausted

10 minutes 40 minutes 1 hour & 40 minutes 3 hours & 40 minutes 7 hours & 40 minutes

TABLE 9.26: WEARINESS RATES

WEARINESS

ACTIVITY/SITUATION

WEARINESS POINTS

COMBAT Melee Ranged Concentration

2 each round 1 every 2 rounds 1 every 3 rounds

Even the strongest and boldest of heroes cannot fight on forever or journey day and night without rest. After a time, Weariness overtakes even the sternest Dwarf or doughtiest Man.

ACCUMULATING WEARINESS POINTS AND LOSING WEARINESS LEVELS As noted in Chapter Two, every character has six Weariness Levels: Fresh (fully rested), Winded, Weary, Tired, Spent, and Exhausted. Each level can hold a number of weariness points equal to his Stamina score, minus his General Encumbrance Penalty. As your character exerts himself, he accumulates weariness points and risks dropping to the next level, thus becoming more tired and less able to function effectively. You accumulate weariness points depending on the type of action in which the character is engaged. See the accompanying Weariness Rates Table for some examples. At specific occasions (particularly after long-term exertions of undefined length), your Turambar may require you to make a Stamina test to resist losing an entire Weariness Level straight away. Characters progress through six stages of Weariness, from Fresh to Exhausted. The Weariness Levels Table illustrates the Weariness Levels and associated penalties. Once a character has accumulated a number of weariness points within a Weariness Level equal to his Stamina score minus his applicable GEP, he begins accumulating weariness points in the next level and suffers the listed penalties. If the character continues to push himself and drops to the next-lower Weariness Level, he becomes even more worn out and the penalties increase accordingly.

237

MOVEMENT Sneak Walk Jog Run Sprint

Move BMR x 0.33 Move BMR Move BMR x 2 Move BMR x 3 Move BMR x 4

1 every 5 minutes 1 every 10 minutes 1 every 3 minutes 1 every 2 rounds 5 each round

CLIMBING Relaxed Quick Fast Rapid

Climb BMR x 1/7 Climb BMR x 2/7 Climb BMR x 3/7 Climb BMR x 4/7

1 every 2 rounds 1 each round 5 each round 20 each round

SWIMMING Relaxed Quick Fast Rapid

Swim BMR x 0.2 Swim BMR x 0.4 Swim BMR x 0.6 Swim BMR x 0.8

1 every 10 rounds 1 every 5 rounds 1 each round 10 each round

OTHER PHYSICAL ACTIVITIES Jumping See page 99 Relaxed craftwork (e.g., Clothworks) Average craftwork (e.g., Ropecraft) Demanding craftwork (e.g., Stonecraft) Cursory searching Intense searching

2 each, plus run-up 1 every 12 minutes 1 every 6 minutes 1 every 3 minutes 1 every 5 minutes 1 every 2 minutes

HEALING AND ACADEMIC PROCEEDINGS Nursing, First Aid Surgery Reading Intense studying Recalling lore under pressure

1 every 6 minutes 1 every 3 minutes 1 every 15 minutes 1 every 10 minutes 1 every 3 minutes

SOCIAL AFFAIRS Informal chatting, Narrating Keen conversation, Lecturing Heated debate, Urgent plea

1 every 10 minutes 1 every 5 minutes 1 every 2 minutes

CHAPTER NINE: ADVENTURING These penalties are cumulative with a character’s Injury Penalty, thus adding to his Universal penalty (see page 218). For example, a character who is both Injured (–3 to all tests) and Tired (–4 to all tests) suffers a Universal Penalty of –7 to all tests.

Exhausted Characters Should a character continue to push himself when Spent, he collapses into unconsciousness as soon as he drops to Exhausted. He then can take no further actions until he regains at least one Weariness Level. To recover to Spent, the collapsed character must simply ‘rest’ ten minutes. Alternatively, he may make a TN 20 Stamina test (to which his Universal Penalty applies). This test can be attempted once each round in a combat situation, once per minute outside combat, or at dramatically appropriate moments designated by the Turambar. A companion may make a First Aid (Field Care) test to help an Exhausted character come around. Each LoS he achieves reduces the Exhausted character’s Stamina test TN by 5. However, if—by whatever means—an Exhausted (or nearly so) character accumulates more weariness points than his last Weariness Level can hold, he risks to die from a heart attack or stroke. Make a TN 20 Stamina test, applying the character’s Universal Penalty. If the test fails by LoF –2 or less, the character survives, but suffers a permanent 1d5–1 reduction to each of 1d5–1 primary attributes—use Table 3.4 on page 69 to determine which attributes are affected. If the Stamina test fails by LoF –3 or worse, the character dies.

Staying Awake and Losing Sleep A character can remain awake and active for a number of hours equal to 10 + half his Vigour score (or for 16 hours, whichever is longer) without suffering from additional Weariness. Thus, a character with Vigour 16 can remain awake for 18 hours without problems. Beyond this point, the character must make a Stamina test (TN 20 +2 per additional hour) every hour to avoid losing an entire Weariness Level straight away. Weariness caused by lost sleep is automatically regained after one full night of sleep, but is not regained until you get that night of sleep.

RECOVERING WEARINESS Regaining lost Weariness Levels is easy. All the character has to do is rest. He will regain one level at a time, starting with the most fatigued level. Table 9.25 is a guideline to help you determine how long it will take a character to recover from Weariness. ‘Rest’ means sleeping, relaxing, or the like. The character can do nothing more strenuous than cooking or other light chores while resting. Whereas a worn out character shakes off the worst effects of Weariness relatively quickly, it may take quite some time until his full strength is renewed and he returns to Fresh. Therefore, the time to recover the first Weariness Level (i.e., the level with the greatest penalty) is ten minutes, while it takes another thirty minutes to regain a second level, and so on. If a character loses one or more additional Weariness Levels before he has completely recovered from any previous

fatigue, he must first recover these newly lost Weariness Levels (again with the first level requiring ten minutes of rest, the second thirty minutes, and so on). However, the time to recover any Weariness Levels remaining from previous exertion must not decrease compared to the recovery time determined beforehand. Thus, if unexpected events interrupt a character’s rest, make a note of his remaining recovery time. If a character has accumulated but a few weariness points in his Fresh level, he can remove one point per minute of rest (or all of them after ten minutes). EXAMPLE: A Tired character has lost three Weariness Levels. Therefore, he must rest for one hour and forty minutes to become Fresh once more. However, after only ten minutes of rest he will have recovered the first level and now be Weary. After thirty more minutes (i.e., after resting forty minutes in a row) he will recover a second level and be restored to Winded.

Lost Weariness Levels cannot be recovered as long as the source of the Weariness persists. For example, a starving character does not recover until he gets something to eat. Also, the recovery times shown in Table 9.25 only apply to activities that have not been performed over a long period. For any Weariness Levels lost through long-term exertion (like running a long distance, carrying a heavy load all day, or engaging in heavy labour all afternoon), the character can recover only with a good meal and a good night’s sleep. It is up to the Turambar to determine the nature of the exertion and whether the character can recover as per the Weariness Recovery Table or through food and sleep only. A rule of thumb is to consider the most strenuous activity that caused the Weariness. Thus, if a character ran a short distance, then engaged in combat, then hiked all day, losing three Weariness Levels, recovery should take considerably longer than it would for any of these singly because of the long-term hiking. On occasion, the subtle magic of Middle-earth affects a character’s ability to overcome Weariness. The smell of athelas steeped in hot water is refreshing and invigorating (see page 339), and Legolas notes that the waters of the Nimrodel are said to be ‘healing to the weary’. On the other hand, Frodo and Sam found it difficult to get proper rest while in Mordor. Thus, the Turambar may decrease or increase the amount of rest time needed to regain a lost Weariness Level in some areas or under some circumstances. Other beneficial circumstances may help a character overcome the effects of Weariness. Gimli claims he can throw off all Weariness when he has some Orcs to attack, and the good news that Frodo still lives after Shelob’s attack helps Sam to overcome his exhaustion and keep going. In appropriate circumstances, the Turambar may allow a character to make an Ambar test to recover two lost Weariness Levels automatically due to inspiration or an increase in morale. The successful use of this kind of effect would not cause the character’s Ambar score to drop in proper circumstances. On the other hand, sometimes the situation makes a character feel fatigue more strongly. For example, as King Théoden notes, Weariness can more easily affect the aged. An Old character accumulates twice the normal amount of weariness points per time interval (for example, 4 points per round he is engaged in melee), and an Aged character accumulates three times the normal amount.

238

CHAPTER NINE: ADVENTURING

UNUSUAL HAZARDS

T

he life of an adventurer is filled with hazards, especially in the wilderness locales or forgotten ruins that speak to an adventurer’s desire to explore. This section details a number of hazards that might be encountered occasionally, along with rules for handling such an event. Note that a variety of more common perils (such as drowning, falling, or illness) are described under ‘Other Sources of Harm’ above, opening on page 228.

FEAR Whether it comes from powerful spells or simply the terrifying presence of beings such as the Nazgûl, one of the Enemy’s most powerful weapons is fear. The fear his servants inspire in the Free Peoples creates despair, causes weakness and anguish, and leaves those who stand against him unable to act. Every creature or being capable of inspiring fear (such as Smaug, the Lord of the Nazgûl, or a Balrog) or like emotions has the skill Intimidate (usually with the specialty Fear). Some may also have spells or abilities that provide bonuses to that skill for the purpose of arousing dread. To create fear, the creature or being makes an Intimidate test, which the victim opposes with a Fortitude test. Table 9.27 describes the results of this opposed test from the victim’s point of view. A Turambar should make a note of the attacker’s exact numerical test result for later reference. Once a character is subject to a fear effect, it continues to hinder him until the source of the fear leaves the area entirely

or is destroyed. However, if sufficient cause arises, the character may make additional Fortitude tests to throw off the effects of fear. Examples include seeing a comrade in peril (as when Merry saw Éowyn facing the Lord of the Nazgûl alone), the cause of the fear is moving further away, or being subjected to an Inspire test (see page 98) by someone who has not been exposed to or has successfully resisted the fear. Whenever a character is allowed to repeat his Fortitude test, ignore any penalty he may suffer for having failed his initial test. If the Turambar feels generous, he may even grant any character who also succeeds with an Ambar test (no points are lost for this use of Ambar) a +3 bonus on the new test. Also, if it is an ally’s successful Inspire test that entitles a character to make the new Fortitude test, his condition cannot become worse—after all, the encouraging experience of seeing a companion brave the cause of the fear will certainly not create even greater dread in a character. Characters who oppose the Shadow may use these rules to create fear and awe in the servants of the Enemy by making Intimidate (Majesty or Power) tests against them too. See the Intimidate skill, page 98, for more details.

IN THE HEAT OF BATTLE In combat, you are usually too excited to be scared. Any Fortitude test against fear made in the heat of battle has a +5 bonus. This applies only if you are already in combat when the source of the fear appears or is first noticed. If a character fighting a host of Orcs suddenly spots a Balrog appearing on the scene, he receives a +5 bonus. His companion, staying behind several feet away to prepare a spell, makes his Fortitude test without the bonus.

TABLE 9.27: FEAR VICTIM’S TEST RESULT LoS +1 or better LSF ±0 LoF –1 LoF –2 LoF –3 or worse

EFFECT No effect: Victim can resist the fear and act normally. Frightened: Victim suffers a –1 penalty to all tests. Panicked: Victim suffers a –3 penalty on all tests. Unnerved: Victim may take no actions for one round, and he suffers a –6 penalty on all tests. Unmanned: Victim flees as fast as he can, or he falls to the ground and cowers.

TABLE 9.28: FEAR MODIFIERS INSPIRING FEAR SITUATION Target is in a stronghold of evil or a place of darkness (Mordor, Dol Guldur, Moria, and so on) Target is near an evil place Target is in a haunted place about which he has heard frightening legends Target is at a disadvantage (outnumbered, disarmed, disheartened, and so on) The cause of the fear is nearby Attacker utters terrifying soliloquy Appropriate display of power/might Brandishing an object the target has cause to fear

MODIFIER TO INTIMIDATE (FEAR) +3 to +12 +1 to +5 +1 to +3 +3 to +6 +1 to +9 +1 to +9 +1 to +9 +1 to +6

RESISTING FEAR SITUATION

MODIFIER TO FORTITUDE TEST

Target is in a stronghold of the Wise, or a place of goodness (Minas Tirith, Rivendell, Lórien, and so on) Target is fighting for or protecting that to which he is faithful The cause of the fear is at a distance Defender utters inspiring soliloquy

+3 to +12 +1 to +5 +3 to +6 +1 to +9

239

CHAPTER NINE: ADVENTURING

TRAPS A trap is any mechanical device built to injure or capture the creature that triggers it. Traps work best when used to make an already dangerous situation even more perilous. They can also serve as deterrents and threats that allow characters less skilled in combat to take centre stage. A trap has the following game statistics, which describe the danger it poses. DETECT TN: The Detect TN is actually two numbers. The first is the TN of Search (Traps) tests to notice the trap when the characters actively search. The second number, in parentheses, is the TN of the Observe test to spot the trap when no particular effort is made to look for it. Generally, the second, passive test is made when a hero approaches within ten feet of the trap, but for some traps this distance may be larger or smaller, at the Turambar’s discretion. The more complex and intricate a trap, the higher is the Detect TN. For example, a simple tripwire created by an Orc is much easier to spot than an expertly crafted pressure plate built by a Dwarf-craftsman. When creating your own traps, use the Detect TNs of the sample traps listed further below as a guide. DEFEAT TN: By using certain skills, the characters can disarm or overcome a trap. Each trap lists a Defeat TN and the skills that may be used to disable it. A character may use any of the listed skills against the Defeat TN; the best choice is usually the Traps (Disarm) skill. On a success, the character disables the trap. If the players undertake a plan to deactivate or bypass a trap without using one of the listed skills, use your own judgement. For example, a trap designed to drop a net on the characters might list Traps and Ropecraft as the skills applicable to defeat it. If, instead, the characters use a long spear to snap the net’s tripwire while standing beyond the area it covers, they have clearly defeated the trap, even though they neither used Traps (Disarm) nor Ropecraft. The Defeat TN is an abstract method for handling traps. Never allow it to overshadow the players’ ideas or plans. Some traps cannot be defeated through use of a skill. Such traps have ‘naught’ listed for the Defeat TN. It bears noting, however, that such traps can usually be avoided or defeated through a plan, as described above. A pit trap is an excellent example. A pit cannot be ‘un-dug’, but could be walked around (avoided) or filled back in (plan). AVOID TN: Even after an unwitting victim has set a trap off, he can often get out of the way in the nick of time. The Avoid TN is the target number necessary to do so, and the attribute or other statistic in parentheses describes the score that must be used. Swiftness is the attribute most typically used to avoid traps, but other attributes or skills are possible. Some traps cannot be avoided once they have been triggered. Such traps have ‘naught’ listed for their Avoid TN. EFFECT: A trap’s Effect describes how it is triggered, how it operates, how much damage it does, and so forth. The most uncomplicated traps simply assail their victim with the equivalent of a melee attack. They have an effective attack score, which the trap tests against the target’s Defence. Armour can absorb this damage as normal. Other traps are more

complex and have more complicated effects which are described in more detail. When assigning damage for traps of your own design, consider the damage done by weapons similar to the trap (see page 182); by other dangerous effects inherent to the trap such as falling, drowning, and fire (see page 228); or simply use your creativity and best judgement. NOTE: While traps can add tension and danger to any adventure, they can also feel arbitrary and force the characters to spend more time seeking out hidden dangers than proceeding with the story. In some ways, they run counter to the spirit of Middle-earth. Thus, you should introduce traps into your game with care. All traps should have a logical reason for their existence. While the servants of the Enemy are undeniably evil, they do not needlessly seed their lairs with pitfalls. If they did, they would soon find themselves unable to move about without falling into their own snares. By the same token, traps built by the Free Peoples should be confined to areas that require the extra security provided.

SAMPLE TRAPS The sample traps listed below should serve as a guide in creating your own. Use them as models or modify them for your own purposes.

Crushing Block DETECT TN: 30 (40) DEFEAT TN: 30 (Traps, Stonecraft) AVOID TN: 25 (Dodge, Swiftness) EFFECT: A mechanism commonly used by Dwarves to protect

tombs, treasuries, and other important locations in their strongholds, a crushing block drops a massive piece of stone down upon whoever triggers a pressure plate set into the floor, dealing 5d10+12 points of blunt damage. The plate is usually disguised as a flagstone or brick. Stepping on it causes a chain that holds the stone above in place to unlatch, dropping the stone down.

Net Trap DETECT TN: 12 (20) DEFEAT TN: 15 (Traps, Ropecraft) AVOID TN: 20 (Swiftness) EFFECT: Triggering this trap causes a fine-mesh net to drop

240

directly on the character who breaks its tripwire line. Unless avoided, the character who set off the trap and anyone within six feet of him is trapped in the net. (Each character in the area of effect makes an individual Swiftness test to avoid the net.) Characters caught in the net may take no actions aside from sawing their way out with a blade or tearing the net into pieces. Breaking the net requires a Strength test (TN 25). Sawing through takes 1d3 rounds, provided the character has a suitable weapon. Characters caught in the net suffer a –6 penalty to their tests of defensive skills. A character who is not trapped can spend one full-round action to break the net or cut it.

CHAPTER NINE: ADVENTURING

Pit Trap DETECT TN: 15 (30) DEFEAT TN: Naught AVOID TN: 30 (Acrobatics) EFFECT: A favourite trap amongst primitive folk and hunters,

this consists of a pit dug into the ground which is then covered with foliage or a grey cloth sprinkled with light dirt and debris. Anyone who walks onto the pit immediately tumbles down into it. Most pits are no more than two or three yards deep. Refer to ‘Falling’ on page 228 for damage sustained based on the depth of the pit.

Spear Trap DETECT TN: 25 (35) DEFEAT TN: 25 (Traps, Stonecraft, Woodcraft) AVOID TN: 25 (Dodge, Swiftness) EFFECT: A spear trap is designed to snap out and impale an

intruder, attacking with the equivalent of a +12 bonus. On a successful hit, the trap deals 4P damage per LoS. Spear traps only work once, but can easily be reset to affect the next unfortunate to encounter them.

Spiked Beam DETECT TN: 15 (25) DEFEAT TN: 15 (Traps, Ropecraft, Stonecraft) AVOID TN: 30 (Dodge, Swiftness) EFFECT: A spiked beam is a long, flexible piece of wood stud-

ded with sharpened stakes. When triggered it lashes out, raking its victim and anyone else in close proximity. (Anyone in arm’s reach of the character who triggered the trap is affected, but receives a +5 bonus to the test to avoid the beam.) The beam strikes its target with the equivalent of a +15 attack. On a hit, it inflicts 4.5B/3P damage per LoS.

QUICKSAND The bane of many travellers, quicksand can be found in locations where sand and water mix daily—jungles, coasts, and sandy river beds, and generally ranges from a few inches deep to more than several feet in some instances. Quicksand behaves like water; anyone stepping into quicksand immediately begins to sink as if slipping under water. Characters caught in shallow quicksand can leave by retracing their steps, being only an inconvenience. Characters immersed in deeper quicksand can float, and may gently and carefully ‘dog paddle’ to firmer terrain. Swimming through quicksand is a TN 20 test. Even if an immersed character sinks to the bottom, they may not drown if they are standing upright—the quicksand may simply be not deep enough. Characters that panic and begin thrashing around are likely to drown. Panicked characters will sink at the rate of 6” per round, and once below the surface will drown using the same rules found above on page 228. With nearby shrubbery, characters may attempt to pull themselves out; this act requires a Strength test against TN 20 or greater, depending on how deep they are immersed.

Characters trapped in quicksand may also be aided by nearby companions with rope or equipment long enough to reach. This act of rescue requires a TN 20 (or greater) Strength test, too. However, characters helping to pull out the sinking character may make a combined Strength test.

OTHER DANGERS The perils detailed above (and under ‘Other Sources of Harm’, page 228) constitute the major hazards that characters are likely to encounter, but there remain a few worth mentioning.

LANDSLIDES AND AVALANCHES Whether of rocks or snow, landslides are always deadly. Characters caught on the outskirts may attempt a TN 30 Swiftness or Dodge (Natural Disasters) test to try and escape the effects. Characters caught in the middle are subject to the equivalent of a +25 attack every round until it passes; unless they succeed with an opposed Dodge (Natural Disasters) test, they suffer 4B points of damage per LoS the ‘attack’ yields. The character may attempt a TN 40 Swiftness or Acrobatics (Tumble) test to leap out of danger’s path.

STORMS With heavy winds that prevent ranged attacks, storms also bring thick sheets of rain that reduce the distance a character can see clearly, sometimes down to only a few feet (see Table 9.7 on page 216 for suggested TN modifiers). In thunderstorms, there is a chance of being struck by lightning, or drowning (also with sand storms), or even freezing to death in a blizzard. Strong winds from a tornado may even lift a character from the ground. Characters are best advised to wait it out and take cover immediately if possible.

CAVE-INS Underground exploration is a staple in the life of an adventurer. Unfortunately, sometimes the ceiling of a cave is unstable and will suddenly collapse give the right circumstances; fierce battles and powerful works of destructive sorcery may well be the right circumstances! Characters unfortunate enough to be caught in a cave-in are treated as if they are caught in a landslide, though the area is usually much smaller.

SMOKE Smoke can obscure vision and cause breathing problems for characters. An area filled with dense smoke makes all physical tests harder (see Table 9.7 on page 216 for suggested TN modifiers). For every round that a character must breathe heavily polluted air, they receive a cumulative –1 test result penalty. This penalty is reduced at a rate of one point per minute once the character is no longer exposed to the smoke.

241

CHAPTER NINE: ADVENTURING

 ESTEEM TESTS

W

hen the characters meet an NPC whose reaction to them is not predetermined, the Turambar makes an Esteem test by rolling 2d10, adding the Esteem score of the character who plays the dominant part in the meeting (or the Esteem of the character with the lowest score, if all characters participate equally in the negotiation) and all due modifiers. The higher the result, the better the NPCs will react, and the better treatment they will give the PCs. In other words, the Turambar plays the NPCs according to the guidelines on Table 9.29: Esteem Tests (page 244). Esteem test results should be kept secret from the players. They do not know, for instance, whether that friendlylooking old farmer is giving them straight advice or sending them into a trap. Moreover, Esteem tests are meant to flesh out a situation, not to control it. If an encounter is vital, the Turambar should decide in advance how he will play the NPCs. Only for less important situations, or for cases where the players must use their wits to negotiate, should Esteem tests be used. But the Turambar can always pretend to roll, so the players won’t know for sure what is going on. Many factors can influence an Esteem test. An Esteem bonus is a factor which will make the NPCs more friendly, and an Esteem penalty is something that will bias the NPCs against the characters. Apply all permanent Esteem modifiers from abilities and flaws to your Esteem score in advance; other common Esteem modifiers include: SOCIAL RANK: A character’s apparent Social Rank frequently modifies his Esteem. When a Turambar decides to make an Esteem test for a given encounter, he should assign a +1 modifier per Social Rank difference between the two interacting characters. For example, if you have Social Rank 3, those of Social Rank 1 would react to you at a +2, and those of status 0 would react to you at a +3. (Except, of course, for villains who resent Social Rank.) If your Social Rank is so low that it is negative, those of higher class will react badly to you. Take the difference between your Social Rank and the NPC’s as a penalty for the Esteem test, but no worse than –5. However, when you are dealing with an NPC who is, on the whole, friendly, your Social Rank won’t matter—as long as it is positive. After all, a king has a far higher status than his knights, but he reacts well to them—most of the time. But if the NPC is neutral or already angry, a lower Social Rank makes it worse: ‘How dare you, a mere knight, tell me my battle plan is foolish?’ APPROPRIATE SKILLS for the situation—for example, Streetwise in an underworld situation, Steward when dealing with an official. Let the character test the applicable skill (usually against TN 20) and apply a ±1 modifier per LSF. RACIAL OR NATIONAL BIASES between the NPCs and the character(s) in the party—these are usually penalties. Dwarves do not like Elves; Rohirrim despise Dunlendings, and so on. These modifiers will ordinarily range from –3 to –9, sometimes higher.

APPROPRIATE BEHAVIOUR by the players: This type of Esteem test modifiers is another chance to reward good roleplaying. A good approach should be worth a +1 bonus, maybe more. A wholly inappropriate approach which antagonises the NPCs should cost the party a –1 to –3 penalty on the Esteem test. Don’t tell the players, ‘You blew it!’—just roleplay the offended character, and let them figure it out. RENOWN: When appropriate, have the NPC make a recognition test to determine if he knows one or more of the characters (see page 201). If he succeeds, apply the recognised character’s Renown modifier to his Esteem test. If the character is known for something the NPC considers positive, beneficial, or admirable, the Renown modifier is a bonus. If he is known for something negative, despicable, wicked, or hurtful, the Renown modifier is a penalty.

USES OF ESTEEM TESTS Based upon the result of an Esteem test, Table 9.29 suggests potential character reactions for a variety of situations: GENERAL: Use this section to see, in general, how any NPC feels about the characters. When nothing else seems appropriate, make a general Esteem test and adapt its result. The Turambar can use any modifiers he thinks appropriate. POTENTIAL COMBAT SITUATIONS: Use this section in any encounter where combat is possible, but not certain. For a foe in a pitched battle, no test is necessary. For a group of armed strangers on a wilderness trail, an Esteem test is appropriate unless the Turambar has predetermined their actions. When the NPCs are losing a fight, a combat Esteem test can be made during the fight as a ‘morale check’. ‘Good’ or higher results indicate flight or surrender, as appropriate, but not sudden friendship. Special modifiers for Combat Esteem tests:  +1 to +6 if the party seems notably stronger than the NPC group.  –1 to –6 if the party seems to be notably weaker than the NPC group.  –3 if the party has no language in common with the NPCs.  –3 if the characters are intruders on the NPC’s home turf.  –6 if the NPC thinks the characters are his enemies. COMMERCIAL TRANSACTIONS: Use this section when the PCs try to buy or sell goods, find a job, or hire someone. If no bargaining is involved, no test is necessary—unless there is a chance that the merchant won’t deal with the PCs at all. As used below, ‘fair price’ means the normal price, at that particular time and place, for the goods or services in question. The PCs can try to get a better price, at a –1 penalty for every 10% difference. Likewise, offering more than the fair price, or asking less than the fair price, will give a +1 bonus for every 10% difference. If players vary their offer, determine the NPC’s counteroffer based on the proposed price instead of fair price if that is less favourable to the PCs. For example, if they ask 120% of fair price and get a ‘bad’ test result, the NPC will offer half of that, or 60%.

242

CHAPTER NINE: ADVENTURING Bargaining will never reduce the price below 50% of ‘fair’ unless the NPC has an ulterior motive. Also note that this use of Esteem tests should only replace the standard rules on Buying and Selling as described on page 181 if both the Turambar and the players opt so. Special modifiers for Commercial Esteem tests:  –1 for every 10% by which proposed price favours the PC, relative to the fair price.  +1 for every 10% by which proposed price favours the NPC.  ±1 per LSF on a Debate (Bargain) test made by the PC (usually against TN 20). REQUESTS FOR AID: Use this section when the PCs ask for any sort of help. (If appropriate, a test for ‘potential combat’ must be made first.) Examples would include dealing with a bureaucrat; an attempt to get a guard’s captain to listen to your story about the plot of a spy of the Enemy; or just a cry for help to the bystanders watching you get mugged. Special modifiers for Request for Aid Esteem tests:

 + 1 if the request is very simple.  –1 to –5 (or more) if the request is very complex or unreasonable.  –1 if the request would inconvenience the NPC or cost him money.  –3 or more if the NPC's employment, Renown, or Social Rank would be endangered.  –1 or more if the request would physically endanger the NPC. This depends on the degree of the risk and the bravery of the NPC. REQUESTS FOR INFORMATION: Use this section when the characters ask NPCs for directions, advice, and similar information. Note that if the NPC is a professional seller of information, it is a commercial transaction. If the NPC is being interrogated, the characters must use the Inquire skill. Remember that no NPC can tell more than he knows. Sometimes the NPC will tell the truth as he knows it—but be terribly mistaken. And certain NPCs may pretend to have more knowledge than they do, in order to earn money or impress the characters. If there is a question as to whether a given NPC (or player character, for that matter) knows some specific fact, make an Inquire test (opposed by the NPC’s Wisdom) instead. Special modifiers for Information Request Esteem tests:

 –1 for a complex question; –3 for a very complex question.  –4 if the NPC thinks it’s none of their business.  –4 or more if an answer would endanger the NPC.  +1 to +4 if a bribe is offered. To be effective, a bribe must be appropriate in size and discreet. Not everyone will take coins, favouring another kind of ‘payoff’ instead. A Turambar should reward intelligent use of disguised ‘bribes’.  +2 to +5 if the NPC is a librarian, historian, scribe, teacher, or the like. Such people are naturally disposed to help any seeker of knowledge.

LOYALTY: When the PCs hire someone, the Turambar should determine his loyalty. This determines only the NPC’s attitude—not his competence. If the NPC is important, the scenario (or the Turambar) will predetermine both his skills and his general attitude. Otherwise, an Esteem test is fine. When the PCs take service with an employer, the Turambar should also determine (randomly or otherwise) how the employer feels about them. Loyalty Esteem test results are known to the Turambar, but not to the players (unless a successful use of Discern or Insight is made). The Turambar should record each NPC’s loyalty secretly, and let it guide him in determining all that NPC’s later behaviour. Note that loyalty can change. Special modifiers for Loyalty Esteem tests:

 +1 for every 10% the PCs offer above the normal pay.  –1 for every 10% the PCs offer below the normal pay.  +2 or more if the PCs are serving a cause that the NPC believes in or a leader to whom the NPC is very loyal.  ±Renown modifier of the PCs in the area (if any).

PREDETERMINED ESTEEM MODIFIERS When making an Esteem test to see how an NPC reacts to the characters, certain NPCs may themselves have Esteem modifiers (mostly bad) worked out in advance. For instance, an Esteem test made to determine how a band of brigands reacts to the characters might have a –6 test result penalty. A mountain man could be a reclusive type, with a –3 penalty applying to any Esteem tests made by an outsider—and no matter what, the hermit’s reaction will never be better than ‘neutral.’ In this case, any Esteem test better than neutral is simply treated as neutral.

REPEATED ESTEEM TESTS If the players get an Esteem test result they do not like— unless the first test’s failure started a fight—they may change their approach and try again. Some ways to change their approach are: (1) offer a bribe of some kind; (2) offer a better deal; (3) have someone else ask; (4) present new information; (5) use a particular skill (see above). If the NPC, as played by the Turambar, feels that the characters are becoming a nuisance, apply a –3 penalty to the second test, a –6 penalty to the third, and so on. This penalty can be avoided by a reasonable wait between requests; ‘reasonable’ is entirely up to the Turambar.

243

CHAPTER NINE: ADVENTURING

TABLE 9.29: ESTEEM TESTS 10 OR LESS: DISASTROUS

 INFLUENCE TEST TNs +10

22 TO 24: NEUTRAL (CONTINUED)

General: The NPC hates the characters and will act in their worst

interest. In a potential combat situation , the NPCs will attack viciously, asking no quarter and giving none. Commercial transactions are doomed: The merchant will have nothing to do with you. Make a ‘potential combat’ test at –3. Requests for aid are denied totally. Make a ‘potential combat’ test at –5. If combat is called for but not possible, the NPC will work against the PCs in any way possible. Requests for information are met with anger. Make a ‘potential combat’ Esteem test, at –3. Loyalty: The NPC hates you or is in the pay of your enemies, and will take the first good chance to betray you.

11 TO 14: VERY BAD

sell at fair prices.

Requests for aid are granted—if they are simple. Complex requests are denied, but the PCs can try again at a –3 penalty.

Requests for information will be successful. The NPC will give the information requested if it is simple. If the question is complex, the answer will be sketchy. Loyalty: The NPC thinks you’re just another master, and this is just another job. He will work hard enough to keep you happy, but no harder. He will not leave unless he is sure the new job is better, and will not betray you unless the temptation is very strong.

25 TO 28: GOOD

 INFLUENCE TEST TNs +5

reasonable, everyday limits. In a potential combat situation , the NPCs find the characters likeable, or else too formidable to attack. The characters may request aid or information: +1 bonus on a second Esteem test. (If a fight is in progress, the NPCs will flee.) Commercial transactions go pleasantly. The merchant will buy and sell at fair prices, and will volunteer useful information or small bits of help if possible. Requests for aid will be granted if the request is reasonable. The NPCs’ attitude is helpful. Even if the request is silly and must be denied, they will offer helpful advice. Requests for information will be successful. The question will be answered accurately. Loyalty: The NPC likes you and/or the job. He will be loyal, work hard, and accept any reasonable hazard that you will accept.

them if it’s convenient to do so. In a potential combat situation , the NPCs attack, and flee only if they see they have no chance. (A fight in progress will continue.) Commercial transactions are next to impossible. The merchant asks three times the fair price, or offers one third the fair price. Requests for aid are denied. Make a ‘potential combat’ test; no better result than neutral is possible. Requests for information are met with malicious lies. Loyalty: The NPC dislikes you, and will leave your service (taking everything he can carry) or sell you out as soon as possible.

 INFLUENCE TEST TNs +3

General: The NPC cares nothing for the characters and will act against them if he can profit by doing so. In a potential combat situation , the NPCs will attack unless outnumbered. If they are outnumbered they will flee, possibly to attempt an ambush later. (Any fight in progress will continue.) Commercial transactions go badly. The merchant asks twice the fair price, or offers half the fair price. Requests for aid are denied. The NPCs go about their business, ignoring the player characters. Requests for information are denied. NPCs will lie maliciously or demand payment for information. If paid, the NPC will give true, but incomplete, information. Loyalty: The NPC has no respect for you. He will leave or betray you given even moderate temptation, and will be a sluggish worker.

19 TO 21: POOR

29 TO 32: VERY GOOD

22 TO 24: NEUTRAL

 INFLUENCE TEST TNs –3

General: The NPC thinks highly of the characters and will be quite helpful and friendly. In a potential combat situation , the NPCs are friendly. The PCs may ask for aid or information: +3 bonus. Even sworn foes will find an excuse to let the PCs go—for now. (If a fight has already started, the NPCs will flee if they can, or surrender otherwise.) Commercial transactions will go very well. The merchant will accept your offer unless you try to buy below 80% of the fair price or sell above 150% of the fair price. In that case, he will offer those rates. He will also offer help and advice. Requests for aid are granted unless they are totally unreasonable. Any useful information NPCs have will be volunteered freely. Requests for information will be successful. The NPC will answer in detail and volunteer any related information he has. Loyalty: The NPC will work very hard, and risk his life if need be. Under most circumstances, he puts your interests ahead of his own.

 INFLUENCE TEST TNs +1

General: The NPC is unimpressed. He may become hostile if

there is much profit in it, or little danger. In a potential combat situation , the NPCs will shout threats or insults. They will demand the PCs leave the area. If the PCs stick around, the NPCs will attack unless outnumbered, in which case they will flee. (If a fight is in progress, it will continue.) Commercial transactions are unprofitable. The merchant asks 125% of the fair price, or offers 75% of the fair price. Requests for aid are denied, but bribes, pleas, or threats might work. If applicable, make a new Esteem test, at –3. Requests for information are unproductive. The NPCs will claim not to know, or will give incomplete data. A bribe may improve their memory; roll again if a bribe is offered. Loyalty: The NPC is unimpressed with you and/or dislikes the job; he thinks he’s overworked and underpaid. He’ll probably betray you if offered enough, and would certainly take a ‘better’ job if he thought he had one.

 INFLUENCE TEST TNs –1

General: The NPC likes the characters and will be helpful within

General: The NPC dislikes the characters and will act against

15 TO 18: BAD

 INFLUENCE TEST TNs ±0

Commercial transactions go routinely. The merchant will buy and

33 OR BETTER: EXCELLENT

 INFLUENCE TEST TNs ±0

General: The NPC ignores the characters as much as possible. He is totally uninterested. In a potential combat situation , the NPCs are inclined to go their own way and let the PCs go theirs. (If a fight is already in progress, the NPCs will try to back off.)

244

 INFLUENCE TEST TNs –5

General: The NPC is extremely impressed by the characters, and will act in their best interests at all times, within the limits of his own ability. Merchants will offer very good deals. In a potential combat situation , the NPCs are extremely friendly. They may even join the party temporarily. The PCs may ask for aid or information: +6 on this Esteem test. (If the fight has already started, the NPCs will surrender.) Commercial transactions will go extremely well. The merchant will accept your offer unless you try to buy below 50% of fair price or sell above 200% of fair price. In that case, he will offer those rates. He will also offer help and advice. Requests for aid will be granted. NPCs will help in every way within their power, offering extra aid. Requests for information will be extremely successful. The question will be answered completely. If the NPC doesn’t know everything you need, he will exert himself to find out. He may even offer to help: make a ‘request for aid’ test (at +3), with no result worse than ‘poor’ possible. Loyalty: The NPC worships you (or your cause), will work incredibly hard, puts your interests ahead of his own at all times, and would even die for you.

CHAPTER NINE: ADVENTURING

TRAVELLING

penalties and convert them into a multiplier. For instance, an aggregate penalty of –15% becomes a ‘x 0.85’ multiplier (as 1 minus 0.15 equals 0.85). The result of multiplying the basic speed by all due modifiers is the miles covered in one hour. Note that the results for multiple types of movement, terrains, and paces may be combined to derive an average during periods when a group moves by more than one type of transportation, through different types of terrain, or at varying paces. Sprint and Gallop paces are not listed, since neither horses nor characters can normally keep up such speed over an hour. They may, however, be used sparingly to increase the average of an otherwise slow gait (intermittent running, for example, when combined with a sneaking pace, may average to a brisk Walk). Regardless of the situation and modifiers, the minimum speed for any form of travel is .1 mile per hour, unless the Turambar rules otherwise or Table 9.30 indicates that progress is impossible.

W

hether they go on long quests to destroy the devices of the Dark Lord, lead armies to the rescue of besieged cities, or journey across mountains and through forests to slay evil dragons, characters often have to travel over the face of Middle-earth. To determine how long it takes to travel from one place to another—barring attacks, disasters, and other delays—consult the Travel Speed Table (9.30) and the Middle-earth Travel Matrix Table (9.31). Of course, different characters may travel at different rates, and a group can only travel as fast as its slowest member. The Travel Speed Table lists movement rates for a number of terrain types under three topography classes: flat, rough/hilly, and mountains. ‘Foot’ means hiking at a steady pace, as the ‘Horse’ rates assume the mount is moving at a slow trot or a swift walk. ‘Cart’ and ‘Wain’ rates assume average loads and draught animals (see ‘Vehicles and Vessels’, below). Generally, pack animals move at the Foot rate. Besides terrain and type of movement, the travel rates and modifiers factor a number of different elements. They assume, for instance, that the travellers take regular rests whenever needed, to keep themselves from becoming overly fatigued. However, these short breaks neither completely prevent Weariness from setting in, nor do they really allow to recover from the exertions of travelling. Thus, the characters—or their mounts—accumulate Weariness as if walking (unless, of course, they move at a faster pace) and must take extra rests to recover (see page 238 for recovering from longterm exertions). Some races can go longer without resting than others, on average, which is why, for instance, a Dwarf’s travel speed is greater than a Man’s.

EXAMPLE: A band of bold heroes—two Hobbits, two Men, an Elf, and a Dwarf—set out from Hobbiton for Rivendell on foot, following the (on average) unpaved Great East Road. The Turambar further decides that their journey takes them through flat ground (two thirds of the way) and rough terrain (the remaining third of the way) alike, so he allows an average basic speed of 2.97 miles per hour (= 3.2 x 2/3 + 2.5 x 1/3). However, the Hobbits are a little slower (x 0.9) and carry what they call ‘an adequate amount’ of rations and other supplies with them (with a GEP of –2, they are subject to another x 0.9 speed multiplier), so the group can only travel at 2.4 miles per hour (= 2.97 x 0.9 x 0.9). Assuming they travel for eight hours a day, that’s (2.4 x 8 =) 19.2 miles per day. Since it’s approximately 167 leagues (500 miles) from the Shire to Rivendell, their journey will take 26 days. This, however, assumes that the weather remains fine. If the group gets caught in a storm for three days (use the x 0.5 speed multiplier for heavy rain), they lose (19.2 x 3 x 0.5 =) 28.8 miles, adding one and a half days to their journey. If they leave the road for five days, travelling through rough heathland to avoid pursuers, their speed drops to (1.5 x 0.9 x 0.9 =) 1.2 miles per hour, or 9.6 miles per day. At their normal rate of 19.2 miles per day for the rest of the trip, this adds ([19.2 – 9.6] x 5 ÷ 19.2 = = 2.5) two and a half days to their journey.

TRAVEL MODIFIERS Most travel modifiers act as multipliers: Simply find the character’s basic speed and multiply it with each applicable speed multiplier listed on the bottom half of Table 9.30. If the table lists percentage values instead, add up all applicable

TABLE 9.31: MIDDLE-EARTH TRAVEL MATRIX

Dale

Edoras

Hobbiton

Isengard

Lórien

Minas Morgul

Minas Tirith

Pelargir

Rivendell

Tharbad

Bree Dale Edoras Hobbiton Isengard Lórien Minas Morgul Minas Tirith Pelargir Rivendell Tharbad

Bree

Indicated distances are in leagues (1 league = 3 miles). Most distances are ‘as the crow flies’. The actual distance on the ground may be up to 50% greater (or even longer).

● 225 200 40 150 140 290 285 315 100 67

225 ● 235 270 225 145 240 245 290 125 220

200 235 ● 225 48 100 122 102 117 172 133

40 270 225 ● 175 183 327 321 342 167 90

150 225 48 175 ● 83 165 150 163 135 83

140 145 100 183 83 ● 162 158 192 77 100

290 240 122 327 165 162 ● 15 54 215 240

285 245 102 321 150 158 15 ● 43* 200 229

315 290 117 342 163 192 54 43* ● 243 252

100 125 172 167 135 77 215 200 243 ● 100

67 220 133 90 83 100 240 229 252 100 ●

*: This is a journey by water, up or down the Anduin. The river lies from one to five leagues from Minas Tirith itself, and the docks at Harlond are approximately 3.5 miles overland from the city.

245

CHAPTER NINE: ADVENTURING

OVERLAND TRAVEL MODIFIERS, CONTINUED

TABLE 9.30: TRAVEL SPEED

CONDITION

OVERLAND TRAVEL TERRAIN

BASIC SPEED (MILES PER HOUR)

FLAT Paved road Unpaved road Trail Cropland/Pasture Mixed woodland Heathland Mixed forest Needleleaf forest Swamp

FOOT 3.2 3.2 3 2.5 2.25 2 1.8 1.8 0.6

HORSE 6.25 6 5.5 3.8 3.5 3.2 2.5 3 Dismount

CART 3.2 3 2.5 1.25 1.25 0.3 0.3 0.5 n/a

WAIN 3.2 2.5 1.8 0.6 0.6 0.3 0.3 0.3 n/a

ROUGH/HILLY Paved road Unpaved road Trail Cropland/Pasture Mixed woodland Heathland Mixed forest Needleleaf forest

FOOT 2.5 2.5 2.25 1.8 1.7 1.5 1.25 1.25

HORSE 5.5 5 4.5 3.5 3.2 3 1.25 1.8

CART 2.5 2.25 1.25 0.6 0.6 0.3 0.3 0.3

WAIN 2.5 1.8 0.75 0.5 0.3 0.3 n/a n/a

MOUNTAINS Paved road Unpaved road Trail Cold woodland Alpine vegetation Mixed forest Needleleaf forest Snow- or rockfield

FOOT 1.8 1.8 1.7 1.25 1.25 0.6 0.6 0.3

HORSE 3.75 3.5 3.2 2.5 2.5 0.6 1.25 Dismount

CART 1.8 1.25 0.6 n/a n/a n/a n/a n/a

WAIN 1.25 0.6 0.3 n/a n/a n/a n/a n/a

PHYSICAL PENALTIES* Encumbrance (GEP) Injuries Weariness PACE Walk Jog Run RACE Dwarf Elf Hobbit Man Orc HORSE PACE Walk Trot Canter HORSE TYPE Pony Light horse Medium horse Heavy horse

Mearas

Elven-steed

x1 x 0.95 x 0.9 x 0.85 x 0.8

TIME OF DAY Daytime At night, no Night-eyed characters At night, less than 50% Night-eyed At night, more than 50% Night-eyed At night, all characters are Night-eyed

x1 x 0.25 x 0.5 x 0.75 x1

STEALTHY TRAVEL Characters are sneaking Characters try to avoid leaving tracks Characters are watchful

x 0.33 x 0.5 x 0.75

WEATHER Fine, or only light rain Normal rain, or bad weather Heavy rain, fog, snowfall, or storm Mud Snow, hard-packed Snow, reaching over the ankles Snow, reaching over the knees Blizzard

x1 x 0.75 x 0.5 x 0.5 x 0.8 x 0.66 x 0.25 x 0.1 to x 0.25

WATER TRAVEL TYPE OF VESSEL

BASIC SPEED (MILES PER HOUR)

Raft Rowboat Canoe Longship Keelboat Sailing ship Warship

OVERLAND TRAVEL MODIFIERS CONDITION

SPEED MULTIPLIER

SIZE OF GROUP 1 to 10 11 to 100 101 to 1,000 1,001 to 5,000 5,000 or more

SPEED MULTIPLIER (OR PENALTY) –5% per –1 test result penalty –5% per –1 test result penalty –5% per –1 test result penalty

1 1.5 2 3 1 2 2.5

WATER TRAVEL MODIFIERS CONDITION

x1 x2 x3

WATER SURFACE Calm water Rough water Very rough water

x1 x 1.1 x 0.9 x1 x 1.05 x1 x2 x3 x 0.7 x 0.9 x1 x 0.8 x 1.1 (or more) x 1.2 (or more)

*: When travelling on foot, use the characters’ Physical Penalties to determine how much their travel speed is decreased. While mounted, use the Physical Penalties their horses are suffering instead. Add up all applicable penalties and convert them into a multiplier. For instance, an aggregate penalty of –15% becomes a ‘x 0.85’ multiplier.

246

SPEED MULTIPLIER x1 x 0.8 Not possible

DRIFTING AND PADDLING Drifting with the current Paddling with the current Paddling against the current

x1 x2 x 0.5

SAILING WITH THE CURRENT Strong current Average current Weak current

x 1.5 x 1.25 x 1.1

SAILING AGAINST THE CURRENT Strong current Average current Weak current

x 0.5 x 0.75 x 0.9

SAILING WITH THE WIND Strong wind Average wind Weak wind

x3 x2 x 1.25

SAILING AGAINST THE WIND Strong wind Average wind Weak wind

x 0.25 x 0.5 x 0.75

CHAPTER NINE: ADVENTURING

WEATHER MODIFIERS

SLEEPING IN THE WILDERNESS

Whereas most speed multipliers should be self-explanatory, the way how some weather conditions may modify movement rates must be discussed in a little more detail. MUD: Rain falling for at least eight hours will create mud on trails and unpaved roads, cutting movement rates in half. Ground cover, such as grass or gravel, prevents mud except for very heavy rain falling one or more days. If there is no mud, rain reduces movement as indicated on Table 9.30. SNOW: Snow less than knee-high slows movement by one third (i.e., apply a x 0.66 travel speed multiplier). While travelling on a road or trail, hard-packed snow only entails a x 0.8 speed multiplier. Snow deeper than knee-high slows movement dramatically—for this, and for blizzards, all movement should be at most one-quarter the normal rate. Characters wearing skis can move at the standard Foot speed; snowshoes allow the user to move at one half of that rate.

The first night in the wilderness, a character recovers longand short-term Weariness from the previous day as normal. But upon awaking after sleeping in the wilderness, he must make a Stamina test against a base TN of 15. Modifiers for any of the following conditions apply: Sleeping on the ground without any bedding (+3 to +9), interrupted or insufficient sleep (+1 to +9), poor protection against ill weather (+1 to +6), insufficient food or water (+3 to +9), sleeping in quilt or leather armour (+5) or in metal armour (+12), being injured (character’s injury penalty). On any level of success, the character is able to cope with his unpleasant situation and gains no additional Weariness. However, on a failure, the character loses one entire Weariness Level straight away per LoF (to a maximum of three levels). Weariness caused by lost sleep is automatically regained after one full night of sleep, but is not regained until you get that night of sleep.

TRAVEL SKILL TESTS

TRANSPORTATION

Normally, travelling overland requires no skill tests at all. (Note that it is assumed that a character travelling on horseback has at least one skill rank in Ride, and one who steers a wain or a boat must also have at least one rank in his Teamster or Seafaring skill.) Only if the characters try to move at a faster pace than ordinary walking speed, or if they pass through particularly rough or hazardous terrain, should a Turambar call for appropriate skill tests. These tests are typically made once per watch (i.e., a four hours period), but some conditions may require a new test every one or two hours. However, the characters may voluntarily test an applicable skill to increase their travel speed, provided the situation and the Turambar allow it: First, if the group is not already travelling on a road or trail, one of its members may make a Survival (Find Path) test. The TN depends on the environment and should be raised by +1 to +10 if the area is populated very sparsely. On a success, the character is able to find a natural or manmade path on which the company will be able to proceed faster than normal—add ten per cent to the group’s travel speed for each LoS (for example, LoS +3 allows to apply a x 1.3 speed multiplier), to a maximum equal to applicable ‘Trail’ rate. Only one such test may be attempted per group and day (or any other time interval the Turambar sees fit). Second, a group of characters who need to push themselves may make a combined test of an applicable skill— usually Run, Ride, Teamster, or Seafaring—every watch to increase their travel speed. The leader of the combined test is always the character with the worst total bonus in the applicable skill. After all, a group may only travel as fast as its slowest member. Test TNs depend on the terrain and the intended pace and should be looked up in the respective skill’s description in Chapter Four. The test result is referenced with the movement percentage column of Table 9.10 on page 219. If the characters fare poorly on the test, they may have come across an obstacle and be forced to retreat. On the other hand, if the characters’ combined skill test is a success, they are able to increase their travel speed (or trim their weariness point accumulation).

This section summarises the capacities and requirements of porters, mounts, and various draught animals. Note that these are average capacities—outstanding horses like Asfaloth, Shadowfax, or Brego have strength and endurance far beyond these limits and should be handled according to the detailed rules on horses provided in Chapter Ten (see page 271).

PORTERS Mannish porters are not normally used in North-western Middle-earth, but are fairly common in Umbar, Harad, and other lands under the dominion of the Shadow. Where slavery is permitted, some caravan masters include slaves with their expeditions, partly to haul goods, and partly as guards. The cost of hiring a freeman porter is one to three copper pence per day.

FOUNDERING Animals (and men) may normally keep going for two watches per day, but require one hour of rest, grazing, and watering after each watch of moving. If animals force march for one watch (see ‘Forced Marches’, below), they require two hours of rest, grazing, and watering after it. Grazing must occur in daylight hours—animals will not graze at night, but will eat fodder if provided. Expeditions sometimes carry fodder and water for their animals if grazing and natural water sources are likely to be insufficient, but this additional load must also be carried. If the proper resting periods are ignored, or if adequate food and/or water is unavailable, animals are subject to foundering. A chance of foundering is given in Table 9.32. This is a cumulative daily chance; partial availability of food and/or water reduces the risk at the Turambar’s discretion. EXAMPLE: With horses, the foundering chance is 10% after one day without any food and water (i.e., a result of 01–10 on 1d100), 20% after the second day, and 30% after the third.

247

CHAPTER NINE: ADVENTURING

TABLE 9.32: BEASTS OF BURDEN

Gorging Whenever mounts or draught animals are denied food or water for any length of time, they will tend, if either becomes available, to gorge themselves. This can result in bloating, illness, and, in extreme cases, death or incapacitation.

FORCED MARCHES A force march is moving for over two watches per day, or moving faster (25%) than normal over a watch. Force marching justifies a foundering roll at the end of each watch as applicable. EXAMPLE: A mounted party travels for four consecutive watches (i.e., sixteen hours). After the third watch, there is a 10% chance for the horses to founder. After the fourth watch, there is a 20% chance for them to founder.

PACK-, DRAUGHT-, AND RIDING ANIMALS HORSES: Horses are sometimes used as pack- or draughtanimals, but more commonly as mounts. The load capacities noted are for average light, medium, or heavy cobs; they may be modified for superior or inferior horses, and the Turambar may wish to modify them for other types of horses. Higher- or lower-quality food will change the feeding requirements accordingly. PONY: Used as steeds by Mannish and Elven children and by Hobbits. They are also employed as pack animals, although their skittishness makes it difficult to take them into confined or dangerous places. DONKEY: Used mainly as pack animals. Their daily food and water requirements and foundering chances are similar to horses. Although slower than horses, donkeys are surefooted and can carry heavy loads over rough terrain. MULE: A crossbred horse/donkey, the mule is an efficient pack animal, but almost impossible to train as a draught animal. They are able to withstand hardships and perform work under conditions too severe for many other draught and pack animals. OX: Sometimes used as pack animals, but more often as draught animals to pull wains, carts, and ploughs. They are capable of pulling heavier loads than any other beast, but because of their sensitive, unshoeable hooves, they must be driven slowly and with great care. CAMEL: The most common beast of burden on the longdistance caravan roads of Khand and the Northern Haradwaith. They are often used as mounts in these areas. Their movement rate is the same as for heavy horses. Their humps contain a fat reserve which is burned under adverse conditions. They can survive for some time with inadequate food and water, depending on load and weather conditions. Camels are notoriously ill-tempered and intractable; they will sometimes refuse to move for no apparent reason. OLIPHAUNT: Oliphaunts—also known as elephants or mûmakil —are huge, dark-grey beasts native to the once vast forests of Haradwaith. With their pair of curved tusks and a long, heavily muscled trunk, they make—if domesticated— formidable weapons of war and beasts of burden. In the Southron lands, they help speed construction projects and move goods from city to city.

LOAD (lbs.)

TYPE Porter Horse, light Horse, medium Horse, heavy Pony Donkey Mule Ox Camel Oliphaunt

60 230 280 320 200 220 250 650 350 2,200

DAILY DAILY FOOD (lbs.) WATER (lbs.) 5 15 18 20 10 15 20 35 10 180

5 80 90 100 60 80 100 100 (70) 400

DAILY FOUNDER 5% 10% 10% 10% 10% 25% 15% 20% 15% 15%

VEHICLES AND VESSELS There are dozens of different wains used in Middleearth. For simplicity’s sake, we have reduced these to two principal types: two-wheeled carts and four-wheeled wains (waggons). Each vehicle requires a teamster and draught animals. CART: Any two-wheeled vehicle for hauling goods, with an average load capacity of 1,000 pounds. Their movement rate is generally the same as the ‘Foot’ rate on roads or trails, and they can be used on rougher trails than can wains. Carts are generally pulled by a single ox, and the load capacity and speed given assumes this. If a pair of oxen are used, increase capacity by 50%, but decrease speed by 10%. Horses may be used instead of oxen; for horses, decrease the capacity by 20%, but increase speed by 50%. The chance of mechanical breakdown is 5% per watch moved (i.e., roll 1d100 every four hours; on a result of 01 to 05, the cart breaks down). The Turambar may vary this chance based on terrain, force marching, and the quality of the cart: Higher-quality vehicles are less prone to breakdown. See the Product Quality table on page 79 for details. A +1 cart, for example, could have a 4% chance of breakdown. WAIN: Any four-wheeled vehicle for hauling goods, with an average load capacity of 3,200 pounds (see Table 6.7, page 192, for details). Wains can only be used on the best of roads—they are almost useless for off-road travel. Wains are generally drawn by two oxen, and the load capacity and speed given assumes this. If four oxen (never three) are used, or horses are used instead of oxen, percentage adjustments to capacity and speed are the same as for carts. The basic chance of mechanical breakdown is 8% per watch. SLEDGE: Travelling over snow and ice, sledges move at double the ‘Foot’ rate, but are, of course, useless without such conditions. Sledges are most commonly used in Forochel and the Northern Wastes, but are seen in other parts of Middleearth when the climate is favourable. Sledges can be drawn by any draught animal, often by trained dogs. Their typical load capacity is 500 pounds, assuming a team of six dogs whose food and water requirements are roughly equivalent to one light horse. A Turambar may check for foundering for the team as a whole or for individual dogs as desired. The basic chance of mechanical breakdown of a sledge is 2% per watch.

248

CHAPTER NINE: ADVENTURING

RAFTS, BOATS, AND SHIPS Of the many types of boats and ships employed on the rivers, lakes, ands seas of Middle-earth, only a selected few can be presented in this book. Ships are the most efficient means of transport when their use is possible—roughly five times as efficient as land transport. See Table 6.7, page 192, for an outline of the below information and a few additional types of boats. ROWBOAT: An eight- to twelve-foot-long boat for two or three people, or a total load of 800 pounds. KEELBOAT: A 50- to 75-foot-long ship that is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry forty to fifty tons of cargo or one hundred soldiers. With its flat bottom, a keelboat can make sea voyages as well as sail down rivers.

LONGSHIP: A 75-foot-long ship with forty oars and a total crew of fifty. It has a single mast and a square sail. It can carry some fifty tons of cargo or one hundred twenty soldiers. A longship can make sea voyages. SAILING SHIP: This larger, more seaworthy version of the coaster (a kind of sailing ship) is 75 to 90 feet long and 20 feet wide. It has a crew of twenty and can carry cargo up to 150 tons. It has square sails on its two masts and can make sea voyages. WARSHIP: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of sixty to eighty rowers. This ship can carry up to 160 soldiers, but not for long distances, since there is not enough room for supplies for that many. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo.)

249

Chapter Ten

COMBAT ombat resolution is an elusive struggle to balance playability with realism. Players invest a good deal of time in their characters and ought to resent any combat system that dispatches them with arbitrary random. The Ambarquenta combat system rewards players with a variety of tactical options, and extensive weapon and armour details (depicted in Chapter Six), but remains highly playable. Still, the perils of mortal combat favour players who know when to fight and when to flee.

C

COMBAT BASICS

ACTION ROUNDS

O

f all the action sequences typical to an adventure, combat scenes generally create the most dramatic tension because of the potential for physical injury and death. Although you can generally resolve combat actions as standard or opposed skill and attribute tests, combat tests are somewhat more involved in terms of the number and types of test modifiers and character options available. The combat system presented in this book describes a variety of actions and tests used to simulate combat scenarios in the world of Middle-earth.

BASIC AND OPTIONAL RULES The Ambarquenta combat rules are modular. A basic combat resolution system is given along with optional rules that add (or, sometimes, reduce) detail and realism. Although it’s fine to browse the optional rules—as customary marked with a checkbox ()—, please resist the temptation to add too many to play until you are comfortable with the basic rules.

SCALE AND MINIATURES The Ambarquenta combat system is compatible with 32 or 25 mm miniatures representing individual characters. For easy combat resolution, it is suggested to use combat maps marked off in hexes which are one inch (25 mm) across. Each hex represents one game yard; therefore, it is easy to work without a hex grid—simply read all references to hexes as units of three feet or one yard. Miniatures are assumed to be anywhere within the hex they occupy. Normally, two figures are engaged (see ‘Engagement Zones’, page 255, for a definition of this term) when they occupy adjacent hexes or share the same hex, or when their bases touch if a hex grid is not in play.

W

hen violence erupts, the Turambar should immediately begin describing events in terms of action rounds, each about six seconds long. All characters involved in the combat may take as many actions each round as they can afford with their available actions points (AP), as determined by their action allowance (AA). See pages 211 to 214 for an introduction to Ambarquenta’s point-based action resolution system.

INITIATIVE At the beginning of each new action round, all characters roll with two ten-sided dice to reflect the imponderables and fortuities of combat, and each character’s reactions to them. This is not a normal roll of 2d10, though: only the worse of the two dice (for example, the 2 if the dice yield rolls of 2 and 7, respectively) is added to the character’s action allowance for this round. What’s more, a roll of 0 grants no extra AP (i.e., results range from 0 to 9). Each different type of action requires a certain amount of action points to be spent. Each character adds up any spent AP in a running AP tally as he acts during a round. A character can take no further actions once his running AP tally equals his AA. Likewise, he may take no further action if its AP cost would raise his running AP tally beyond his AA. In a given round, characters act in a fixed order determined by their respective initiative numbers (commonly abbreviated ‘IN’). A character’s IN is equal to his AA, modified by the worse die of 2d10, his Physical Penalty, and—if applicable—his weapon’s attack IN modifier. Initiative numbers do not normally change over the course of a given round; only a weapon’s attack IN modifier may change during a round, but an increase of a character’s Physical Penalty is ignored. The character with the highest initiative number gets the first turn in which he can perform any suitable combination of actions allowed by the Turambar and the below guide-

250

CHAPTER TEN: COMBAT lines, followed by the character with the second highest IN, and so on. This is called an initiative pass. If two or more characters are tied for initiative, the one with the highest Swiftness acts first (see below for details). Once all characters have had a turn to act in, the first initiative pass ends, and a second begins, provided any characters still have some AP left for taking further actions. This process is repeated until all characters have either used up all of their available AP, cannot take any further desired actions (e.g., because they do not have enough AP left), or simply choose to forfeit their remaining AP (if any).  ATTACK INITIATIVE MODIFIERS: It may be a considerable advantage in melee combat to use a wieldy weapon, or one with a long reach. Such weapons will either allow you to strike an opponent faster and more often, or before he can even get close enough to attack you. Therefore, your initiative number may be modified according to the attack speed and length of your weapon, as well as your own reach. Since fast and wieldy weapons tend to be short, these two factors (i.e., attack speed and reach) partially neutralise each other. The attack IN modifiers listed on Table 10.1 account for this. In addition to the listed fixed attack IN modifiers, a character’s size may also entail an IN modifier. Each character has a personal Stature-based attack IN modifier which is determined by the following formula: (Stature –11) ÷ 2, rounded off

Apply the result as a modifier to your IN along with the attack IN modifier derived from Table 10.1. Ranged and magical attacks have a 0 (zero) attack IN modifier. In addition to these standard attack IN modifiers, the following modifiers may apply (Turambar’s decision) in a number of situations: Weapon not ready (first strike only) up to –9 One-handed weapon (‘1’ and ‘1,2’ reach weapons) ±0 Two-handed weapon (first strike only) +3 Polearm weapon (first strike into hex 2+ only) +6 Polearm weapon (when striking into hex 1) –6 Short weapon (first strike with ‘C’ and ‘C,1’ reach weapons only) –3

IN IN IN IN IN IN

The various first strike attack IN modifiers only apply if a character hasn’t already parried an attack by a new foe. For a definition of the listed melee weapon reach increments, see the optional rules on ‘Weapon Reach’ on page 255. Note that attack IN modifiers (as well as his Physical Penalty) do not change a character’s action allowance; they merely change when in an initiative pass his turn occurs at which his action takes effect. Hence, if he suffers an attack IN penalty and also a considerable Physical Penalty, he may even get to act at a negative IN.

INITIATIVE TIES AND DELAYED ACTIONS

Conversely, when a turn arrives that is a character’s turn to act, the character may intentionally choose to go after another character and declare that he is delaying his action until another character’s turn later in the same or a subsequent initiative pass. While the character waits, he may do nothing except take free actions as normal. Delayed actions normally become effective before anyone else can act at the specified IN. However, if two or more characters are each seeking to go at the same IN, only the character who would win an initiative tie gets to choose whether to act first or last on that turn, no matter whether he has delayed his action or if it is his regular turn to act. If a character skips an entire initiative pass by delaying an action, he usually forfeits between one third and one half of his AP, as the Turambar deems appropriate. What’s more, characters cannot use a delayed action to effectively go twice in the same initiative pass. They still get to act in the next initiative pass, as normal, if they have enough AP left to act and thus have a turn. You may also delay an action to any point in any subsequent round, but you must be able to pay its entire AP cost in the round in which you declare the delayed action and may do nothing (except for taking free actions as normal) until you choose to resolve the action, thus maybe forfeiting some AP. You may, however, choose to launch the delayed action before anyone else gets the chance to act in the new round and receive your normal action allowance, minus the AP cost of the delayed action, for the remainder of that round. Again, any ‘tied’ delayed actions are resolved in the order chosen by the character who would win an initiative tie.

SURPRISE If a character is unaware of assailants or simply doesn’t expect violence, an attacker may surprise him. To determine if a character is surprised, the Turambar can require an Awareness attribute test (TN 20 if he didn’t quite expect the fight or if surprised by odd tactics in the middle of a fight, TN 30 if surprised by an ambush, each plus any applicable physical TN modifiers). Characters who score an LSF ±0 on their Awareness test receive 50% of their action allowance during the upcoming round. Each additional LoS increases their AA by 10% (to a maximum of 90%), while each LoF reduces it by another 10% (to a minimum of 10%). Initiative numbers are based on these lowered AA scores during the current round of combat only.

VARIABLE ACTION POINT COSTS Some actions, particularly attacks and parries, have both a standard and a minimum AP cost, which is noted like this on Table 10.1: # S (# M).

If two or more characters are tied for initiative, the one with the highest Swiftness acts first. If several have the same Swiftness, the one with the greatest attack IN modifier attacks first. If this still doesn’t settle the IN tie, attacks and effects are simultaneous.

The ‘S’ number is the standard AP cost of the action, while the ‘M’ number in brackets shows its minimum AP cost. A character suffers a –3 test result penalty for each AP devoted less to an action than its standard AP Cost. If he cannot at least spend as many AP as the minimum AP cost of the action, he cannot take the action.

251

CHAPTER TEN: COMBAT

COMBINING ACTIONS At the Turambar’s discretion, characters may combine two actions and perform them sequentially in a single turn (i.e., at the same IN of a given initiative pass). Of course, these actions must reasonably complement each other, and only a single action may be an attack action. Common combinations of actions include (among others): Aim + Melee Attack; Draw Melee Weapon + Melee Attack (an up to –9 attack IN modifier may apply, depending on how fast a character can draw or ready his weapon); Ready Ranged Weapon + Fire; Aim + Fire Ranged Weapon; Ready Ranged Weapon + Aim; Fire + Ready Ranged Weapon. Needless to say, even if two actions are combined so that they may performed in the same turn, the character must still pay the entire AP cost of both actions. Optionally, the Turambar may assign a special attack IN penalty to any combination of actions that requires more than 15 AP to complete.

ACTIONS IN COMBAT

I

n battle, characters will try to perform many different types of actions, but attacking, defending, and moving make up the largest part of tests and manoeuvres. As characters usually react to the actions of their opponents, it is vital to shed some additional light on the sequence of play.

THE BATTLE-ROUND SEQUENCE At the beginning of a new round, each player must describe what his character attempts to do first. The Turambar then assigns an AP cost to each declared action that has no set AP cost; if the action has a variable AP cost, the player must indicate how many AP he wants to spend on that action. If a player forgets to declare the AP cost of an attack, he must pay its standard AP cost (unless he could obviously only afford to carry it out at a reduced AP cost). Once an attack has been declared, its AP cost cannot be changed any longer, but a character may at any time take a defensive interrupt action instead of a declared attack 8or any other declared action), using any amount of AP that suffices to pay the variable AP cost of the defensive action. Also, movement actions may be aborted before their designated end if the situation has changed. Next, each player rolls with two d10 and adds the worse result to his action allowance for that round (a 0 rolled adds zero AP; the Battle Reflexes edge may change the number or result of the dice rolled at this point). He then notes his character’s AA for the current round on his AP Tally, or any other scratch paper. Next, he modifies the AA he has just recorded by his character’s Physical Penalty and attack IN modifier and jots down this number on the AP Tally as well. After that, the action resolution process starts. The character with the highest IN has the first turn and resolves his declared action (or combination of two suitable actions that has been approved by the Turambar). He starts by adding

the due AP cost of his declared action(s) to his AP tally for the current round. (Of course, players could also subtract the due AP costs of their actions from their AA if they feel more comfortable doing the math the other way round.) Once the character with the highest IN has acted, he must immediately declare his next desired action. Then the character with the second highest IN gets his first turn in which he resolves his first action and declares his intended next action, and so on, until all characters have had a turn in the first initiative pass. Once the first initiative pass is completed, a second begins, provided any characters still have some AP left for taking further actions. This process is repeated until all characters have either used up all of their available AP or cannot take any further actions.

TACTICAL INTRICACIES Rarely, the actions declared at the beginning of a new round may result in a deadlock where no one is able to execute his desired action. To prevent this, one character from each opposing party may change his declared first action without losing any AP or suffering other ill consequences. Usually, the character with the highest IN within his party will be allowed to change his declared first action, but if the group chooses a different character, the Turambar will normally approve their decision. As stated before, if an enemy’s attack or a similar threat forces a character to take an interrupt action, such as parrying or dodging, he may freely change his declared action and perform the interrupt action instead. He then adds the interrupt’s AP cost to his running AP tally and decides whether or not to take the originally declared action on his next turn. Generally, all participants in a game of Ambarquenta should heed that declared actions are not hewn in stone. Instead, a Turambar should always be prepared to apply common sense and flexibility. The only thing that must not be changed is the AP cost of a declared attack underway; however, the attack itself may be cancelled at any time in order to be able to perform a defensive interrupt action, or the attacking character may choose to take a Pass action—or any other suitable action the Turambar deems acceptable—and delay the strike until an IN occurring later that round. For instance, more often than not it would be alright to perform a movement action before placing an already declared strike (Turambar’s discretion), particularly if your foe moves away while you wait for your next turn to act. Depending on whether or not the Turambar allows to combine the movement action with the pending attack, your attack may become effective in the same turn as your movement action, or in the next turn. As a guideline, any movement action that does not require more than 5 AP may be combined with an attack action in the same turn; in addition, a 2 yards move is included for free in any attack and defensive manoeuvre (see ‘Free Move’ on page 256). What’s more, if two or more foes are within the reach of your attack (including the 2 yards free move that comes with any attack manoeuvre), you do not have to declare whom you will attack until the turn of your declared attack occurs. This forces all potential targets to expect to be attacked, making it a wise choice to save some AP for defending themselves actively.

252

CHAPTER TEN: COMBAT

TABLE 10.1: COMBAT STATISTICS MELEE WEAPONS WEAPON AXES One-handed Battleaxe Hatchet Two-handed Battleaxe Greataxe

DAMAGE CODE

— AP COST — ATTACK PARRY

PARRY MODIFIER

FUMBLE BREAKAGE RANGE NUMBER

— MINIMUM — ATTACK STRENGTH STATURE IN MODIFIER

REACH (HEXES)

2B/4.5E 1.5B/3E

10 (7) 8 (6)

8 (6) 6 (4)

–2 –3

4 3

16 15

15 8

9 8

+0 +1

1 1

2.5B/5E 2.5B/6E

11 (8) 13 (9)

8 (6) 10 (7)

–1 –2

3 4

16 17

10 15

8 12

–1 –2

1,2 1,2

6 (4) 5 (4) 6 (4) 7 (5)

4 (3) 4 (3) 5 (4) 5 (4)

–3 –6 –2 –1

2 2 2 2

16 15 16 17

5 4 6 7

5 4 6 7

+2 +2 +2 +1

C,1 C C,1 1

10 (7) 9 (6) 9 (6) 9 (6) 9 (6)

8 (6) 7 (5) 7 (5) 7 (5) 6 (4)

–2 +0 +0 +0 +0

4 3 4 3 3

17 17 17 17 16

15 10 8 9 7

12 9 9 10 10

+0 +0 +0 +0 +0

1 1 1 1 1

11 (7) 12 (8)

8 (6) 9 (6)

+0 –1

3 4

17 18

10 13

11 12

–1 –1

1,2 1,2

2.5B 4.5B 4B/2P

7 (5) 9 (6) 10 (7)

5 (4) 8 (6) 8 (6)

–3 –2 –2

3 2 3

14 16 16

9 12 14

6 9 9

+2 +0 +0

1 1 1

3B 5.5B/2.5P

7 (5) 12 (8)

6 (4) 9 (7)

+3 –3

3 4

15 16

9 14

10 8

+4 –1

1,2 1,2

5B (+1P)

11 (8)

8 (6)

–3

4

17

14

12

–1

1

6B (+1.5P)

13 (9)

10 (7)

–3

4

16

12

12

–3

1,2

1.5B/3P 3B/4P

8 (6) 9 (6)

6 (4) 7 (5)

–2 –1

4 4

15 16

6 11

8 10

+3 (–3)* +2 (–4)*

1,2 1,2

4B/6E/3P 3B/5P 3B/4.5P

13 (8) 11 (7) 10 (6)

10 (7) 9 (6) 8 (5)

–2 –2 +0

4 4 3

16 16 16

14 11 12

11 11 10

+1 (–5)* +3 (–3)* +2 (–4)*

1,2,3 1,2,3 1,2

4B/6P 3B/5.5P

12 (8) 11 (8)

10 (8) 8 (6)

–3 –2

4 4

16 16

14 12

11 10

+3 +1

3,4 1,2

SHIELDS Small Medium Large

2B (1.5P) 2.5B (2P) 3B (2.5P)

7 (5) 8 (6) 9 (6)

5 (4) 6 (4) 7 (5)

+3 +6 +9

2 3 3

12–15 12–15 14–16

7 10 13

7 9 11

+0 –1 –2

C C C

WHIPS Cat-o’-nine-tails Whip

1.5E/1.5P 0.5B/1.5E

9 (6) 12 (8)

7 (5) 10 (7)

–5 –5

4 4

14 14

8 6

10 10

+1 +2

1 1,2,3

BLADES One-handed, Small Dagger 1E/2.5P Knife 0.5E/1.5P Longknife 2.5E/2.5P Shortsword 1B/3E/2.5P One-handed, Medium Bastard Sword 1.5B/4.5E/2.5P Broadsword 1.5B/4E/2P Falchion 1.5B/4.5E/0.5P Longsword 1B/4E/2.5P Scimitar 1B/4E/0.5P Two-handed Bastard Sword 1.5B/5E/3P Greatsword 2B/6E/3P CLUBS One-handed Club Mace Warhammer Two-handed Quarterstaff Warmattock FLAILS One-handed Morningstar Two-handed Warflail POLEARMS One-handed Javelin Spear Two-handed Halberd Pikestaff Spear Mounted Lance Spear

UNARMED COMBAT BRAWLING Headbutt Kick Punch

2.5B* 2.5B* 2B*

3 (2) 6 (4) 5 (4)

Surprise attack only 5 (4) +0/–5 4 (3) +0/–5

3 3 2

N/A N/A N/A

N/A N/A N/A

Opponent’s N/A N/A

+4 +1 +2

C C,1 C

WRESTLING Grapple Throw Trip

2B* 2.5B* Special

8 (5) 7 (5) 4 (3)

6 (4) +0/–5 5 (4) +0/–5 Surprise attack only

2 3 3

N/A N/A N/A

N/A N/A N/A

N/A N/A N/A

+0 +0 +0

C C C

253

CHAPTER TEN: COMBAT RANGED WEAPONS WEAPON

DAMAGE CODE

AP COST FIRE READY

WEAPON LOCATION

FUMBLE RANGE

BREAKAGE NUMBER

RANGE (IN YARDS) PB/S/M/L/+X

MINIMUM STRENGTH

3P 3.5P 3.5P 4.5P

6 (4) 8 (6) 7 (5) 7 (5)

(5) (6) (6) (8)

Quiver Quiver Quiver Quiver

3 3 4 3

15 16 15 18

5/25/50/90/+20 5/30/60/140/+25 5/30/60/150/+30 5/40/80/200/+40

7 9 11+ 15+

3E

5 (4)

7

Straps (belt)

2

15

5/10/15/20/+5

9

2P 1.5P

4 (3) 3 (2)

4 3

Scabbard (belt) Scabbard (belt)

2 2

16 15

3/6/10/15/+3 3/6/12/18/+3

7 6

2.5P 3.5P

6 (4) 8 (6)

4 4

Stuck in ground Stuck in ground

3 3

15 16

5/15/25/45/+10 5/10/15/20/+5

10 13

1B

3 (2)

5

Ground

2

N/A

3/6/10/15/+5

6

BOWS Shortbow Longbow Composite Bow Númenórean Steelbow THROWN WEAPONS Axes Hatchet Blades Dagger Knife Polearms Javelin Spear Miscellaneous Objects Stone (0.25 lbs.)

7 8 9 11

Note that Table 6.3: Weapons on page 182 offers additional information on weapon weight, prices, and production time. Damage Code: How much damage the weapon does with a hit. Choose one of the weapon’s applicable damage aspects before resolving an attack: blunt (B), edged (E), or pointed (P). The accompanying number indicates how many points of damage the attack inflicts for each LoS (including LoS ±0). For example, ‘3B’ means that the weapons deals 3 points of blunt damage for each LoS the attack yields (say, 12 points of damage at LoS +3). Pointed damage in brackets is optional; if chosen, the weapon has one or more spikes attached, but its breakage number (BN) is reduced by 1. Spiked flail weapons deal pointed damage in addition to the regular blunt damage (determine armour protection separately), while shields with a spike may either deal blunt or pointed damage (attacker’s choice). All weapons have a damage cap indicating the maximum number of LoS that may be counted when determining the damage inflicted by an attack. When calculating the damage inflicted by a one-handed or a ranged weapon, any LoS greater than +4 is ignored. When attacking with a two-handed weapon, any LoS greater than +6 is ignored. Add the full damage modifier derived from a character’s Prowess (page 33) to blunt melee attacks, and the half damage modifier to edged and pointed melee attacks, as well as to all attacks with thrown weapons (regardless of damage aspect). Unarmed attacks deal subdual damage (*) instead of regular damage (page 226), but characters who accept a –3 attack test result penalty may inflict regular blunt damage. Conversely, you may check your swing and take a –3 test result penalty to inflict subdual damage instead of regular blunt damage when attacking with a suitable weapon. AP Cost, Attack or Parry: How many action points (AP) an attack or an attempt to parry with the weapon requires. The first number is the standard AP cost of the action, while the second number (in brackets) shows its minimum AP cost. A character suffers a –3 test result penalty for each AP devoted less to an action than its standard AP Cost. AP Cost, Fire or Ready: How many action points (AP) it requires to fire or to ready (i.e., to load, reload, or draw) the weapon. The first number is the standard AP cost of the action, while the second number (in brackets) shows its minimum AP cost. A character suffers a –3 test result penalty for each AP devoted less to an action than its standard AP Cost. Weapon Location: The given AP cost to ready the weapon assumes that it is kept in the listed location. If it is stored somewhere else, consult Table 9.2: Sample Combat Actions on page 213 to learn how many AP it costs to draw or reload the weapon. Parry Modifier: When the character uses the weapon to parry, modify his parry test by this number. An unarmed character suffers no penalty if he blocks an unarmed attack, but any attempt to block an armed attack suffers a –5 test result penalty and may, at the Turambar’s discretion, result in an injury to the blocking limb even if the block is successful (see page 260). Fumble Range: Whenever the 2d10 roll for an attack skill test is equal to or lower than this number, the test automatically fails and the character must make a Fumble test (see page 220). In armed melee, the character must also roll a breakage test against the weapon’s Breakage Number. In ranged combat, an ordinary arrow automatically breaks upon a fumbled Bows test. Alternatively, the Turambar may ask a character who has fumbled a weapon skill test to roll on Table 9.11: Weapon Fumbles on page 220 instead of making a Fumble (Deftness) test and a separate breakage roll. Breakage Number: This rating measures the weapon’s quality. Sturdy metal weapons like swords have higher breakage numbers (BN) than hafted weapons like spears. In certain combat situations (such as when fumbling a melee weapon skill test), you must roll against your weapon’s BN. If the roll equals or exceeds the BN, the weapon shatters. See page 263 for details. Minimum Strength/Stature: The minimum attribute scores to wield the weapon effectively. For each point short of either minimum attribute score, the character suffers a –1 test result penalty. See page 185 for details. Attack IN Modifier: The initiative number (IN) at which an attack becomes effective may vary according to the attack speed and/or length (reach) of the weapon used. A character’s IN is further modified by his Physical Penalty and his personal Stature-based attack IN modifier which is determined by the following formula: (Stature –11)/2, rounded off. Additional attack IN modifiers may apply at the Turambar’s discretion; see page 251 for details. Polearm weapons marked with an asterisk (*) suffer a –6 attack IN penalty when used to strike into hex 1. Numbers in brackets include this special penalty and give the aggregate attack IN modifiers. Reach (Hexes): If the optional rules on Weapon Reach (see page 255) are in use, the hexes into which you can attack (i.e., the maximum and minimum distances in yards for a melee attack) are defined by the reach of a melee weapon. Range: The various ranges (in yards) at which the weapon is effective: point blank (PB, –3 TN), short (S, ±0 TN), medium (M, +3 TN), long (L, + 6 TN), and extended (X, another +3 TN per increment past L). See page 266 for more information on ranged combat.

254

CHAPTER TEN: COMBAT

MOVEMENT AND ENGAGEMENT While each character has a different amount of AP to spend each round (as determined by his AA), no character may spend more than 10 AP on movement actions in any given round. Moreover, no more than two movement actions can be attempted per round, regardless of their total AP cost. Since running and sprinting are full-round actions, characters typically choose to move at a jogging pace in combat which allows them to take other actions—such as attacking or parrying—with their remaining AA in the same round. When a moving character encounters an obstacle, the Turambar may order a Stumble test (see page 220).

ENGAGEMENT ZONES Because the potential exists to attack or otherwise influence foes and objects that come within reach, each character has an engagement zone consisting of the hex occupied and all adjacent hexes (or his front hexes, if Facing rules are used). Any character within an enemy’s engagement zone is engaged with that enemy. Characters who are engaged may attack each other. Medium-sized and large beings can be engaged with up to six enemies at a time, small with four. Engagement zones of friendly characters have no effect.  Engagement zones do not extend into hexes blocked by terrain features such as high walls or closed doors.  The engagement zone of a conscious, prone character is only the hex occupied. This means a standing character is not engaged by an adjacent prone enemy, although the prone character is engaged by the standing character. Similarly, two adjacent prone characters do not engage each other.  Unconscious characters have no engagement zones (not even the hex they occupy), but may constitute obstacles. EVADING: A moving character must halt upon entering an enemy’s engagement zone. If the enemy wants to attack the moving character, both make an opposed Swiftness test. If the moving character wins the test (or if the enemy doesn’t try to stop him), he evades and may proceed, but loses at least 1 yard of his desired movement. If the enemy wins the opposed Swiftness test, the moving character is stopped and must engage in combat.

 FACING

Normally, you can only attack forward. The distance you can attack depends on your weapon’s reach (see below). For a right-handed fighter, the right side is the weapon side, and the left side is the shield side. For a left-handed fighter, these are reversed. It is a free action to change your facing by one or two hexsides; each additional facing change costs 1 AP per hex-side of change (thus, turning 180° costs 1 AP). You may take a free action to change your facing at any time, unless you are currently defending against an enemy’s attack or have yourself declared an attack which has not yet been resolved (i.e., you cannot turn to a foe attacking you from behind, and then turn to your target again). On a movement action, you must change facing appropriately for each hex you enter, as follows: When going forward, either turn to face the hex you enter or sidestep into it, thus keeping your original facing (normal movement AP cost). When you move to the side or backwards (double AP cost), you keep the same facing (but may, as always, then take a free action to change it by up to two hex-sides).

 WEAPON REACH The hexes you can engage and thus hit are defined by the reach of a melee attack (see ‘Reach (Hexes)’, on Table 10.1).  Close reach (C): You can strike only at targets in your own hex. See ‘Close Combat’ below for details.  1-yard reach (1): You can strike into any of your ‘front’ hexes (as shown on the illustration).  2-yard reach (2): You can strike into any of your ‘2’ hexes. See ‘Long-reach Weapons’ below for details.  3-yard reach (3): You can strike into any of your ‘3’ hexes. See ‘Long-reach Weapons’ below for details. Most weapons have a 1-yard reach, and can hit only your three front hexes. Some weapons have two reaches. For instance, a dagger can strike at ‘close’ and ‘1-hex’ range. With a spear (and some other weapons), you can have a reach of either 1 yard or 2 yards, depending on how you hold or wield the weapon. Some polearms can have a reach of 1, 2 or 3 yards. Spend 3 AP to change grips and go from one reach to another. For example, if you are holding a halberd with a grip that allows you to strike 3 hexes away, you will have to spend 3 AP before you can use it to strike someone 1 or 2 hexes away. You do not have to spend any AP to change the reach of non-polearm weapons that have two reaches (such as daggers, greatswords, or quarterstaffs).

Each miniature on the combat map ordinarily occupies one hex, and ‘faces’ towards one of the six adjacent hexes. Your facing defines your front, right side, left side, and rear hexes, as shown on the accompanying illustration. Your front hexes are the hexes you can see into, and easily move into: they constitute your engagement zone if this optional rule is in use. You can move into any adjacent hex, but sideways and backwards movement are at half the normal rate (i.e., double the normal AP cost to move) if you don’t change your facing.

255

CHAPTER TEN: COMBAT CLOSE COMBAT: In close combat, two adversaries occupy and share the same hex. No further special rules apply if both wield close-reach weapons or engage in Unarmed Combat. However, if one character has a 1-yard-reach weapon and the other is unarmed or uses a close-reach weapon, an opposed Swiftness test is required before an attack may take place. The winner of the opposed Swiftness test may close in or step away, as required by his weapon, and attack the loser as normal, but the loser cannot attack in return before the winner’s attack has been conducted and he has defended successfully against an attack by the winner (LSF ±0 or better). The loser of the Swiftness test needs a success with a defensive skill of his choice to attack in return because only the evasive movement involved in defending allows him to close in or step away as required by his form of attack. If the loser of the Swiftness is unable to defend successfully against a series of attacks, this means that he fails to close in or step away as required by his weapon’s reach and thus cannot attack in return. However, once he has defended successfully, both combatants may attack as normal for the remainder of their close combat. Instead of attacking, the winner of the initial opposed Swiftness test may also choose to slip past his enemy without contact. After at least one attack has been resolved, only a Retreat action will allow a character to disengage from melee. LONG-REACH WEAPONS: Weapons used at a reach of 2 or 3 yards are considered long-reach weapons. A character entering the extended engagement zone of such a weapon must stop. If he wishes to proceed to some other point, he may try to evade an attack by making an opposed Swiftness test as described on the previous page under ‘Engagement Zones’. However, if he cannot proceed past the weapon’s extended engagement zone with his current movement action (because he has failed the evading test or run out of AP), or if he himself wishes to engage the bearer of the long-reach weapon, he may have to defend against an attack by the long-reach weapon on its bearer’s turn before he may attempt to attack his foe in return. This would be the case if the entering character has a shorter weapon than his enemy, because a long-reach weapon can be used to keep an opponent at bay. In such a situation, normal initiative rules are temporarily suspended and the character with the long-reach automatically weapon gets the first strike. Only if the target achieves a success with a defensive skill test (LSF ±0 or better), he may then move into the standard one-hex engagement zone and conduct a melee attack on his turn. Any AP ‘lost’ while waiting for the longreach attack to strike can be used for the defensive skill test but are otherwise forfeited. Characters with long-reach weapons may not use them to parry when attacked from an adjacent hex, but can do so if attacked at long range by an enemy character also bearing a long-reach weapon. Once the wielder of a long-reach weapon has been attacked by an opponent with a hand weapon, he must himself achieve a success with a Dodge action (the only defensive skill available in such a situation) or Retreat before he can again strike at his foe with the long-reach weapon. This is the reason why most halberdiers also carry a hand weapon to which they can switch if necessary.

COMMON MOVEMENT AND MISCELLANEOUS ACTIONS FREE MOVE: Unless stated otherwise, any attack and defensive manoeuvre you take allows you to move up to 2 yards (and change facing accordingly, if desired). This included free move does not count against the limit of two movement actions per round, but it may only be used to move towards and engage an opponent, or to step away from a foe in order to attack him with a long-reach weapon on your next turn. A free move cannot be used to completely disengage from melee (this requires a Retreat action), even if it is included in a defensive manoeuvre. RETREAT: A Retreat is a full-round action used to disengage from melee. While retreating, you may move up to your BMR (no pace multiplier may be applied) in any direction away from your foe(s). You may not retreat into an occupied hex or through a hex that is occupied by an enemy. Even if a retreat eventually takes you out of the reach of your enemies’ weapons, each previously engaged foe may still attack you once (provided they have enough AP left). Fortunately, though, you may use a number of AP to defend yourself while retreating equal to your AA –5. However, the only defensive manoeuvres you may perform are interrupt parries, blocks, and dodges. You cannot retreat while in a sitting or kneeling position, or while stunned. You can retreat (by rolling) if you are lying down, but conscious. DRAW: Draw an arrow from your quiver, or a weapon from its scabbard or any other nearby location. See Table 9.2 on page 213 for sample AP costs. A Draw action is automatically successful unless the character is forcibly held down, suffering from a serious or grievous critical injury, or currently engaged. The Turambar may require a Swiftness test to resolve these situations. LOAD: Load or reload your strung bow. Look up detailed Ready AP costs for all kinds of bows on Table 10.1 on page 254. Note that these AP costs include drawing an arrow from the quiver and putting it on the bow’s string. Loading a bow succeeds automatically, unless the character is engaged in melee combat or otherwise distracted (see Draw, above). REST: This action is available only to unengaged characters. The character does nothing except possibly sit or lie down. Resting characters may (within reason) perform noncombat actions such as attending to wounds, doing minor weapon repairs, and the like. If attacked later in the combat round, they may defend normally with their remaining action points (Turambar’s discretion how many AP the character has left). NON-COMBAT ACTIONS: If unengaged characters attempt non-combat actions during a combat, conduct the tests normally, but pay special attention to the amount of time (measured in action points or rounds, as suitable) needed to complete the intended action. Depending on his proximity to the conflict, a character disengaged from combat might be interrupted by combat participants. In such cases, the Turambar must determine whether injury, evasion, or any other type of distraction affects a non-combat action in progress and, if so, to what extent.

256

CHAPTER TEN: COMBAT PASS: This option is available to engaged characters who wish to forfeit or delay their actions (or a part of their action allowance). They may defend (or attack) later in the combat round with their remaining action points. The Turambar will determine how many AP are lost while waiting for a turn to act, according to the guidelines on page 251. RISE: Stand up from a prone position, for example after having stumbled (see page 220), or from any other position. See Table 9.1 on page 212 for sample AP costs. The action is always successful unless the character is forcibly held down, suffering from a serious or grievous critical injury, or currently engaged. The Turambar may require a Strength, Swiftness, and/or Stamina test to resolve these situations (make an opposed test, if necessary). GRAB: Any action taken in combat which requires manual dexterity other than drawing a weapon or loading a bow. For example, an attempt to string a bow, retrieve an item from the ground, or pick up an item from a table. See Table 9.1 on page 212 for sample AP costs. A Grab action is always successful unless another character tries to grab the same item (see page 220), the character is forcibly held down, suffering from a serious or grievous critical injury, or currently engaged. The Turambar may require a Swiftness test to resolve these situations.

MELEE COMBAT A melee attack is an attempt to strike an engaged opponent with a melee weapon or unarmed attack. The character taking an attack manoeuvre (see below for a list of common attack manoeuvres) is the attacker, while the target is the defender. A melee attack has up to six distinct steps: (1) ATTACK DECLARATION: Attacker declares target,

weapon, damage aspect, and attack manoeuvre(s). Optionally, he may aim at a specific body part and declare a called shot, or use the random hit location rules. (2) DEFENCE DECLARATION: Defender chooses one of Dodge, Parry, Anticipatory Parry, Counterstrike, or Ignore defensive manoeuvre. Optionally, he may choose a Desperate Defence. (3) SKILL TESTS: According to the preceding choices, each combatant modifies and tests his applicable skill. (4) COMBAT RESULTS: The base difficulty of the attack test equals the target’s Defence score. Whether an attack actually hits or misses the target may depend on the test result of the relevant defensive manoeuvre taken. (5) INJURY DETERMINATION: If the attacker (or the defender succeeding with a Counterstrike) lands a blow, determine damage and affected body part, then reduce the damage by the applicable armour protection (if any) to get the number of wound points of damage actually inflicted. If the effective wound points of damage exceed one of the target’s injury thresholds at the struck body part, a critical injury occurs. (6) RESOLVE CRITICAL INJURY: A critical injury triggers a variety of special rules (expanded from Chapter Nine).

STEP 1: ATTACK DECLARATION The attacker describes the nature and target of the attack, declaring, as necessary, each of the following:

Target Declaration If engaged with more than one enemy, the attacker must declare which enemy is being attacked (i.e., the target does not need to be declared before the attacker’s turn arrives). A prone enemy cannot be attacked unless all engaged standing enemies are also engaged by other friendly characters.

Attack Weapon In choosing an attack weapon, the attacker is limited to those available and ready in hand. Hands and feet (and natural weapons such as paws, claws, hooves, horns, or tails) can be used as weapons in Unarmed Combat. If the attacker does not declare an attack weapon, it is assumed that he attacks with the weapon held in his primary hand.

Weapon Aspect If the attack weapon has more than one damage aspect (blunt, edged, pointed), the attacker may declare the aspect being used for the attack. If no declaration is made, it is assumed the character is using whichever aspect inflicts the most damage per LoS. However, there may be situations where another damage aspect is more suitable. For example, pointed attacks with a greatsword may better exploit a deficiency in the opponent’s armour and even result in an Impale (see page 265).

Called Shots The attacker may take an aim action before choosing his attack manoeuvre in order to make a called shot to a specific part of the target’s body. Where you should hit your foe depends on many things—your skill, your foe’s armour, and whether you want to kill him. You do not have to state which body part you want to target until your turn to attack arrives. HEAD: Hard to hit, but lets you stun or knockout with little damage, and kill easily with a good shot. BODY: An easy-to-hit target for strong, clumsy types or long-range attacks. The best target for an impale. LIMBS: Lets you defeat a foe in combat, but may leave him alive for questioning or prisoner exchange. It you do not want to kill, this is the best target. Attacking the limbs is often a good choice if you have high skill, but low strength. HANDS OR FEET: Hard targets, but give you a chance to cripple the foe with little damage. Don’t try this if your real objective is to kill.

Random Hit Location If the attacker doesn’t aim to make a called shot, 1d100 is rolled in step (5) Injury Determination to learn where his blow falls. Until then, proceed normally with the attack, without applying any called shot test result penalties.

257

CHAPTER TEN: COMBAT

Attack Manoeuvres The attacker selects and declares one of the following attack manoeuvres he can afford with his available action allowance. Not all manoeuvres may be suitable for all kinds of attacks—for example, an unarmed attacker cannot choose a weapon attack manoeuvre, and vice versa. AIM: An aim manoeuvre can be used for one of two purposes: First, you may aim at a specific body part of the target to make a called shot. You do not have to state which body part you want to target until your turn to attack arrives. Second, it may give you a +1 bonus to your subsequent attack (cumulative maximum of +3). You may combine (and pay) both types to augment your subsequent attack. Aim itself does not allow to attack a target, but it can be combined with any attack manoeuvre except for Sweep, Charge, and Wild Swing. Aim does not include a free move and costs 4 AP in melee combat. Aim is a cross-round action, but you must not attempt to perform another action while aiming (though you may delay your blow). You lose the benefits from aiming if you are attacked yourself or otherwise distracted. BASIC ATTACK: A standard attack with a melee weapon, in an attempt to slay the target. SUBDUAL ATTACK: A strike with the flat of the blade or other blunt part of a weapon, to subdue the opponent rather than kill him. You can use any melee weapon that deals regular blunt damage to deal subdual damage instead, but you suffer a –3 penalty on your attack test. Subdual damage is non-lethal and wears off faster than regular damage. See pages 226 and 234, respectively, for details. DEFENSIVE ATTACK: A character using this manoeuvre fights defensively, perhaps to gain the measure of his enemy. He suffers a –5 test result penalty to his attack, but receives a +3 bonus to his Defence score, and to all dodge and parry/block tests to defend against the opponent he attacks on his turn. The defensive bonuses apply against that opponent until the character takes any action other than defensively attacking that foe or dodging/parrying his attacks. FENCING: A character using this manoeuvre attempts to drive his foe backwards, rather than to inflict the highest possible damage. Fencing attacks can only be carried out with a suitable weapon such as a small or medium blade. If the defender fails or foregoes to defend against a successful fencing attack, he can at most sustain as much damage as the weapon inflicts with an attack LoS of +1, but he is forced to step backwards 1 hex per LoS the attack yields. The associated movement is free for both the attacker and the defender. If a defender was successfully driven back with an attack, the attacker may immediately make another fencing attack as an interrupt action which takes place outside of the normal initiative order. The subsequent fencing attack costs only one half (rounded down) of the normal attack AP cost. However, the attacker can take no other action between two fencing attacks if he wants to attack at the lowered AP cost. Such a series of fencing attacks may be prolonged until the target successfully defends or the attacker runs out of AP. POWER ATTACK: A character using this manoeuvre performs an all-out attack, ignoring the risk to himself in the hope of inflicting a greater injury on his foe. Anyone attack-

ing him that round receives a +3 test result bonus to hit him, but he receives a +2/LoS bonus to the damage he does if he hits. A power attack costs 3 AP more than a basic attack. PRECISE ATTACK: A character using this manoeuvre focuses on hitting his enemy, not on inflicting the worst possible wound. He receives a +3 test result bonus to his attack roll, but suffers a –1/LoS penalty to the damage total. SWEEP: If two or three foes stand close together, a character can try to attack all of them with one strike. Visually, this may consist of one great sweeping blow, a swift blow followed by an equally quick return stroke, or the like. He declares how many of the foes standing in one of his front hexes he wishes to attack (up to a maximum of three) and suffers a –3 test result penalty for each one (thus, –6 to attack two, –9 to attack three). He then makes a separate attack roll against each target (though all take place at the same turn), determining strike locations and damage separately for each one he hits. If one of the targets successfully parries the attack he faces, the attacker cannot make further attack rolls. A Sweep costs 5 AP more than a basic attack. TWO-HANDED ATTACK: A character can use both hands to wield some weapons, such as maces or longswords, that only require one hand to use. This allows him to strike a more powerful blow, but at the cost of not being able to use a shield. He receives a +1/LoS bonus to the damage he does if he hits. A two-handed attack costs 2 AP more than a basic attack. Note that bastard swords or battleaxes can be wielded with either one or two hands without taking this manoeuvre, provided the character has developed both required subskills. CHARGE: Charging permits a character to use his mass, strength, and momentum to deliver a particularly forceful attack after running a short distance. He must move at least three yards towards his foe in that combat round and then make his weapon skill test for the attack. He suffers a –5 penalty to any dodge and parry tests during the same round, but if his attack hits, he multiplies the damage (before armour protection) he does by 1.5 and forces the target to make an opposed Strength test to avoid being knocked prone. The charger receives a +2 bonus to his Strength test. A charge costs 5 AP more than a basic attack. It combines the cost of jogging a distance up to one’s BMR (no pace multiplier may be applied to further increase that distance), plus a single attack, into one manoeuvre. Hence, a charge cannot be combined with another action. WILD SWING: A wild swing is a blow thrown at a target to your side or rear. A wild swing is at a –8 test result penalty or the current Darkness penalty, whichever is worse. You cannot aim at any particular part of the target’s body. A wild swing costs 3 AP less than a basic attack (minimum 3 AP), but does not include a free move as you turn around on the spot. Your change of facing becomes effective after your attack test has been resolved. If you have the Peripheral Vision talent, your right and left hexes count as front hexes, too. Therefore, an attack into your right hex is not a wild swing. An attack into your left hex is a wild swing (unless you have a two-handed weapon) —you can see, but the angle of attack is clumsy. DISARM: As a melee attack, you may make a disarm attempt. If your foe chooses to parry your disarm attempt, you and the defender make opposed tests with your respective

258

CHAPTER TEN: COMBAT weapon skills. If your foe doesn’t parry your disarm attempt, or if you try to knock a ranged weapon from his hand, the defender tests his choice of Strength or Deftness instead. The defender receives a +1 test result bonus if his weapon is heavier than yours, +3 if it is twice as heavy, +5 if it is three times as heavy (or if you are unarmed), and so on. He receives an additional +3 test result bonus if he uses a two-handed weapon. If you win, the defender is disarmed. If you attempted the disarm manoeuvre unarmed, you now have the weapon, unless it is a weapon you cannot grab (like a dagger)—then you can force him to drop it by winning an opposed Strength test. Otherwise, it’s on the ground at the defender’s feet. If you fail by LoF –3 or worse, you are disarmed. If you fail by LoF –2, then the defender may immediately react and make an attempt to disarm you, using the same procedure. This costs him no AP and occurs at your turn, but you need to pay the AP cost to parry if you wish to use your weapon skill rather than your Strength or Deftness. ENTANGLE: With a suitable weapon, such as a whip or a flail, you may try to entangle the target instead of dealing damage to him. Entangle attacks may also be attempted with nets, cloaks, blankets, ropes, bolas, or other suitable items. Attempts to entangle a weapon are resolved according to the rules for attacking a weapon (see page 263). An entangle attack is treated as a melee attack, unless the weapon is thrown. The defender may choose any defensive manoeuvre. If the defender tries to parry your entangle attack, but your attack scores LoS +1, the parrying weapon is entangled. With a greater LoS, or if the defender hasn’t parried your successful attack, an entire body zone (head, torso, right or left arm, or right or left leg) of the target is entangled. In either case, the target suffers a –5 test result penalty to any action tests other than trying to break free. Entangled weapons may be dropped to escape this effect. By spending 5 AP each round (no discrete turn is required), you can use the entangling weapon to keep hold of the target until he breaks free or you release him. To break free, the entangled character must spend 8 AP and win an opposed Strength test against you on a discrete turn. Alternatively, the target may opt to pit his Escape skill against your Strength in the opposed test. PUNCH/KICK: These are the standard forms of Unarmed Combat: Brawling skill attacks. An unarmed attack deals subdual damage per default, but you may inflict regular blunt instead if you accept a –3 penalty on your Unarmed Combat skill test. HEADBUTT: In close combat (see page 256), this unarmed attack manoeuvre allows a character to clash his head onto his opponent’s skull or face. A headbutt is a rather surprising attack and may therefore usually be used only once per combat, unless the Turambar rules otherwise. In any case, a headbutt does not include a free move—the attacker has to approach his (hopefully unsuspecting) victim by moving towards him, or they must already be in close combat. Of course, a movement action could be combined with a headbutt attack action. A headbutt doesn’t require an aim action to target the victim’s head, and the called shot penalty for targeting the skull or face is only –6 (instead of –9) as these body parts are

easy to strike if both combatants are roughly the same size. Furthermore, the Turambar may require the target to make a TN 20 Awareness test to avoid the worst effects (such as being forbidden to defend) from being surprised (see page 251). However, a headbutt failed by LoF –2 or worse causes damage to the attacker. His LoF equals the LoS of a headbutt he receives. Like all unarmed attacks, a headbutt deals subdual damage per default. GRAPPLE: This unarmed attack manoeuvre allows a character to get a hold on an enemy. He makes an Unarmed Combat: Wrestling skill test to seize the target. If he succeeds, he grabs the target, who now suffers a –8 penalty to any action test other than trying to break free. The Turambar may rule that certain actions are impossible instead. The attacker keeps hold of the target until he releases the target or the victim breaks free. To break free, the grappled character must spend 8 AP on a discrete turn and win an opposed Strength test against the attacker. Alternatively, the target may opt to pit his Escape skill against the attacker’s Wrestling skill (or Strength) in an opposed test. While the attacker still has a hold on the target, he may do any of the following as an additional attack action:  Make a grapple attack test to squeeze or throttle the target. This does subdual damage as indicated on Table 10.1 (2B per LoS, plus Prowess modifier).  Actively maintain the hold (5 AP, but no discrete turn or test required). If the defender tries to break free this round, the attacker gets a +5 bonus to the aforementioned opposed test.  Make an Unarmed Combat: Wrestling (Throw) attack test to throw the target to the ground or against a wall. This does subdual damage as indicated on Table 10.1 (2.5B per LoS, plus Prowess modifier) if the attacker wishes, or he can simply maintain the hold, but at no bonus. If the attacker doesn’t take at least one of these actions per round, he must release the target. TRIP: Though normally a close combat-only unarmed wrestling attack, characters can also use some suitable weapons (such as whips, flails, or halberds) to trip or unbalance a foe, making their opponent fall to the ground. Provided the attack succeeds, this requires a Nimbleness test (apply a +1 bonus per LoS the attack test yields), which the target can automatically oppose with his Nimbleness or Swiftness (his choice) at a cost of 0 AP. If the attacker succeeds, his enemy falls, taking no damage but suffering a –8 test result penalty for being prone until he gets up. The stumbling character may be required to make a Fumble test (see page 220) to avoid dropping his weapon, as the Turambar sees fit. Getting to one’s feet requires a movement action costing 8 AP. If the attacker fails, the defender may immediately react and make a Nimbleness test opposed by the attacker’s Nimbleness or Swiftness (his choice) to trip the attacker. This is a free action for both characters. A character may make a trip attack against a mounted opponent (be sure to apply modifiers). The defender may use his Ride skill in place of his Nimbleness or Swiftness. If the attack succeeds, the rider is pulled from his mount.

259

CHAPTER TEN: COMBAT

STEP 2: DEFENCE DECLARATION After the attack is declared, the defender selects and declares one of the following defensive manoeuvres he can afford with his available action allowance. If he has not enough AP left in the current round, he cannot actively defend himself and must take the ignore manoeuvre (i.e., he must solely rely on his Defence). Almost all defensive manoeuvres are interrupt actions and may thus be performed at any time (see page 213).

Defensive Manoeuvres Regardless of whether a defender chooses to ignore or actively defend against an attack, the base TN for the attacker to determine the LoS (and thus damage) of his attack test equals the target’s Defence attribute. (The only exceptions to this are the desperate defence and anticipatory parry manoeuvres, or a defender’s success on a counterstrike.) Therefore, an attack test is—at the first—considered successful if it beats or exceeds the target’s Defence. To avoid damage from such a successful attack, the defender may perform a defensive manoeuvre as an opposed test. If the target wins the opposed test pitting his defensive skill against the attacker’s weapon skill test result, he emerges unscathed. If, however, the defender fumbles his defensive skill test or rolls so badly that its result is below his Defence score, the LoS of the attack is still based on the target’s Defence. In other words, a failed defensive manoeuvre can never make things worse for the target of an attack! A character may only defend against attacks made from his front or side hexes, but not from his rear hex. Tests to defend against attacks from one’s side-hex suffer a –3 penalty. Only a single defensive manoeuvre can be attempted to avoid any one attack. IGNORE: This action is normally taken only by characters who are foolishly brave, unaware of the attack, cannot afford the AP for an active defence, or otherwise incapable of defending themselves. The defender makes no roll and must solely rely on his Defence score. DODGE: In response to any melee attack the character is aware of, he may dodge to attempt to avoid injury. Dodging costs a number of AP equal to 1 plus the defender’s general encumbrance penalty (GEP) applied as a positive figure, or a minimum of 2 AP. Thus, for example, dodging costs 3 AP for a defender with a GEP of –2, or 2 AP for an unencumbered defender. A dodge manoeuvre must be declared prior to the attacker rolling his skill test. The attacker then makes the appropriate skill test. If successful, the attacker’s test result becomes the TN for the target’s Dodge skill test. With a successful Dodge test (LSF ±0 suffices), the defender evades the attack and avoids all damage. If the attacker’s attack test fails, the AP designated for the Dodge action are still lost. PARRY: In melee combat, a character may attempt to parry a weapon attack to avoid injury. Resolving a parry works similar to resolving a dodge manoeuvre. Parrying costs a number of AP as listed for the parrying weapon on Table 10.1. You must declare your intent to parry prior to the attacker rolling the skill test. The attacker then makes the appropriate weapon attack skill test. If successful, the attacker’s

modified test result becomes the TN for the weapon or Shields skill parry test of the defender. With a successful parry test (LSF ±0 suffices), the defender thwarts the incoming attack and avoids all damage. If the attacker’s attack test fails, the AP designated for the Parry action are still lost. A one-handed weapon may only be used to parry attacks from the defender’s front hexes or his weapon-side hex (the right, unless he is left-handed). Conversely, a shield may only be used to parry attacks from the defender’s front hexes or his shield-side hex. A two-handed weapon can parry attacks from either side hex. Parrying attacks from one’s side-hex suffers a –3 penalty. Note that the off-hand penalty is not applied to Shields skill tests. BLOCK: A block is an unarmed parry, and resolved just like a parry, except that attacks from either side-hex may be blocked (at the usual –3 test result penalty). An unarmed character suffers no penalty if he blocks an unarmed attack, but any attempt to block a weapon attack suffers a –5 test result penalty and may, at the Turambar’s discretion, result in an injury to the blocking limb even if the block is successful. Most of the time, the arms would need to be used to block a weapon attack. Roll 1d100 and refer to the following breakdown chart to determine the part of the arm that may be injured (odd results indicate the left arm is affected, even rolls the right): Shoulder Upper Arm Elbow Lower Arm Hand

01–28 29–56 57–64 65–86 87–00

The defender sustains damage to the blocking limb as if the weapon attack scored a LoS equalling 1d3, minus the defender’s LoS with the block action; no damage is sustained if the LSF can so be reduced to ±0 or below (i.e., if the block test yields LoS +3, the defender takes no damage). ANTICIPATORY PARRY/BLOCK: An anticipatory parry or block is basically resolved like a standard parry or block, except that it is not an interrupt action which may be taken at any time to react to an opponent’s attack. Instead, an anticipatory parry must be declared as your first action at the beginning of a new round, or as your next action immediately after you have completed a movement or attack action. Specifically, an anticipatory parry cannot be declared as your next action after you have just performed an anticipatory parry or any other kind of defensive action. Hence, only a standard defensive manoeuvre may follow an anticipatory parry. A declared anticipatory parry can normally only be cancelled in favour of an interrupt action, but not an attack. Only the character with the greatest IN may, at the beginning of the round, cancel a declared anticipatory parry and perform another action instead without losing the due AP. Once any action has been resolved in a given round, all declared anticipatory parries must be executed, unless a character chooses to take an interrupt action, or to forfeit the designated AP and perform another non-interrupt action at an accordingly later point instead. Likewise, if a character has declared an anticipatory parry and does not become the target of an attack in the running initiative pass, he loses the due AP. The benefit of an anticipatory parry is that after having rolled his skill test, the defender may choose whether the

260

CHAPTER TEN: COMBAT test’s result or his Defence score is used as the TN of the attack. This way, even a failed anticipatory parry may improve the defender’s situation as the attacker’s LoS (and the corresponding damage) will more often than not be based on a higher TN than target’s Defence. DESPERATE DEFENCE: In any given round, a defender may choose to do nothing else but defend himself. He must declare such a desperate defence at the beginning of the round, or before he takes any action other than a dodge or a parry/ block. Once he has declared a desperate defence, he may use his remaining action allowance to dodge, parry, or block any attacks made against him as normal. After having rolled his applicable defensive skill test, the defender may choose whether the test’s result or his Defence score is used as the TN of the attack against which he is desperately defending himself. This way, even a failed defensive skill test may improve the defender’s situation as the attacker’s LoS (and the corresponding damage) will probably be based on a higher TN than the target’s Defence. Declaring a desperate defence costs no AP itself, but any defensive manoeuvres taken require the normal amount of AP to be spent. COUNTERSTRIKE: A defender may attempt to strike the attacker first, thus maybe not only injuring the attacker, but al-

so saving his own hide. Counterstrikes tend to be bloody and favour the original attacker. A counterstrike costs the same amount of AP as making a basic attack. The defender must declare a counterstrike prior to the attacker rolling his skill test. While the attacker may conduct any attack manoeuvre he desires, the defender’s counterstrike attack suffers from the following restrictions:  A defender’s counterstrike must be resolved as a basic or a punch/kick attack (i.e., no special attack manoeuvres such as charging or sweeping are allowed).  The defender suffers a –3 penalty on his weapon skill test.  The defender cannot aim on a counterstrike to make a called shot, nor can he aim to receive a test result bonus.  If the attacker has aimed for a called shot and the defender declares a counterstrike, the attacker may reconsider his choice and cancel the called shot along with all due attack test penalties prior to making his roll.  The defender must apply his weapon’s parry penalty (if any), but he must not apply a parry bonus (if any). The combatants then resolve their respective attacks as an opposed test. If the attacker wins the opposed test, he strikes the defender and calculates the LoS of his attack

261

CHAPTER TEN: COMBAT based on a TN equalling the target’s Defence score (i.e., as normal). If the defender wins the opposed test, he strikes the attacker, but the LoS of the defender’s counterstrike attack is based on the attacker’s attack test result rather than his Defence. If the opposed test results in a tie, both parties land a blow and determine the LoS as described above (i.e., the defender deals damage for a LSF ±0 attack, while the original attacker will probably inflict a more severe wound on his foe).

TABLE 10.2: MELEE COMBAT MODIFIERS SITUATION

STEP 3: SKILL TESTS Once the attacker and defender have declared their manoeuvres, the attacker makes his attack skill test against the target’s Defence score as his TN. Scoring LSF ±0 or better indicates a successful attack. If the defender has declared one of the above defensive manoeuvres, he then makes his applicable skill test, against a TN equal to the attacker’s test result. Each character’s roll may be modified by one or more of the following modifiers: PHYSICAL PENALTY: A character’s combat skill test is subject to his Physical Penalty (i.e., the sum of his injury, weariness, and encumbrance penalties) as described on page 218. SITUATIONAL MODIFIERS: Each character adjusts his test result by whatever situational modifiers the Turambar deems applicable. This includes the modifiers detailed on Table 10.2 (which normally only apply to the attacker) as well as the physical modifiers found on Table 9.7 on page 216. When applying any TN modifiers from Table 9.7 (or a similar source), please heed the following points:  If the target of an attack has declared to perform a defensive manoeuvre, the attack is effectively resolved as an opposed test (even though its base TN is still the target’s Defence). Therefore, any TN modifiers should be applied as test result penalties (or bonuses) of equal extent. To avoid confusion, it’s generally better in combat to treat any TN modifiers as test result penalties.  In an opposed test, a relative test result modifier (such as a size modifier) only affects one of the two parties involved. Normally, only the test result of the active character (e.g., the attacker) will be subject to a relative modifier. Otherwise, the modifier would be doubled.  If both sides participating in an opposed test suffer the same test result penalties (e.g., a converted TN modifier for bad lighting), they should be ignored. EXAMPLE: If two Men are struggling in dim lighting, the due +3 TN modifier can be ignored whenever the defender takes a defensive action to oppose the attacker’s test, as both characters would be subject to the same test result penalty. If the target doesn’t actively defend himself, relying on his Defence instead, the attacker’s test is a standard test and should accordingly suffer a –3 test result penalty (which replaces the standard +3 TN modifier used for non-combat tests). When a Man is fighting with an Orc in dim lighting, the Man suffers a –3 test result penalty to all of his attempts to strike at, or defend against, the Orc. The night-eyed Orc, on the other hand, ignores the penalty brought about by the poor lighting.

TEST RESULT MODIFIERS

Defender prone (attacker’s bonus) +8 1) Attacker in advantageous position +1 to +5 1) Attacker in disadvantageous position –1 to –5 Defender behind cover, 100% Impossible to shoot around 2) 80–99% (head, arm exposed) –12 2) 50–79% (some or all of upper body exposed) –9 2) 25–49% (all upper, some lower body exposed) –6 2) 10–24% (most of body exposed) –3 3) Off-hand penalty –8 1): The Turambar must determine the exact attack test modifier (penalty or bonus) based on his assessment of the situation. 2): Apply a special –3 test result penalty when making a called shot against a target who is partially behind cover. 3): The off-hand penalty applies whenever a character relies on his non-dominant hand to perform a melee combat test (such as swinging a club or blocking a punch) other than parrying with a shield or blocking an unarmed attack.

CALLED SHOTS: With most attack manoeuvres, a character may declare a called shot to a specific body part. A called shot requires that the attacker takes an aim manoeuvre in addition to the attack action. His attack roll suffers the test result penalty (TRP) shown on Table 9.16 (see page 226, the Turambar’s Screen, or on his foe’s Combat Sheet). If two different TRPs are given for a pair of body parts, apply the greater one only if aiming at a specially protected strike location (i.e., the arm to which a foe’s shield is attached, or an eye protected by a helm’s visor). Similarly, if the target of a called shot is partially protected by some kind of hard cover (a wall or a tree, for example), the attack suffers an additional test result penalty as indicated on Table 10.2 (typically, –3).  CRAMPED QUARTERS: In the cramped confines of a narrow passageway, a dense forest, or a fighting crowd, long (and in particular swung) weapons are difficult to wield. The Turambar may assess a special test result penalty on characters who wield medium-sized or large weapons in cramped quarters. Daggers and knives can be considered ‘Small’ weapons which do not entail any penalties when used in cramped quarters (these are generally not longer than a foot and half, and weigh no more than two pounds). Any weapon bigger than that, but not longer than three feet and weighing less than seven pounds, can be considered ‘Medium’, while still longer and heavier weapons should be rated ‘Large’. Characters who wield Large weapons in cramped quarters suffer a –6 penalty to all weapon skill tests. Furthermore, on a fumble, an attacking character accidentally hits an ally, if one is nearby. Roll a new basic attack test against that ally. Medium-sized characters who fight with Medium weapons in cramped quarters suffer a –3 penalty to their weapon skill tests. These characters’ size combined with their weapons’ length makes it difficult for them to utilise their training and skill in tight areas. Small characters, such as Dwarves and Hobbits, ignore these modifiers. They cannot wield Large weapons, and when fighting with Medium arms, their short stature normally compensates for their weapons’ length and bulk. Similarly, they gain the full benefit of a small shield, whereas larger characters suffer the above penalties for any uses of the Shields skill in cramped quarters, too (–3 when using a small or medium shield, –6 when using a large shield).

262

CHAPTER TEN: COMBAT

STEP 4: COMBAT RESULTS As stated above, scoring LSF ±0 or better against a TN equalling the target’s Defence score indicates a successful attack. To avoid damage from a successful attack, the target may make a defensive skill test (which he must have declared prior to the attacker rolling his skill test, and whose AP cost he must pay even if the attack test fails) as an opposed test. If the opposed test results in a tie, the defender thwarts the attack. Successful attacks that couldn’t be averted inflict a certain amount of wound points of damage on the defender which varies by the LoS and damage aspect of the attack. Each weapon has a damage code that consists of up to three pairs of numbers and letters. The letters indicate what aspects of damage the weapon can inflict: blunt (B), edged (E), or pointed (P). The accompanying numbers tell you how many wound points of damage the weapon deals for each LoS (including LoS ±0) using a particular damage aspect. The attacker must decide which aspect to use before rolling his attack skill test. Any fractions of damage are rounded off only after you have established the total number of LoS dealt with an attack. The attacker’s Prowess may modify the basic damage inflicted per LoS (see page 33), and the damage cap may limit the number of LoS that are counted. A broadsword, for example, has an unmodified damage code of 1.5B/4E/2P. Thus, an attack which scores LoS +2 could deal 4.5 points of blunt damage, 12 points of edged damage, or 6 points of pointed damage. Depending on the type of armour the target wears, it may still be a wise idea to choose the sword’s blunt or pointed damage aspect. DAMAGE CAP: A weapon’s size sometimes limits the damage it can inflict. When calculating the damage inflicted with a one-handed or a ranged weapon, any LoS greater than +4 is ignored. When attacking with a two-handed weapon, any LoS greater than +6 is ignored. Since LoS +0 is counted separately, this effectively limits one-handed and ranged weapons to dealing their basic damage code times 5, and twohanded weapons to dealing their basic damage code times 7.

 Weapon Breakage Some combat test results may trigger a weapon breakage test. Whenever the rules or the Turambar require such a test, you must roll with 2d10 against your weapon’s breakage number (BN). If the roll is equal to or greater than the BN, the weapon shatters. If superior craftsmanship has raised a weapon’s BN above 20, or if the weapon is a masterwork or an enchanted piece, the breakage test is conducted slightly different. First, roll 2d10. Only if this initial roll yields a result from 18 to 20, a second roll of 2d10 is required (on a result below 18 with the initial roll, the weapon remains intact). Breakage numbers for the second roll of 2d10 are as follows: 18 for enchanted weapons; 15 for masterwork pieces; 12 for any other type of superior-quality weapons. The following situations frequently entail breakage tests: MELEE FUMBLES: Any time a player fumbles a roll for a melee weapon skill test, he must also roll a breakage test, no matter whether the actual Fumble test succeeds or fails. (No such automatic breakage test needs to be rolled if the optional rule on random weapon fumbles is in use; see page 220.)

PARRYING: A successful parry may cause damage to the weapons involved, and this is an advantage to characters bearing higher quality weapons. Breakage tests could occur (Turambar’s discretion)

 when a parry test yields exactly LoS ±0,  if the parried attack scored a test result of 40 or better,  or if an attacker whose blow was successfully parried is extraordinarily strong, such as a Troll. The weapon with the lower BN must check for breakage first; if both weapons have equal BNs, the attacker makes his breakage test first. For the second weapon, a breakage test must only be rolled if the first weapon is undamaged. ATTACKING A WEAPON: You may strike at a weapon because you want to take its user alive—or because (in the case of a polearm) the weapon is the only thing you can reach. A hit on a weapon may chop through the wooden shaft of an axe or polearm, or knock down or break a metal weapon. To strike at a weapon, the attacker must aim and declare a called shot to the target’s weapon. His base TN is the target’s Defence, but he suffers an attack test result penalty according to the size of the foe’s weapon: –7 for striking at a dagger or other small weapon, –3 for striking at a polearm, spear, greatsword, or greataxe, and –5 for striking at any other weapon. The defender may dodge an attack on his weapon. He may also parry, thus turning his weapon so that the attacker’s blow misses or slides off harmlessly. He may not attempt a Shield parry against an attack on his weapon (unless the shield is the target of the attack). If an attack to a weapon is successful and not warded off by the defender, the target’s weapon must check for breakage first. If the defender’s weapon is undamaged, make a breakage test for the attacker’s weapon as well. A strike to a weapon never inflicts damage on the defender.  WEAPON MAINTENANCE: If a character neglects the care of his weapons, their BNs will slowly deteriorate. While it’s safe to assume that characters will perform minor repairs, oil and otherwise care for their weapons after a battle, situations may arise in which they cannot apply the proper maintenance because they lack the required tools and supply. If so, a weapon’s BN will decrease by 1 point for every battle after which it was not adequately tended to.

 Broken Weapons Knives, bows, and similar small or multi-component weapons are always useless after breaking. For other weapons, there is a 50% chance that they are still partially usable: SWORDS: A broken sword is almost useless as an impaling weapon, but may become a shortsword with no point. BATTLEAXES: There is a 50% chance you now have a club, and a 50% chance the shaft breaks near your hand—in which case, there is a clumsy (–5 to hit) 1-yard reach battleaxe lying in front of you. AXES AND MACES: The head is broken off, leaving you holding a club. SPEARS: There is a 50% chance the head will break off where it joins the shaft—in which case, you now have a quarterstaff. Otherwise, you have a club, and there is a 1-yard reach spear, doing normal damage, lying on the ground in front of you.

263

CHAPTER TEN: COMBAT POLEARMS: It all depends on where it breaks. There is a 40% chance you are left with an 8-foot pole (parries normally, attacks as a blunt pike); a 30% chance you are left with a quarterstaff, and there is a very clumsy (–5 to hit) axe on the ground; and a 30% chance you are left with a club and there is a clumsy (–3 to hit) battleaxe on the ground.

bottom of his Combat Sheet. By cross-indexing the hit body part with the applicable ‘damage after armour protection’column of that table, you will be able to determine the injury’s severity.

STEP 5: INJURY DETERMINATION

This section repeats the rules on critical injuries found in Chapter Nine and presents some new optional injury effects.

The following steps are taken when a blow lands:

STEP 6: RESOLVING CRITICAL INJURIES

Injury Levels

Determine Body Part If the attacker hasn’t aimed for a called shot, roll 1d100 and look up where his blow falls on Table 9.16 (see page 226, the Turambar’s Screen, or the target’s Combat Sheet). Affected body parts should also be determined randomly if a target suffers damage from natural disaster, traps, extended range missile fire, and similar unfocused sources of harm. If a random attack comes from above (for example, a trap’s stroke, or falling rocks), add 20 to the roll before referring to the table. This makes the head and arms the most likely targets. A similar procedure is suggested when the option on different character sizes (see page 216) is used. If an attacker is one size level larger than his target, add 10 to the random hit location roll. If he is two size levels larger, add 20 to the roll on 1d100. Conversely, if a foe is one size level smaller, subtract 10 from his random hit location roll, or 20 if he is two size levels smaller than his target. Note that strikes to a target’s head (i.e., his skull, face, neck, and eyes) and a male target’s groin are particularly nasty as an ensuing shock test suffers a +6 TN modifier. Groin strikes to female (or neutral) targets are treated as strikes to their hip. A breakdown table is provided for strikes to a target’s face. This may be significant if, for example, the target has a helmet with a nose or cheek guard. Eyes are never protected against pointed strikes, but a helm with a visor protects them against edged and blunt strikes.

Determine Inflicted Wound Points Based on the target’s Defence score, the LoS of the attack is established. Gross damage (before armour reduction) is determined as described above under ‘(4) Combat Results’. The net number of wound of points of damage the target sustains represents the force actually delivered through any intervening armour. It is determined by subtracting armour protection at the relevant body part from the gross damage generated for the strike according to the LoS of the attack. Armour may absorb the entire force of a blow. For more information on armour, see the pertinent section in Chapter Six on pages 185 to 189.

Determine Critical Injury Whenever the net damage effectively done to a body part reaches or exceeds one of the target’s injury thresholds, a critical injury has occurred. Table 2.6 on page 32 lists a character’s five distinct injury thresholds as determined by his Health. These injury thresholds (abbreviated ‘IT #1’ to ‘IT #5’) relate to the columns of the injury table found on the

Critical injuries are identified as Minor (green), Serious (yellow), Grievous (orange), or Deadly (red). They are also rated from one (1) to five (5), indicating their value in Injury Levels (IL). Thus, M1 is a Minor injury (1 IL), G4 is a Grievous injury (4 ILs), and so on. Injury Levels directly translate into test result penalties. A character who has sustained 6 ILs, for example, suffers a –6 Injury Penalty (unless the penalty associated with his current Health Level is greater: in this case, the latter value constitutes his Injury Penalty); see page 218 for details.

Recording Critical Injuries Each new critical injury, along with its body part and the standard abbreviation for the damage aspect by which it was caused, is recorded in the injury section of the Combat Sheet. For example, a S2 to the right Elbow dealt with a blunt club is recorded as ‘Elbow (R) S2-B’. Additional wounds to that Elbow are recorded on separate lines.

Shock Tests Each time a character sustains a new Serious or worse critical injury to his head, thorax, or abdomen, there is a risk that he will be downed from trauma, bloodloss, or pain. To determine shock effects, make a Stamina test against a TN equal to the IL of the new wound x 6; be sure to apply the Universal Penalty (including the new injury) to the test. The TN of such a Shock test is further modified by +6 if the new injury was sustained to the head, a vital organ, or a male character’s Groin. SHOCK EFFECTS: Characters who scarcely fail a Shock test are stunned: for (IL –1) rounds if they fail by LoF –1, or for (IL +1) rounds if they fail by LoF –2. While stunned, a character may not attack, and he suffers an additional –3 test result penalty to his defensive actions. The only other allowable actions are movement (at half the normal BMR) and simple physical tasks. Characters who fail a Shock test by LoF –3 or worse fall unconscious—usually, for a number of minutes equal to the critical injury’s IL, or at least several rounds (say, 1d5 per LoF). In either case, any skill, attribute, or magic test the character was engaged in fails. However, if a Shock test fails (by whatever margin) and the dice have produced double numbers, the character is in shock instead, displaying a variety of symptoms including sickly pallor, cold sweats, weakness, nausea, incoherence, or gazing helplessly at his injuries. Characters in shock may rest, or—if their wounds allow—be led away at half their normal BMR, but they can neither defend themselves actively nor at-

264

CHAPTER TEN: COMBAT tempt any other kind of action. Recovery from shock takes awhile: Every two hours, or whenever the Turambar deems it dramatically appropriate, the patient makes a Stamina test against a TN depending on his overall state of health—see Table 9.22: Healing Tests, on page 233; his Universal Penalty does not apply to this test. Upon a success, the patient recovers from the shock and functions normally again. Each of an attending healer’s LoS with a First Aid (Treat Shock) test will provide a +3 bonus to the patient’s next Stamina test. See page 233 for additional details.

Deadly Injuries Some wounds may be immediately fatal. Where a D4 or D5 result is noted, make a Stamina test against the indicated IL x 6 (for example, the TN for a D5 injury is 30). Do not apply your Universal Penalty to this test, but increase the TN by +6 if it is an injury to the head or a Vital Organ. If the Stamina test fails, instant death occurs. If successful, record the injury as a Grievous wound (D5 becomes G5, for instance) and make a normal Shock test. Subdual damage (inflicted by unarmed attacks or blunt strikes to subdue, see page 226) cannot be lethal. Thus, any critical injury caused by subdual damage which is rated D4 or D5 should be treated as a Grievous wound of equal level instead. The normal rules for Shock tests still apply.

 Special Effects of Critical Injuries The way how Ambarquenta deals with critical injuries to specific body parts offers a variety of possibilities for applying additional game effects.  Bleeding Wounds Each critical injury inflicted with an edged weapon opens a bleeding wound. The victim sustains one wound point of bleeding damage per IL each round and continues to accumulate damage until the wound is properly treated with a successful First Aid (Patch Wound) or Physician (Cauterise or Surgery) test. Bleeding damage starts the round after the injury was sustained and is applied at the beginning of each new round, before characters declare their first actions.  Limb Injuries (Fumbles and Stumbles) Any Serious injury on the arm or Shoulder requires a TN 20 Fumble (Deftness) test, and one to the leg, Hip, or Groin requires a TN 20 Stumble (Swiftness) test. Both types of tests are modified by the character’s Physical Penalty. If the injured character holds an item in both hands, he may receive a Fumble test result bonus ranging from +1 to +3; if he is injured in his shield arm and has the shield tied on, he may receive a test result bonus ranging from +2 to +6. See page 219 on details concerning Fumble and Stumble tests. Any Grievous injury to a limb is an automatic fumble or stumble (i.e., proceed as if the test failed) and renders the limb unusable. A character with an unusable leg can crawl unaided, or rise and walk (at half his normal BMR) with the aid of a staff, a crutch, or a similar device. See the ‘Crippling Wound’ flaw, page 159, for details. Unusable limbs become usable again when they heal to IL 2.

 Amputations () With a Grievous (or converted Deadly) edged strike, the body part noted may be amputated. Make a Prowess test against the indicated IL x 6 (for example, the TN for a G4 injury is 24). Do not apply your Universal Penalty to this test. If the test fails, the part is severed. With the amputation of a limb, an automatic fumble or stumble occurs. For the purpose of healing, the injury is always rated G5. Whether amputation occurs or not, also make a Shock test.  Knockbacks A sufficiently powerful blow to the torso or head can send a target staggering backward. The distance to which a character is knocked back depends on the total damage done, ignoring armour protection, and the victim’s Prowess. If the victim’s Prowess is greater than the overall damage of the strike, there is no knockback. But if the damage done is greater than the target’s Prowess, the target is knocked back one foot for every 2 excess points of damage. If knocked back more than 3 feet, the target must also pass a Stumble test or fall down on his back. If the character is riding, a Ride test may be made; if successful, the riding beast’s Prowess may be added to his own. If he fails the Ride test, knockback is figured only against the character’s own Prowess score, and he gets knocked off his mount.  Impales When a pointed strike carried out with a suitable weapon such as a spear, longsword, or arrow deals enough wound points of damage to reach or exceed the target’s third injury threshold, the weapon is said to have impaled the target, activating different rules. If an impale occurs, the weapon enters deeply the body of the victim, perhaps even partially emerging from the other side. An impale inflicts a bleeding wound (as described above) and does extra damage to the target if it hits his torso. Further, the impaling weapon may become stuck within its body, perhaps caught on a bone. If the blow failed to deal enough damage after penetrating the armour of the target to be considered an impale, the weapon is not stuck and there is no need to specially extricate it. IMPALING DAMAGE: If an attack with a pointed weapon hits the target’s torso (thorax or abdomen) and results in an impale, add +50% to the net damage that got by the target’s armour protection and adjust the severity of the critical injury accordingly. Damage done to other body parts remains unchanged, but the impale still has some consequences: An impaled character cannot be healed until the impaling weapon is removed. If he moves, he will take the weapon’s basic damage (i.e., the greatest damage the weapon can do at LSF ±0) directly to the injured body part because the extruding weapon is catching on nearby walls or like obstacles, quivering in and widening the wound. This additional damage may even result in a new critical injury to the impaled body part. REMOVING AN IMPALING WEAPON: An impaling weapon may be stuck in the victim’s body. Make an Ambar test against the victim’s current Ambar: if successful, the weapon can easily be removed at a cost of 6 AP. In melee, the weapon will usually be retrieved by the attacker, but any other nearby character (including the victim himself, if he is still able to

265

CHAPTER TEN: COMBAT act) can try to do so as well. Suitable opposed tests will settle any conflicts; the attacker normally receives a bonus to his attempt to retrieve his weapon if he still holds its hilt. If, on the other hand, the Ambar test fails, the weapon is stuck. Removing a stuck weapon is a full round action and requires either a Strength or a Physician (Surgery) test. The TN for the Strength test equals the weapon’s greatest basic damage times four, while the TN for the more gentle Physician test equals the weapon’s basic damage times five. If the weapon is removed with a Strength test, or any time the Physician (Surgery) test fails, the target suffers 1d10 wound points of damage. PARRYING AN IMPALE WITH A SHIELD: If the victim of an impale tried to parry the attack with his shield (obviously to no great avail, though), there is a chance that the weapon is stuck in the shield which it has penetrated through. Make an Ambar test against the attacker’s current Ambar score: if successful, the weapon can easily be pulled out at a cost of 6 AP. Otherwise, the weapon is stuck in the shield. Depending on the size of the weapon, the shield may become useless:  If the weapon is more than three feet long, or weighs five pounds or more, or if the attacker is still clutching the weapon, the shield is useless until the character holding the shield can remove the weapon—a task that may take him several rounds to complete, as the Turambar sees fit—or break it off (he can break the stuck weapon by striking at it as described above under ‘Attacking a Weapon’ on page 263). If the attacker is still holding the impaling weapon, then defeating him is at least a start toward a solution.  If the weapon weighs between two to five pounds and the attacker is not holding onto the impaling weapon, the shield-holder can employ his shield only at half his normal applicable TSB until the weapon is removed.  If the weapon weighs less than two pounds, then the shield is unaffected until enough weapons add up to a total weight of two pounds. If enough small weapons stick in the shield to equal a weight of five or more pounds, the shield is useless until the stuck weapons are removed. Due to their length, arrows are considered to weigh .25 lbs. each for the purpose of determining this weight figure.  Graphic Descriptions Once all due game effects have been determined, a Turambar should provide a vivid description of the critical injury in graphic terms, such as ‘Your mighty blow crushes your foe’s head—he dies instantly. You’re speckled with blood and bits of his brain.’

RANGED COMBAT Ranged combat rules are used when a character fires a bow or throws a suitable weapon or object. Ranged weapons are listed on Table 10.1 (see page 254). All can be employed by characters on foot and by characters mounted on a steed, although the latter suffer a –5 test result penalty. As with melee combat, ranged combat is also resolved by the same sequence of sub-routines.

STEP 1: ATTACK DECLARATION The attacker may fire or throw a missile at any target in his line of sight. The attacker declares the target, ranged weapon, and—if applicable—a called shot to a specific body part of the target. Special rules apply if the attacker is engaged in melee, or tries to target a foe who is in melee. LINE OF SIGHT: If a straight line can be drawn to the target that does not pass through any part of another character’s hex, and is not blocked by a physical obstacle, such as a building or higher ground, the target is in line of sight. An archer may fire over a friendly or enemy character to hit a screened target, provided the target is further away from the obstacle than the firer is to the obstacle. That is, if the obstacle is three yards from the firer, the target must be at least three yards from the obstacle. FIRING INTO MELEE: A ranged weapon may be fired at a target engaged in melee. This is a risky practice, though. Characters missing their targets must make a separate attack against the next potential target in the missile’s path. A potential target may be any character, friend or foe, who is within 5 feet from the intended target. MISSILE USE IN MELEE: Characters using ranged weapons while in melee combat are at a distinct disadvantage, as a foe may disrupt the shot by holding the bow or by striking a blow. Being attacked while firing a ranged weapon results in a –20 modifier to the ranged attack, even if the attack fails. A character who wants to disrupt a ranged attack must engage the firing character, and must be able to act before the foe can fire (i.e., he must have the higher IN).

Attack Manoeuvres In ranged combat, there is a very limited array of manoeuvres available to an attacker (although some suitable weapons could be thrown to make an Entangle attack). AIM: An aim manoeuvre can be used for one of two purposes: First, you may aim at a specific body part of the target to make a called shot, unless the target is beyond the medium range of your weapon. You do not have to state which body part you want to target until your turn to attack arrives. Second, it may give you a +1 bonus to your subsequent attack (cumulative maximum of +5). You may combine (and pay) both types to augment your subsequent ranged attack. Aim itself does not allow to attack a target, but it can be combined with a ranged attack. Aim does not include a free move and costs 2 AP in ranged combat. Aim is a cross-round action, but you must not attempt to perform another action while aiming (though you may delay your shot). You lose the benefits from aiming if you are attacked yourself or otherwise distracted. RANGED ATTACK: Characters use this standard attack action to fire arrows, throw knives, or make other attacks at range. Table 10.1 on page 253 lists detailed action point costs for firing bows and throwing weapons. DOUBLE-SHOT: A character may put two arrows on the string of his bow and fire them simultaneously. While the AP cost for firing the bow remains unchanged, the cost for loading it is doubled. The archer suffers a –3 test result penalty, but receives a +1/LoS bonus to the damage he does if he hits.

266

CHAPTER TEN: COMBAT

TABLE 10.3: RANGED COMBAT MODIFIERS

STEP 2: DEFENCE DECLARATION The defensive options available depend on whether the target is aware of the attack (or not) and on the velocity of the missile. Arrows and slingshot-stones are high-velocity missiles, whereas all other are low-velocity. An unengaged target who has the attacker in his field of vision (see page 129) is generally considered to be aware of any attack. However, the Turambar may request an Awareness test in conditions of poor visibility, ambush, surprise, or when the target is busy performing a task requiring concentration. Targets engaged with an enemy are generally unaware of a ranged attack, but again an Awareness test can be made if there is doubt. The TN for either Awareness test is 20, plus any applicable TN modifiers.

Defensive Manoeuvres SHIELD-PARRY: If the target is aware of the attack and has a shield, he may attempt to parry any type of missile with his full Shields skill bonus to avoid injury, as described for melee parries on page 260 (i.e., the target must declare a shieldparry prior to the attacker rolling the skill test, and pay the due AP cost). Anticipatory shield-parries are also possible. If a target has no shield, he may attempt to parry a lowvelocity missile at one half (50%) of his applicable weapon skill bonus. A limb may be used in lieu of weapon to block the ranged attack at 50% of the target’s Unarmed Combat skill bonus. Targets without a shield cannot block highvelocity missiles. DODGE: A target aware of the attack can attempt to evade a low-velocity missile at his full Dodge skill bonus, or a highvelocity missile at 50% of his Dodge skill bonus. All other aspects should be resolved as described above under ‘Melee Combat’. IGNORE: If the target is unaware of the attack, the ignore option is automatically selected. Otherwise, this option is only taken by characters who wish to impress someone, cannot afford the AP for an active defence, or are incapable of defending themselves. The defender makes no roll and must solely rely on his Defence score.

STEP 3: SKILL TESTS Once the attacker and defender have declared their manoeuvres, the attacker makes his ranged weapon skill test against the target’s Defence as his basic TN. If the target is aware of the attack, his shield’s parry modifier is subtracted from the attacker’s test result. Scoring LSF ±0 or better indicates a successful attack. If the defender has declared one of the above defensive manoeuvres, he then makes his applicable skill test, against a TN equal to the attacker’s test result. Ranged combat tests may be modified by one or more of the following modifiers, all of which are cumulative: RANGE: The accuracy and impact of ranged weapons depend on missile type and range. The rules define five range increments: point blank, short, medium, long, and extended. To find the test result modifier, determine the physical distance in yards from shooter to target and consult Table 10.1 on page 254 to find whether the distance qualifies as point blank, short, medium, long, or extended range for the weapon

RANGE INCREMENT Point blank range Short range Medium range Long range Extended range

TEST RESULT MODIFIERS +3 ±0 –3 –6 Another –3 per increment past long range

SITUATION Defender prone (attacker’s penalty) Attacker in advantageous position Defender in advantageous position Attacker on horseback Attacker on moving wain/boat/ship Off-hand penalty

TEST RESULT MODIFIERS –6 1) +1 to +5 1) –1 to –5 –5 –3 2) –8 3)

DEFENDER BEHIND COVER TEST RESULT PENALTY 100% (nothing exposed) Impossible to shoot around 80–99% (head, arm exposed) –9 50–79% (some or all of upper body exposed) –6 25–49% (all upper, some lower body exposed) –3 10–24% (most of body exposed) ±0 TARGET AND ATTACKER MOTION TEST RESULT PENALTY Moving 5 to 10 yards per round (walk) –3 Moving 11 to 20 yards per round (jog) –6 Moving 21 to 40 yards per round (run) –9 Moving 41 to 60 yards per round (sprint) –12 Moving 60 to 100 yards per round –15 Moving 101 to 160 yards per round –18 Moving 161+ yards per round –24 or more

4)

1): The Turambar must determine the exact attack test modifier based on his assessment of the situation. 2): The off-hand penalty applies whenever a character relies on his non-dominant hand to perform a thrown ranged attack. 3): The cover penalty applies to random, non-called shots against a target who is partially behind cover. 4): Penalty also applies if the attacker is moving himself. Target motion in yards/rd. ÷3 roughly equals speed in mph, ÷2 in kph.

being used. Then consult Table 10.3 to determine test result modifiers for that range interval, and apply these to the attack skill test. The test result penalty for attacks at extended range is –3 for each listed increment in excess of long range. The absolute maximum range is equal to 5 times the listed long range for bows, and 5 times the listed medium range for thrown weapons. The maximum distance for called shots is the weapon’s medium range. A typical shortbow, for example, has the following ranges and test result modifiers: RANGE INCREMENT Point blank Short Medium Long Extended 1 Extended 2 Extended 3

YARDS (HEXES)

TEST RESULT MODIFIER

1 to 5 6 to 25 26 to 50 51 to 90 91 to 110 111 to 130 131 to 150

+3 ±0 –3 –6 –9 –12 –15

 CONFINED SURROUNDINGS: Far ranges for most weapons assume they can be fired or thrown on a rising trajectory, but this may not be possible in a dense wood, narrow passageway, or like surroundings. Extended and long range fire in such situations should be prohibited, and medium range fire should suffer an additional special penalty of –3.

267

CHAPTER TEN: COMBAT PHYSICAL PENALTY: Both attacker and target must apply their Physical Penalty (i.e., the sum of a character’s injury, weariness, and encumbrance penalties) to any skill test performed in combat. SITUATIONAL MODIFIERS: Each character adjusts his test result by whatever situational modifiers the Turambar deems applicable. This includes the modifiers detailed on Table 10.3 (which only apply to the attacker) as well as the physical modifiers found on Table 9.7 on page 216. When applying any TN modifiers from Table 9.7 (or a similar source), treat them as test result modifiers. For example, a +3 TN modifier becomes a –3 test result penalty, and a –2 TN modifier a +2 bonus.

WEATHER CONDITIONS In addition to the weather conditions treated on Table 9.7, wind often affects the accuracy of ranged attacks, especially at greater distances. The Turambar may assess a wind penalty of –2 (light), –4 (medium), or –6 (heavy) for stormy weather that is further increased by –2 per range increment beyond short. For example, a shot at medium range fired in a medium breeze suffers a –6 test result penalty. Ill weather and poor visibility conditions cannot sum up to a ranged combat penalty greater than –20.  BOWS AND RAINFALL: Wet bowstrings lose their tautness and are easily ruined if the bow is strung. When rain sets in, experienced archers commonly unstring their bow and keep the bowstring dry by storing it under their helmet. If an archer doesn’t mind risking a bowstring, a bow can be fired during a rainstorm. Bowstrings have a BN of 14. Test this BN after each fire.  BOWS AND AIR TEMPERATURE: Very cold wooden bows often shatter when drawn. If the air temperature is freezing, archers who attempt to fire their bow must first make a breakage test to see if the bow remains intact when drawn.

TARGET’S SHIELD: If the target is aware of a ranged attack, the parry modifier of his shield is automatically subtracted from the test result of the ranged attack. The target may still apply his shield’s parry bonus to any Shields skill test he makes when performing a parry manoeuvre, but not to dodging attempts.  SIZE: Note that size modifiers may optionally apply to ranged combat tests (see page 216). However, a Turambar may choose to decrease or ignore the size modifier for Bows tests if the target is at least at the archer’s medium range.

STEP 4: RANGED COMBAT RESULTS As stated above, scoring LSF ±0 or better against a TN equalling the target’s Defence score indicates a successful ranged attack. To avoid damage from a successful shot, the target may make a defensive skill test (which he must have declared prior to the attacker rolling his skill test, and whose AP cost he must pay even if the ranged attack test fails) as an opposed test. If the opposed test results in a tie, the defender thwarts the attack. If the target of a ranged attack has successfully blocked a low-velocity missile by using half his Unarmed Combat skill bonus, the blocking limb sustains damage as if the ranged attack scored a LoS equalling 1d3, minus the defender’s LoS

with the block. No damage is sustained if the LSF can so be reduced to ±0 or below (i.e., if the block test yields LoS +3, the defender takes no damage), meaning that the missile is redirected in a harmless direction instead of being a strike on the blocking body part. See page 260 for further details. Targets without a shield cannot block high-velocity missiles. Successful shots that couldn’t be averted inflict a certain amount of damage on the target. The amount of damage varies by weapon, range (the due modifier will affect the precision of the shot), and the LoS of the attack (up to LoS +4, the regular damage cap), as described above and on page 263. The damage code of any thrown ranged attack is modified by the attacker’s half Prowess-based damage modifier. Bow attacks are not directly affected by the archer’s Prowess, but if a bowman employs a customised bow (see page 184), superior strength will indirectly affect the damage level by increasing the range at which he can fire his bow without suffering a penalty. FUMBLES: Any time a player fumbles a Bows skill test, an ordinary arrow automatically breaks. Superior or enchanted arrows get a breakage roll; the standard BN for a highquality arrow is 14. Masterwork and enchanted arrows may have a higher BN, typically ranging from 15 to 20. Alternatively, you may use the optional rule on random weapon fumbles (presented in the box on page 220) instead of assuming that the arrow breaks automatically. The same option, or the standard procedure for fumbling a skill test, can be used for fumbled thrown attacks. If normal Fumble tests are used, the fumbling thrower must also roll a weapon breakage test, no matter whether the actual Fumble test succeeds or fails.  MISFIRE: When a ranged attack fails by LoF –2 or worse, the astray weapon may strike another character nearby the target, even if the target is not engaged in melee (see ‘Firing into Melee’ on page 266). The attacker must roll a separate attack against a randomly determined nearby character. The potential target may be any character, friend or foe, who is within 5 yards from the intended target.

STEP 5: INJURY DETERMINATION If the attacker hasn’t aimed to make a called shot, roll 1d100 and look up where his missile hits on Table 9.16 (see page 226 or the target’s Combat Sheet). The affected body part should also be determined randomly if a target suffers damage from a long or extended range attack, or from misfire. No size modifiers apply when randomly determining which body part is struck by a ranged attack. If a randomly located ranged attack strikes a body part behind cover (shield, tree, wall, or the like), the shot is on the covering item and not on the target. In some cases, the missile might penetrate the covering item and still hit the target, though with lesser impact. If the covering is a shield, treat it as plate armour for this purpose (i.e., 6 points of pointed damage are absorbed). Other covering items can be handled according to the guidelines found on page 270. Determining the number of wound points inflicted by a ranged attack, as well as generating and resolving critical injuries, works just the same way as in melee combat. See page 264 for details.

268

CHAPTER TEN: COMBAT

MISCELLANEOUS ISSUES Some more considerations may become relevant in close and ranged combat alike.

WEARINESS IN COMBAT As said in Chapter Nine, a character accumulates a considerable amount of weariness points when fighting:

TABLE 9.3: WEARINESS IN COMBAT CHARACTER’S SITUATION Melee Ranged Combat Concentration

WEARINESS POINT ACCUMULATION 2 points per round 1 point every 2 rounds 1 point every 3 rounds

Weariness point are applied only once per action round, at the end of each round, regardless of the number of actions a character performs, and what combination of manoeuvres —attacking, moving, defending, or else—he takes. The single type of action (melee or ranged combat, for instance) with the greatest weariness rate defines how many weariness points a character accumulates in a given round. According to these rules, an average character could engage in melee combat for about two or three minutes without pausing before he becomes Exhausted. Most combat encounters are resolved in far less than 20 to 30 action rounds, though. Therefore, it’s perfectly alright to apply weariness points only after a number of rounds sufficient to fill up an entire Weariness Level. For example, if each of a character’s Weariness Levels can hold a maximum of 12 points, he could participate 6 rounds in melee combat before one more point would cause him to drop to the next Weariness Level. In the first 5 rounds of combat, he could thus neglect the bookkeeping concerning Weariness.

ACTION ROUND PHASES From what’s been said in this chapter so far, it’s clear that each action round has three distinct phases. At the beginning of a new round, stunned or unconscious characters make their Shock tests (see page 264) to see if they can shake off their impairments. Bleeding characters also apply the damage they sustain from their untreated bleeding wounds at this point. Next is the main action phase, in which characters declare their desired actions and act in order of initiative numbers until all characters have expended all their APs or forgo to take any further actions. The round ends with a bookkeeping phase in which players and Turambari allot weariness points and ensure that all damage and critical injuries have been recorded properly.

ATTACKING INANIMATE OBJECTS Sometimes you need to attack or break an inanimate object, such as when you want to smash a statue, cut a rope, or break open a door. Objects are easier to hit than creatures because they usually don’t move, but many are tough enough to shrug off some damage from each blow.

Any inanimate object has two attributes: Protection and Structure. Protection represents its ‘armour’: how much damage it can absorb without harm. Structure represents its ‘Health’: how much damage it can withstand, beyond its Protection, before it is cut, broken, or smashed. Almost any attack on an inanimate object can be generalised as (a) cutting through a rope or bar, (b) breaking through a flat surface, or (c) smashing a solid object to rubble. Note that attacks to a weapon actively employed by a foe are resolved in a different way because the target can react to the strike and because there is a significant risk that the attacker’s weapon breaks in the attempt. See ‘Attacking a Weapon’ on page 263 for details. From Table 10.4, use the item ratings nearest to the object you are attacking and modify the attack test as appropriate. To attack an object: (1) Figure test result modifiers for target size, motion, range, and like factors (see pages 216 and 267). If you are using a hand weapon and take an aim manoeuvre, your blow at a motionless object receives a +5 test result bonus. Note that a target object’s size normally only plays a role when attacking a small inanimate object. Test result penalties typically range from –10 for attacking minute objects smaller than a man’s eyeball to –3 when cleaving a block of wood. As always, the size-based test result penalty is ignored when determining the damage inflicted by the attack. (2) Make an attack test against TN 10 (there is still a little chance that you could fail to hit the object). Obviously, inanimate objects can take no defensive manoeuvres. (3) Determine damage normally for your weapon if you hit. Make sure to apply your weapon’s most suitable damage aspect (edged for cutting ropes or wood, blunt for most other types of strikes on inanimate objects) and cancel out any sizebased test result penalties when determining damage. (4) Subtract the object’s Protection rating. (5) Apply the remaining damage to the object. When the object has sustained damage equal to or greater than its Structure rating, the object has been cut, broken, or otherwise destroyed. Structure of a bar or rope is the edged damage required to cut it. Structure of a wall or slab is the blunt damage required to force a 2-foot-diameter hole. Pointed damage of the listed amount will only make a small hole in a slab. Of course, suitable pointed tools or weapons, such as picks, mattocks, or warhammers, will also open 2-foot-diameter holes in a brick or stone wall. A complex object will have two Structure ratings. The first breaks it and makes it non-functional; the second destroys it. For example, a treasure chest might have a Protection of 6 (wood, reinforced with iron straps), and a Structure of 80/200. If you use it to block a door, it will take 200 points of damage to reduce it to rubble. But 80 points of damage will ruin it as a chest. Not all types of weapons and damage aspects may be suitable to attack an object. Make sure that the weapon being used is one that could reasonably affect its target. A harddriven spear could easily penetrate a door, but that would not break the door down. A sword may eventually cut down a door, but the sword will be dulled before the job is over. And so on.

269

CHAPTER TEN: COMBAT

TABLE 10.4: SAMPLE INANIMATE OBJECTS SUBSTANCE PROTECTION AND STRUCTURE OBJECT Rope Wooden pole Iron or bronze bar Steel bar Wooden slab Reinforced wooden slab Iron slab Steel slab Mithril slab Brick wall Stone wall Glass window Ice sheath

PROTECTION (ARMOUR) 2 4 3 8 5 6 8 10 18 6 8 1 0

OBJECT PROTECTION AND STRUCTURE

STRUCTURE (HEALTH) 40/inch of thickness 20/inch of thickness 80/inch of thickness 125/inch of thickness 50/inch of thickness 75/inch of thickness 200/inch of thickness 320/inch of thickness 400/inch of thickness 40/inch of thickness 75/inch of thickness 5/inch of thickness 15/inch of thickness

OBJECT Rope, heavy (Ø 3/4”) Rope, hawser (Ø 2”) Weak wooden door Good wooden door Strong wooden door Iron door, 2” thick Wooden wall, 6” thick Brick wall, 1’ thick Stone wall, 1’ thick Stone wall, 3’ thick Treasure chest Wardrobe, large Manacles, steel

PROTECTION (ARMOUR) 2 2 4 5 6 8 5 6 8 8 6 4 10

STRUCTURE (HEALTH) 30 80 50 75 100 250 300 480 900 2,700 80/200 50/300 50

STRENGTH TN 35 50 24 27 33 40 40 50 60 70 35 25 37

Breaking Items When you try to break something with sudden force rather than by dealing regular damage, make a Strength test to see whether you succeed. The TN depends more on the construction of the item than on the material. For instance, an iron door with a weak lock can be forced open much more easily than it can be hacked down. If an item has lost half or more of its hit points, the TN to break it drops by 5.

Cover As mentioned before, if a randomly located attack would hit a target’s body part behind cover, the strike is on the covering item and not on the target. Cover will absorb a number of points of damage equal to its Protection rating and so reduce the amount that gets passed on as injury. However, the same amount of damage will also be applied to the Structure of the cover. This way, attacks may destroy the cover, leaving the character vulnerable.

COMBAT PACING In Tolkien’s novels, combat and battles are exciting, fastpaced scenes. Unfortunately, in roleplaying games, combat encounters take the longest, since they involve lots of dice rolling and trigger many rules. But there are several ways you can speed up the pace of game combat. Note that each of these ‘rules’ is entirely optional, and that you may use or reject any combination of these suggestions, as seems appropriate in a given battle. First, you don’t need full game statistics or a complete Character Sheet for every NPC involved in a battle. All you need for full-detail combat resolution is the Quick Reference Sheet—which is more or less the same as the Combat Sheet used for PCs, but it includes an AP tally and a few more statistics frequently asked for in combat. For most types of enemies, Appendices C and D provide all the information that is required to quickly fill out an NPC’s Combat Sheet. If the NPC is just one of many similar NPCs, such as a member of a horde of Orcs, you only need a single NPC Combat Sheet and the NPC Spreadsheet to note each individual NPC’s injuries and status. Then you just cross each of the similar NPCs off as he dies or flees the battle.

Second, you may go without a hex grid, and perhaps even without miniatures representing the characters. Facing and all kind of short movement actions can thus be neglected. Only if the distance between two characters who wish to engage each other in melee combat is obviously too long to be covered by the free movement included in a combat manoeuvre must the Turambar assess the AP cost of a dedicated movement action. Hence, combat is resolved as a steady series of offensive and defensive manoeuvres, performed in order of initiative. If you choose to use this option, all aspects of weapon reach are ignored as well. Third, you may ignore the AP costs of the actions performed by the NPCs you control, and maybe even of those taken by the PCs. Instead, simply establish a fixed number and/or combination of actions they may normally take each round. For example, have each NPC perform no more than one attack and one defensive action per round, plus one movement action if it is required. You may then even waive to roll the dice for determining an NPC’s action allowance and apply a flat +3 bonus to establish his IN. If you choose to go with a fixed number of actions for player characters as well, the initiative order could be determined by the characters’ unmodified AA, without rolling any dice. Fourth, apply weariness points only after the end of a battle, or after every 10 rounds of combat. Unless there is a risk that the PCs may run into another group of enemies before long, this effectively means to ignore Weariness altogether as they will probably be able to rest a while. Usually, Weariness is not recorded point by point for NPCs, but in levels. That is, cross off an entire Weariness Level as soon as an NPC has fought a number of rounds sufficient to fill up a level, as described above. Fifth, for minor NPCs don’t worry about keeping track of wound points, specific effects of critical injuries, or Weariness. NPCs like that are cannon fodder. They are not intended to give the PCs serious competition in a one-on-one combat, but to demonstrate how mighty the hero is by having him slay a lot of them, just like Boromir slew twenty Orcs before he died, or Legolas and Gimli each slew more than forty at Helm’s Deep. Instead, label them two-, four-, six-, or eight-Injury Level opponents, depending on how tough you

270

CHAPTER TEN: COMBAT want them to be. A two-Injury Level opponent dies after he has sustained one or more critical injuries inflicting a total of 2 ILs. A four-Injury Level opponent is defeated after he has sustained a number of critical injuries worth 4 ILs, and so on. A strike that doesn’t inflict at least 1 IL is assumed to hit a foe, but not hard enough to really hurt him. If you use this option, heed the following points:  Do not keep track of the damage and weariness points the NPCs sustain. Furthermore, no injury penalties and no effects from critical injuries are applied. Record only the running total of sustained ILs, but without regard to the critical injury’s type or the affected body part. Optionally, a Turambar may make Shock tests as normal for six+ IL foes.  At the Turambar’s discretion, any single attack that inflicts three or more Injury Levels may be immediately fatal.  Hit location rules may be used as normal to learn which body part is struck, or they may be completely ignored. In the latter case, apply the target’s average armour protection as given in the NPC’s description.  Instead of attacking, any NPC may grant a +3 test bonus to a fellow NPC who attacks a hero that the first NPC could also attack in melee combat. Thus, a large number of minor NPCs who surround a hero could each grant a (cumulative) +3 bonus to one of their comrades. The only limit lies in the number of NPCs who can surround and thus engage a given target. This limit is six for medium-sized targets and four for small targets.  Keep in mind that inferior NPCs may try to flee or surrender when they see many of their comrades fall (unless they fear the consequences of their cowardice more than death from the heroes’ swords). To prevent a rout, the NPC captain may have to make a Lead skill test as described on page 101.

 RANDOMISING COMBAT This option has a different goal than the ones presented above: Instead of speeding up combat resolution, it emphasises the random element and puts even experienced characters at a slightly higher risk. Generally, this option should not be used when the characters face serious opposition—but it may add to the excitement of minor skirmishes and scuffles. If this option is used, simply resolve all attack and defensive skill tests with 1d20 instead of 2d10. All other rolls—such as Shock tests, or any other tests involved in combat—are made with 2d10 as usual. All combat skill test modifiers and other rules also remain unchanged. If the option on open-ended rolls is also in effect, a roll of 20 on the d20 indicates that you may roll another d10 and add it to the total result, as described on page 215. On the other hand, if you roll a 1 on the d20, you have fumbled your weapon or Unarmed Combat skill test and should proceed as described on page 220. Optionally, a Turambar may allow to roll another d10 when fumbling with a weapon with a fumble range of 2 on Table 10.1: only a 1–3 on that roll would then be a fumble. Likewise, if the weapon’s fumble range is 3, only a 1–6 would be a fumble. No additional d10 should be rolled for weapons with a fumble range of 4.

HORSES AND MOUNTED COMBAT

H

orses may play an important part in your characters’ adventures. They—and their enemies—use them to ride into battle, to escape from danger, and to cross trough the Wild as quickly as possible. Horses are the principal riding animal of Middle-earth. They carry people, bear burdens, and—at least in Gondor— are raced for sport. They come in many sizes, colours, and temperaments. The horses that roam wild on the plains of Rohan are considered the best in Middle-earth, although by the end of the Third Age raiding parties from Mordor have stolen most of the black ones.

BREEDS OF HORSE The following section provides detailed game statistics for six types of horses: ponies, three breeds of standard horses, the mearas, and Elven-steeds such as Asfaloth. In addition, there is a ‘package’ for warhorses, meant for quick application to the statistic block of an ordinary horse. Generally, horses have low attribute scores, except for Strength and Awareness. Better breeds of horses, or horses trained for combat, have higher than normal attributes, reflecting their superior stock and training. Like most animals, horses do not have all the attributes a character has.

HORSE ATTRIBUTES The attributes listed below are averages for a healthy, mature horse of each breed. Superior ostlers breed horses with better attributes. The easiest method to handle variation is to reduce an attribute by 7 and add 2d6. Product quality modifiers (see page 79) could possibly alter these rolls, but a separate Beastmaster: Horses (Breed) skill test would be required for each primary attribute. Minimum attribute score is 1, maximum is double the average given. Derived attributes and total skill bonuses are then modified at Turambar’s discretion. It normally takes several generations of horses until any substantial attribute variations occur. Prices for better horses can be prohibitive; mearas and Elven-steeds cannot be bought at all. Good warhorses tend to have unfriendly dispositions to anyone but their owner.

Horses usually only have some of the following skills: Dodge, Intimidate, Jump, Observe, Run, Sneak, Survival, Swim, and Unarmed Combat. Unarmed Combat: Natural Weapons represents their ability to kick or bite, though only horses trained for combat are truly skilled at this. Survival represents their ability to thrive in the wild, not any learned ability to hunt or build shelters.

PONIES Ponies are used as steeds by Mannish and Elven children and by Hobbits. They are also employed as pack animals, although their skittishness makes it difficult to take them into confined or dangerous places. Some ponies—particularly

271

CHAPTER TEN: COMBAT those from Bree—may actually be small horses bred especially for Hobbits. Ponies weigh about 400 to 600 pounds. ATTRIBUTES: Nimbleness 11, Strength 24, Vigour 9, Awareness 16, Will 8, Insight 6, Wits 3 DERIVED ATTRIBUTES: Fortitude 7, Stamina 14, Swiftness and Defence 14, Action Allowance 17, Prowess 30 LOAD CAPACITY: 192 pounds BASE MOVEMENT RATE: 14 yards/round SKILLS: Dodge (Natural Disasters) +7, Jump (Long, Running) +14, Observe (Hear, Smell, Spot) +15, Run (Endurance, Speed) +14, Sneak (Grass) +4, Survival: Plains +7, Swim (Treading Water) +6, Unarmed Combat: Natural Weapons (Kick, Bite) +8 NATURAL WEAPONS: Kick (6B), Bite (3E) HEALTH: 22 INJURY THRESHOLDS: 9/15/21/26/32

STANDARD HORSES Many distinct breeds of horses can be found on Middleearth. Despite the differences in origin, coat, frame, and temper, most breeds fall into one of three categories of typical horses: light, medium, or heavy.

Light Horses Weighing about 800 to 1,000 pounds, light steeds are seldom trained as warhorses, but they are fast and popular riding palfreys. ATTRIBUTES: Nimbleness 12, Strength 28, Vigour 11, Awareness 17, Will 9, Insight 7, Wits 4 DERIVED ATTRIBUTES: Fortitude 8, Stamina 16, Swiftness and Defence 15, Action Allowance 18, Prowess 37 LOAD CAPACITY: 224 pounds BASE MOVEMENT RATE: 18 yards/round SKILLS: Dodge (Natural Disasters) +10, Intimidate (Power) +4, Jump (Long, Running) +16, Observe (Hear, Smell, Spot) +17, Run (Endurance, Speed) +17, Sneak (Grass) +6, Survival: Plains +9, Swim (Treading Water) +8, Unarmed Combat: Natural Weapons (Kick, Bite) +12 NATURAL WEAPONS: Kick (8B), Bite (4E) HEALTH: 28 INJURY THRESHOLDS: 9/15/21/27/33

Medium Horses

STRIKING AT HORSES Less detail than normal is required when a character attacks a horse. First of all, their soft hide provides horses of all types the same armour protection at all body parts: Blunt: 2

Edged: 3

Pointed: 1

Fire: 3

Barding (horse armour) is rare on Middle-earth, partly due to its high cost, partly because the protection gained doesn’t justify the encumbrance. The occasional chanfron (plate covering the horse’s skull and face, except eyes and muzzle) is seen on the steeds of rich Gondorian knights; a chanfron weighs about 20 lbs. and costs 9 sp. Some very rich knights armour their horses with chainmail barding (covering the steed’s flanks and reaching down just below its belly) which weighs about 150 lbs. and costs 9 gp, 6 sp. Even without barding, a flank strike may have a chance of striking the saddle which offers armour protection equivalent to hardened leather. Secondly, only a few body parts are recognised when attacking a horse. Use the below chart to determine where a strike hits and refer to the most appropriate body part detailed on Table 9.16 to learn the effect of the critical injury (if any). The given percentages assume that the attacker stands near the front of the horse; subtract 10 from the random hit location roll if the attacker stands close to the steed’s rear. If possible, double numbers on the random hit location roll indicate a blow to a particularly vulnerable spot. For example, a 44, 55, or 66 (flank) indicates that a vital organ is injured, whereas a 77 (fore leg) should be resolved as an elbow or hand strike instead of one against the upper arm. Called shots suffer the standard penalties from Table 9.16, but apply the due size modifier for attacking a large creature (for example, a medium attacker receives a +3 bonus). Note that not all body parts may be targeted depending on where attack stands. RANDOM 1D100 91–00 79–90 69–78 39–68 25–38 11–24 03–10 01–02

BODY PART Head Neck ● Fore leg ● Flank Belly ● Quarter ● Hind leg Tail

TREAT AS STRIKE TO Skull Neck Upper Arm Chest Belly Hip Thigh Calf (w/o Stumble test)

Heavy Horses

Medium horses weigh about 900 to 1,200 pounds. They are used for riding, carrying burdens, and many other tasks. Most breeds of medium horses are superb mounts for light cavalry. ATTRIBUTES: Nimbleness 13, Strength 32, Vigour 10, Awareness 18, Will 11, Insight 8, Wits 4 DERIVED ATTRIBUTES: Fortitude 10, Stamina 18, Swiftness and Defence 16, Action Allowance 18, Prowess 40 LOAD CAPACITY: 256 pounds BASE MOVEMENT RATE: 20 yards/round SKILLS: Dodge (Natural Disasters) +11, Intimidate (Power) +5, Jump (Long, Running) +16, Observe (Hear, Smell, Spot) +18, Run (Endurance, Speed) +18, Sneak (Grass) +7, Survival: Plains +10, Swim (Treading Water) +9, Unarmed Combat: Natural Weapons (Kick, Bite) +14 NATURAL WEAPONS: Kick (8.5B), Bite (4E) HEALTH: 29 INJURY THRESHOLDS: 9/15/21/27/33

Heavy horses, weighing from 1,300 up to 2,200 pounds, make good warhorses for well-armoured cavalry, but with their untiring nature they are also often used as draft and pack animals. ATTRIBUTES: Nimbleness 11, Strength 40, Vigour 12, Awareness 18, Will 12, Insight 8, Wits 4 DERIVED ATTRIBUTES: Fortitude 10, Stamina 21, Swiftness and Defence 15, Action Allowance 18, Prowess 47 LOAD CAPACITY: 320 pounds BASE MOVEMENT RATE: 16 yards/round SKILLS: Dodge (Natural Disasters) +9, Intimidate (Power) +5, Jump (Long, Running) +16, Observe (Hear, Smell, Spot) +18, Run (Endurance, Speed) +20, Sneak (Grass) +5, Survival: Plains +10, Swim (Treading Water) +11, Unarmed Combat: Natural Weapons (Kick, Bite) +15 NATURAL WEAPONS: Kick (10B), Bite (4.5E) HEALTH: 33 INJURY THRESHOLDS: 9/15/21/27/33

272

CHAPTER TEN: COMBAT

Warhorses

RULERS

Warhorses aren’t a unique breed of horses, but specially trained and fostered standard horses. Simply apply the following modifiers to the attribute scores listed for your type of standard horse and replace its total skill bonuses by those given below; note that the statistics provided for mearas and Elven-steeds already account for warhorse training. ATTRIBUTES: Nimbleness +1, Strength +2, Vigour +3, Awareness –1, Will +2, Insight ±0, Wits +1 DERIVED ATTRIBUTES: Fortitude +1, Stamina +3, Swiftness and Defence ±0, Action Allowance ±0, Prowess +1 LOAD CAPACITY: Strength x 8, in pounds BASE MOVEMENT RATE: As the standard horse SKILLS: Dodge (Melee, Natural Disasters) +14, Intimidate (Power) +8, Jump (Long, Running) +18, Observe (Hear, Smell, Spot) +18, Run (Endurance, Speed) +22, Sneak (Grass) +7, Survival: Plains +11, Swim (Treading Water) +15, Unarmed Combat: Natural Weapons (Trample, Kick, Bite) +21 NATURAL WEAPONS: Kick (11B), Bite (5E) SPECIAL ABILITIES: Steady, War-trained, Trample HEALTH: +1 The relationship between a warhorse and its rider is profound, almost telepathic in its depth of communication. The relationship takes years to forge and is not lightly undertaken. A knight found weeping on the battlefield is as likely grieving over a fallen horse as a dead comrade. The best warhorses require extensive bonding and patient training. Horses are not seriously ridden until they are two years old, and very few are combat trained before age three. Although warhorses don’t have the capacity for language, they can be trained to respond to verbal commands.

MEARAS Descended from Felaróf, Eorl’s stallion—which itself was a descendant of the horses of the Valar—the mearas are the greatest horses in Middle-earth, except for the Elven-steeds of Rivendell, and perhaps the Black Horses of the Nazgûl. They instinctually allow only the King of Rohan and his family to ride them, although there are rare exceptions—most notably Gandalf. When a mear accepts a rider, it bonds with him for life. Mearas are intelligent enough to understand speech, though they cannot speak it. Most mearas are either white or grey. ATTRIBUTES: Nimbleness 15, Strength 45, Vigour 16, Awareness 20, Will 15, Insight 10, Wits 8 DERIVED ATTRIBUTES: Fortitude 13, Stamina 25, Swiftness and Defence 18, Action Allowance 19, Prowess 48 LOAD CAPACITY: 360 pounds BASE MOVEMENT RATE: 22 yards/round SKILLS: Dodge (Melee, Natural Disasters) +21, Intimidate (Power) +12, Jump (Long, Running) +22, Language: Understand Rohirric +10 (#6), Observe (Hear, Smell, Spot) +25, Run (Endurance, Speed) +26, Sneak (Grass) +13, Survival: Plains +17, Swim (Treading Water) +19, Unarmed Combat: Natural Weapons (Trample, Kick, Bite) +23 NATURAL WEAPONS: Kick (12B), Bite (5E) SPECIAL ABILITIES: Steady, War-trained, Trample, and

OF

HORSES: A mear is a natural leader of horses.

All other unridden horses that have not been corrupted defer to the. In battle, all regular warhorses receive a +2 bonus to Fortitude tests when within 30 yards of a mear. HEALTH: 33 INJURY THRESHOLDS: 9/15/21/27/33

ELVEN-STEEDS Native to Rivendell, Elven-steeds are the last surviving descendants of the horses brought by the Elves from Valinor. They’re more intelligent than normal horses and can understand the Elven tongues. The horses of the noblest Dúnedain—such as Aragorn’s steed Roheryn—are also probably Elven horses. Elven horses refuse to carry anyone except their masters and those whom their masters order them to bear. ATTRIBUTES: Nimbleness 16, Strength 48, Vigour 18, Awareness 22, Will 16, Insight 12, Wits 10 DERIVED ATTRIBUTES: Fortitude 14, Stamina 27, Swiftness and Defence 19, Action Allowance 20, Prowess 49 LOAD CAPACITY: 384 pounds BASE MOVEMENT RATE: 24 yards/round SKILLS: Dodge (Melee, Natural Disasters) +25, Intimidate (Power) +14, Jump (Long, Running) +24, Language: Understand Rohirric +12 (#6), Observe (Hear, Smell, Spot) +28, Run (Endurance, Speed) +28, Sneak (Grass) +17, Survival: Plains +21, Swim (Treading Water) +19, Unarmed Combat: Natural Weapons (Trample, Kick, Bite) +26 NATURAL WEAPONS: Kick (12B), Bite (5E) SPECIAL ABILITIES: Steady, War-trained, Trample HEALTH: 34 INJURY THRESHOLDS: 9/15/21/27/33

HORSE MOVEMENT A horse’s movement rate must be declared each round before starting to move. The effective movement rate is equal to its BMR minus the steed’s Physical Penalty, then multiplied by its pace. Horses have four standard paces or gaits (‘stepping’ is any movement slower than a walk, but not a discrete pace for the purpose of horse movement rules):

TABLE 10.5: HORSE MOVEMENT GAIT Step Walk Trot Canter Gallop

PACE MULTIPLIER x 0.5 x1 x2 x3 x5

TEST TN 12 9 12 15 20

WEARINESS POINTS 1 every 15 minutes 1 every 15 minutes 1 every 5 minutes 1 each minute 1 each round

EXAMPLE: A horse with a BMR of 20 yards and a Physical Penalty of 3, has an effective movement rate of 17. This horse can walk 17, trot 34, canter 51, and gallop 85 yards per round.

A Ride test is normally only required if the character has less ranks in Ride than the horse’s current pace multiplier (for example, 5 ranks in Ride are required to gallop without making a test), or if the character is engaged in combat or attempts to move farther than normally allowed by the gait. Increasing a mount’s speed beyond its effective movement rate times the pace multiplier may require only a single Ride test, but several Run tests by the mount, as described on page 111.

273

CHAPTER TEN: COMBAT If a rider is involved in a combat situation, a single Ride test, resolved at the beginning of the battle, may be enough to control the mount during the entire encounter, but if any special actions are attempted (such as making a trampling attack or riding faster than a trot) or something unexpected happens, the Turambar may require a new Ride test which is modified according to the amount of APs spent on the test. PULLING A VEHICLE: If the horse pulls a chariot, wain, waggon, or the like, reduce its movement by half or more, as appropriate. Depending on the strength of the horses and the weight of the load pulled, a waggon may reduce movement much more severely or prevent it altogether. As a rule of thumb, the absolute maximum load that allows at least some progress is equal to the weight of the horses pulling the wain. Swimming and jumping generally are not possible for a horse hitched to a vehicle. A character may be able to attempt a Teamster test to overcome some of these difficulties.

MOVEMENT RESTRICTIONS SPEEDING UP

AND

DOWN: A horse can accelerate up to

two pace categories per round (for example, from walk to canter) and decelerate a like amount without triggering a mandatory Ride test. If a still greater (or lesser) pace is desired, or whenever the Turambar sees fit, a Ride test is required. The difficulty of such a test depends on the target pace as described on page 110. TURNING: A horse can change direction without restriction when walking or stepping. At faster gaits, turning restrictions apply. The distance required to turn depends on the speed of movement. That is, a trotting horse can only turn one hex-side (60 degrees) after traversing 4 yards. At canter speed, this would be one hex-side every 8 yards, and 16 yards when galloping. MINIMUM MOVEMENT: Horses have a minimum movement of one third their BMR, times the current pace multiplier. That is, a horse with BMR 18, has a minimum movement of 6. If galloping, it must travel 6 x 5 = 30 yards. An emergency stop may be attempted at half this minimum distance, followed by both a Stumble and an Unhorsing test.

SPECIAL MOVEMENT ACTIVITIES JUMPING: When a horse tries to leap over or across an obstacle, use the rules presented for the Jump skill on page 99. The only changes are that all jumps require a running start— with canter and gallop being the most suitable paces—and that a horse’s Base Jump score differs from that of a character. The basic distance a steed can leap is to be applied in feet, but it’s a fraction of its BMR in yards: TYPE OF JUMP Long jump High jump

HORSE STUMBLES Horses must make a Stumble test whenever a movement test fails (i.e., a Ride or a Run test: if applicable, failure on either type of test represents some kind of obstruction in the course of movement), or when the rules or the Turambar dictate it. A Stumble test is conducted as a Swiftness test against a basic TN of 25 for a mount bearing a rider, or TN 20 for an unridden horse. Additional penalties apply if the horse is moving faster than walking: +3 TN if trotting, +5 TN if cantering, and +8 TN if galloping. With any failure, the horse stumbles and automatically unhorses its rider. Starting at LoF –2, the horse also sustains 1d10–1 wound points of damage per LoF (e.g., at LoF –3 it sustains 2d10–2 points of net damage). If uninjured, the horse rises immediately and may run away. On a success, the mount neither falls nor unhorses its rider, but its movement is still slowed down to approximately one half of the intended distance.

Unhorsing An Unhorsing test is required when (a) a rider suffers a critical injury or (b) the mount refuses to obey a rider’s command, as represented by any failed Ride test which hasn’t triggered a Stumble test. An Unhorsing test is conducted as a Ride test against TN 20, again modified according to pace. On a success, the rider stays in the saddle. On a failure, the rider is thrown off and may suffer damage. The impact of the fall is determined by adding up the horse’s pace multiplier and the rider’s LoF read as a positive figure; apply that many d10 points of blunt damage, sustained at a randomly determined body part (armour protects). For example, if the horse was cantering (BMR x 3) and the Unhorsing test scored LoF –2, the rider receives 3 + 2 = 5d10 points of damage.

Riderless Horses When a horse finds itself without a rider, it will either stand in place or wander off. Test the horse’s Fortitude (TN 20). On a success, the mount stays with its rider. On a failure, the steed wanders off. With LoF –2 or worse, it actually flees in panic (typically cantering).

LOAD CAPACITY AND ENCUMBRANCE Each horse has a load capacity in pounds. As long as the horse’s load (including rider and gear) doesn’t exceed its capacity, actions by the horse are not penalised. An overloaded horse suffers an encumbrance penalty for the excess determined by the following formula: Encumbrance penalty = excess load ÷ Stamina

BASE JUMP IN FEET 1/4 of horse’s BMR in yards 1/12 of horse’s BMR in yards

SWIMMING: Horses are neither particularly fast nor commonly keen swimmers, but they are well able to keep themselves—and their rider—above the water and make some progress. Use the rules presented for the Swim skill on page 118, but note that the maximum allowable pace is a quick swim. Moreover, when applying the swimming distance multiplier, the horse’s BMR in yards is used as feet per round.

For example, given a load capacity of 320 pounds and Stamina 21, a horse carrying 360 lbs. (including the rider, his armour, and gear) would have an encumbrance penalty of 40 ÷ 21 = 2. This penalty reduces the horse’s BMR by 2 yards before determining speed, and give a –2 penalty to all tests of physical skills. When calculating a horse’s load, the steed normally carries about 30 lbs. of equipment (bit and bridle, saddle, blanket, horseshoes) before the rider mounts.

274

CHAPTER TEN: COMBAT

WEARINESS Horses are extremely tireless over long distances, but accumulate a considerable amount of weariness points when cantering or galloping, as shown on Table 10.5 above. As a rule of thumb, the rider acquires about one quarter of the horse’s weariness points when travelling great distances, but no more than 1 weariness point per minute when galloping.

PHYSICAL PENALTIES When mounted, a rider’s Weariness and Encumbrance penalties are halved for the purpose of Ride tests. The horse may have its own Physical Penalty, equal to the sum of its Injury, Weariness, and Encumbrance penalties. Both the rider’s and the horse’s penalties apply to Ride tests, while any Run tests made by the steed suffer only from the horse’s Physical Penalty.

HORSES IN COMBAT Horses can play a large role in combats of all scales, from a simple joust all the way up to a cavalry charge.

RIDING IN BATTLE In combat situations, horses with riders do not have a separate action allowance. They are considered an extension of the rider. The rider simply substitutes the horse’s movement for his own, making Ride tests as required by the Turambar. In most cases, these tests are considered free actions, but controlling a particularly unruly or fearful horse, or making a horse ride into the thick of battle, or performing a stunt (such as leaping an obstacle) may require the rider to use a deliberate action to make the test. The AP cost of such a deliberate action may be set by the Turambar (6 to 12 AP being the norm), or the character may be allowed to choose himself how many AP he wishes to spend on controlling his mount. In the latter case, consult the following chart to learn what TN modifier ensues when dedicating a freely chosen amount of AP to the Ride action:

TABLE 10.6: RIDE ACTION POINT COSTS # OF ACTION POINTS USED FOR RIDE 1 AP 2 APs 3–4 APs 5–6 APs 7–8 APs 9 APs 10–11 APs 12–13 APs 14–15 APs 16+ APs

TN MODIFIER +5 +4 +3 +2 +1 ±0 –1 –2 –3 –4

each round. (Cantering and galloping are full-round actions, as normal.) However, unridden horses normally use their APs to flee.

ANIMAL ABILITIES Some animals have abilities all their own. Two of these are common to horses, as shown here. STEADY: Because battle is loud, full of horrible smells, and generally terrifying, all Ride tests made in battle are subject to a +5 TN modifier. Mounts with the Steady ability are trained for combat and do not spook so easily, so the penalty does not apply to the rider, or may at least be reduced. WAR-TRAINED: Horses with this ability have been taught to use their bodies, hooves, and teeth in battle without causing serious problems for their riders. At the rider’s command, a war-trained mount can attack once per round. The rider designates a target in adjacent hex and first makes a Ride test at a freely chosen AP cost. The base TN of such a Ride test is 20, modified according to the designated APs, but the base TN may be greater if attacking a particularly frightening foe (see the sample Ride skill difficulties on page 110). Upon a successful Ride test, the character then rolls a suitable Unarmed Attack: Natural Weapon skill test for his mount. TRAMPLE: Warhorses with this ability can use their speed and bulk to charge over their opponents, causing them grievous harm. At the rider’s command, the mount takes a fullround action and moves (at a trot or faster) over or through a target it can reach within the round. The charge distance cannot be less than one half the maximum movement at the given pace, and must follow a straight path. A trample attack is resolved like any melee attack, except that the character must first succeed on a TN 25 Ride test to avoid being unhorsed, and to properly direct the horse at the target. The horse then makes an Unarmed Combat: Natural Weapon (Trample) test which may be averted by the target by using any defensive manoeuvre. However, the defender holds the hex he occupies only if he lets himself being trampled; therefore, a successful defender should move 1 hex to either side to avoid injury (though this could mean that he is being pushed off a bridge or over a cliff). If the defender loses the opposed test, he is either knocked down and sustains double the horse’s Kick damage, or he is pushed off 1 hex to the side—rider’s choice which.

FIGHTING FROM HORSEBACK

An unridden horse gets an action allowance of its own, like other characters. Most AP costs are identical to that of ordinary characters. For example, moving the full movement rate requires 10 AP or a full-round action, depending on pace. Horse attacks generally have a cost of 8 AP, allowing many steeds to attack once and walk or trot their full BMR

Characters fighting from horseback sometimes experience problems. Generally, a character’s total skill bonus in Ride limits his combat abilities. That is to say, when using a weapon or shield in mounted combat, your applicable combat skill bonus cannot exceed your total Ride skill bonus. However, with the proper use of Charge manoeuvres, fighting from horseback can still create a distinctive advantage. Moreover, a rider on horseback is significantly ‘taller’ than some opponents on foot: Hobbits, Dwarves, short Men, and so on. If so, modify any random hit location rolls as described on page 264; called shots targeting a body part above the rider’s elbows may suffer an additional –3 test result penalty or even be impossible. Other size modifiers are not normally applied unless the rider himself is a large target.

275

CHAPTER TEN: COMBAT Using ranged combat from horseback is a different story. Mounted characters typically suffer a –5 test result penalty when trying to shoot or throw missiles.

Mounted Combat Manoeuvres During an action round, a rider may select and declare any combination of the following combat manoeuvres he and his mount can afford with their respective action allowances. MOUNT/DISMOUNT: In combat, a TN 20 Ride test may be required to mount or dismount one’s horse. Any failure requires an Unhorsing test. Dismounting costs 12 AP (5 AP for a rapid TN 25 dismount), mounting (12 + GEP) AP. MOUNTED MOVE: Only unengaged characters may perform this manoeuvre. A mounted move is made at any of the four paces, but may not end in or go through a hex occupied by another character (friend or foe). While riding, the character may make ranged attacks at their normal AP cost. Cantering and galloping are full-round movement actions for the horse; a Ride test is obligatory for the character when accelerating more than two paces in a given round. A mounted move at walking or trotting pace may cost up to 10 AP of the horse’s action allowance. However, no horse may spend more than 10 AP on movement actions, or take more than two movement actions, in a given round. Make sure to heed the horse’s minimum movement distance when splitting up its movement into two separate actions. The Turambar has the final say on whether a mounted move requires a Ride test by the character, and whether such a test may be performed as a free action or costs some AP. In the latter case, the character uses Table 10.6 to determine the exact AP cost and TN modifier of the Ride test. MOUNTED ENGAGE: An unengaged rider may command his horse to walk or trot towards an enemy character, afoot or mounted, and engage him. The rider may then carry out a rider attack as a separate manoeuvre. The mounted engage manoeuvre is considered a movement action and can cost up to 10 AP if it is desired to cover the horse’s full movement rate. The AP cost of this manoeuvre is often added to both the horse’s and the rider’s AP tally because there is little an unengaged rider can do. RIDER ATTACK: A mounted character may attack an adjacent or nearby enemy, mounted or afoot. The horse can move up to three hexes, and change facing by 1 hex-side, before the foe is engaged (if necessary) and the attack is made. Rider attacks are resolved like normal melee attacks (and have the same AP cost), but the Turambar may restrict the hexes which can be attacked by the rider according to the length of the weapon and hand used. A lance may attack any front hex, as well as the hexes tagged with a ‘2’ or ‘3’ on the illustration on page 255. A shorter melee weapon, like a sword or mace held in the right hand, can be employed to attack the two right hexes and possibly the rightmost

front hex. Reaching over the horse and shield to attack a foe on the other side is extremely difficulty and entails a –8 penalty. A warrior without a shield may suffer a lesser penalty and have more options at the Turambar’s discretion. The Turambar may also apply discretionary random hit location roll modifiers and called shot test result penalties for the rider and his foe afoot. MOUNTED CHARGE: A mounted charge works similar to a horse’s trample attack, except that the rider carries out the attack. Therefore, a mounted charge can also be attempted by a rider whose horse doesn’t have the Trample ability. The rider must be unengaged and first make a TN 25 Ride test to command his horse to canter or gallop towards the designated target. The charge distance cannot be less than one half the maximum movement at the given pace, and must follow a straight path. If an enemy afoot intercepts the path of the steed, he automatically faces a Trample attack. If the enemy loses his defensive skill test (if any), he sustains one form of trample damage (see above) and the steed continues its move. If the enemy succeeds on his defensive manoeuvre, he must decide whether to move out of the steed’s path or halt the horse and sustain trample damage. If the horse is halted, the rider may find himself in the middle of a somewhat hostile crowd. If the rider reaches the designated target, he makes a melee attack as normal, but he multiplies any damage (before armour protection) he does by 1.5 if the horse was charging at a canter, or by 2 if the horse was galloping. Even worse, a successful attack also forces the target to make an opposed Strength test to avoid being knocked prone and suffer trample damage in addition to the attack’s damage. The charger may substitute his Strength by the Prowess of his horse. Charging is a full-round action for both the rider and the horse. Therefore, they cannot defend themselves actively, unless the Turambar allows each a single defensive attempt, penalised by –5 or worse. MOUNTED DISENGAGE: An engaged rider may command his horse to turn in place and move up to three yards. If mount and rider are now unengaged, the horse may walk or trot up to its effective movement rate (times 2, if trotting). This move may be intercepted by an enemy attack if another foe’s engagement zone is entered, but the rider may only defend himself for the remainder of the round. Depending on the outcome of the enemy attack, the horse may or may not be able to partially continue its move (a Stumble test might help resolve the situation).

Rider Defences When attacked, a mounted defender may choose any of the below defensive actions (or just ignore the attack). They are generally resolved like their melee equivalents (see page 260), with the following exceptions or peculiarities: MOUNTED PARRY: The rider may attempt to parry an attack on himself or his steed. It is not normally possible for a rider to parry a strike against his mount with a weapon under three feet long. MOUNTED DODGE: The rider has two dodging options in combat. First, he may duck attacks using one half of his own Dodge skill bonus. Second, he may make a TN 25 Ride test to command his steed to dodge the attack. A successful

276

CHAPTER TEN: COMBAT Dodge test by the horse is presumed to be a successful dodge by the rider; note that only trained warhorses have the suitable skill specialty Dodge (Melee). COUNTERSTRIKE: Resolved just like a melee counterstrike, except that discretionary random hit location roll modifiers and called shot test result penalties may apply if the enemy attacker is afoot. GRAPPLE: The defending rider may try to leap from his mount to wrestle with the attacker. This is effectively a counterstrike carried out with the defender’s Unarmed Combat: Wrestling skill. The defender must first test his choice of Acrobatics, Jump, or Swiftness (TN 25+) to leap towards the attacker. If successful, the defender then makes his Unarmed Combat: Wrestling test to oppose the attacker’s test. If the defender wins, it is assumed that both parties are grappling on the ground. If the rider fails either test, he is unable to gain a hold of his opponent and automatically suffers damage as if he had failed an Unhorsing test (see page 274).

BATTLES

L

arge, deadly battles—such as the ones fought at the Pelennor Fields and Dale in the War of the Ring— occur during tumultuous times in Middle-earth. Heroes often find themselves in the thick of combat—fighting their very lives against Orcs and Trolls—or behind the walls of a fortress or city, defending it against besiegers. The rules in this section detail how to recreate the effects of epic battles in your game. These guidelines explain the characteristics of armies and present two options—one abstract, the other tactical—for resolving battles. Note, though, that not all battles require rules to resolve. If the heroes aren’t there or can’t affect the outcome of the battle, you don’t need to do any of the work described in this section. Simply decide which side will be triumphant and inform the characters as they perceive the results.

STEEDS ON THE BATTLEFIELD Cavalrymen do not risk their extremely valuable horses galloping over battlefields, which are usually well supplied with furrows, rabbit holes, man-made pits, and caltrops. Galloping normally occurs only on good roads. Therefore, a cavalry ‘charge’ is mostly trotting into position, with perhaps twenty to sixty yards of canter at the end. Horses are extremely reluctant to charge into each other and will normally veer apart beyond the range of most melee weapons before clashing together. Charges against mounted opponents are rare except in organised tournaments. If the Turambar allows them at all, a TN 30 Ride test is required to control one’s mount.

Polearm Defence Horses have great difficulty committing suicide. Faced with a wall of sharp spears or stakes they generally balk and refuse to proceed. This survival instinct can only be overcome at great risk to the rider. The rider must make a TN 30 Ride test to command his steed. If this succeeds, the mount will then attack normally. If the Ride test fails, the horse makes an emergency stop, bucks, then flees. This requires a Stumble test, followed by an Unhorsing test against TN 30. See page 274 for details on emergency stops, stumbling, and unhorsing.

Remote Commands A dismounted rider may be able to command his own steed with a verbal or hand signal. Make a TN 30 Ride test to learn whether the horse obeys a remote command.

Attacking Horses Warhorses are valuable booty and can usually be enslaved to serve the mannish troops of the Dark Lord, ransomed, or sold. The Free Peoples, as well as many Easterling and Southron tribes, consider it immoral to attack horses, although footmen about to be trampled are less reluctant. Orcs do enjoy horsemeat, but even they normally focus on bringing down the riders before provisioning themselves.

PARAMETERS OF BATTLE Great battles have many complex elements. The following paragraphs address the roles of the Turambar and the players in battle, the ingredients of battle, and a number of other considerations you should ponder when planning epic conflict in your tale. Yet, this system is not a set of ‘war game rules’ for resolving a long battle in full detail. Instead, it gives quick answers to the most important questions for a roleplaying campaign: Who won? and What happened to the PCs? If you wish a more detailed system, you may want to use the rules presented in Decipher’s Helm’s Deep sourcebook or Games Workshop’s Lord of the Rings tabletop game.

THE TURAMBAR’S ROLE As Turambar, you have many responsibilities related to the battle. The first is to keep narrative control over the conflict, to make sure it serves the needs of your tale. The second is to choose the rules, scale, location, and troops that will be involved. The last is to make the mechanics behind the conflict—the rules described later in this section—come alive in the story.

Narrative Control Narrative control over the battle begins when you decide, privately, which side of the conflict you believe should carry the day. The nature of your tale may require a dramatic defeat or two on the heroes’ side before they finally win out at the last battle. You might also decide that the nearly inevitable outcome is not at all apparent, or not to favour any side if an unpredictable result seems to be the most satisfying one (i.e., let the dice fall where they may). If you decide in advance that one side should win the battle—or at least, have an overwhelming chance of success— you can affect the outcome of the battle by stacking the deck for or against the heroes. You can do this in many ways, for instance by giving one side a bigger army, or a better trained army, or allowing reinforcements to arrive at an unexpected

277

CHAPTER TEN: COMBAT point. You may even fudge the die rolls (i.e., secretly ignore the result of the dice in favour of another result you’d prefer). If done obviously, however, this can leave the players feeling cheated, as though they did not actually win the day. Therefore, die rolls are best fudged for troops allied with the heroes (but not controlled by them), not for the enemy forces.

The Battle of the Pelennor Fields, the largest battle of any kind in the Third Age of Middle-earth, pitted roughly 12,000 Free People against hosts of Sauron numbering at least 45,000.

System

Choosing the location where battle will take place is more than simply picking a spot in Middle-earth. Armies can’t meet and fight just anywhere; they must have large open areas in which to engage each other. It’s your responsibility to provide such a place, by ensuring that when the events in your tale come to a head, they do so in an area conducive to war. You’ll notice that in each location Tolkien placed a battle, there was a large plain near the objective. The Lonely Mountain had Smaug’s treasure inside, and there was a large field outside of which the Battle of Five Armies could be fought. Minas Tirith, to give another example, is built into the side of a mountain, at the foot of which are the Fields of the Pelennor, perfect for fighting the greatest battle of the War of the Ring. You must carefully ensure when your battle takes place, it does so in a suitable location. The location you choose for the fight also has a concrete effect on the likelihood a given side will prevail. Fortifications, native soil, and other features of terrain all give an advantage to one side or the other. The Battle of Helm’s Deep would not have lasted long at all had it been joined on the plains of Rohan rather than at Rohan’s mightiest stronghold.

As has been mentioned, two different systems of battle resolution are described in this book. You must choose which one you will use in any given conflict. The abstract rules are the simplest and do not require a map or tracking of troop movements. You simply total up forces on each side and roll to determine casualties. This can simulate days of constant battle in relatively little time and effectively answers basic questions about the battle such as who won, what happened to the heroes, and how the armies were affected. If you are looking for a system with more opportunities for decision-making, however, the tactical rules describe a system for mapping the battlefield and keeping track of where units are. This is more satisfying for players who want to feel as though the battle is its own ‘game within the game’.

Scale Once you know which system you will use, you must determine at what scale the battle will occur. Scale simply describes the overall magnitude of the conflict. Is it a small skirmish, or a massive campaign? Table 10.7: Scale of Conflict lists the three scales at which battle can take place, the number of soldiers that compose each unit at those scales, and the typical length of one battle round.

TABLE 10.7: SCALES OF CONFLICT SCALE Skirmish Battle Epic battle

UNIT SIZE 10 soldiers 100 soldiers 1,000 soldiers

ROUND LENGTH 15 minutes 1 hour 4 hours

For a battle of average rules complexity, choose a scale where each side in the conflict will have between 10 and 100 units at its command. For example, if you know that 3,000 Dwarves will battle 8,000 Orcs, you’d choose the Battle scale, because that would result in 30 nits of Dwarves versus 80 units of Orcs. You can, if you like, make the conflict faster (easier to resolve mechanically) or slower (but more detailed and perhaps more satisfying) by choosing a scale one higher or lower that what would normally be suggested. For example, 3,000 Dwarves and 8,000 Orcs could fight one another in a short period of time at the Epic Battle scale (where it would be three units versus eight units), or could fight a conflict that might take the better part of a gaming session or two to resolve—but with more options for the players–at the Skirmish level (where it would be 300 units versus 800 units). As a useful point of reference when thinking about army sizes, recall the number of troops present at some of the battles depicted in the Lord of the Rings. At the Battle of Helm’s Deep, for example, Théoden arrived from Edoras with 1,000 Rohirric Medium Cavalry. There, Gamling had been defending the ancient fastness with 1,000 Rohirric Light Infantry.

The Field of Battle

The Combatants The first step in constructing a battle is to know who is fighting. This should be obvious as a result of the narrative events of your tale. Those factions in your game upon whom the heroes have made a good impression are potential allies, or may be the forces the heroes join or lead into battle. Those factions the players have upset, or set themselves against, are the enemy. Although in most cases it will be obvious, you must also identify a single leader for each side. Even in cases where there are many heroes, nobles, and villains present on the battlefield, one must be chosen to lead each army. In addition, each formation of an army may (optionally) have a designated captain under the tactical system. Note that allied forces should be grouped together into a single army for simplicity’s sake. If forces of Dwarves and Men fight together against those of the Enemy, for example, the Turambar should group the Dwarves and Men together into a single army with one leader. However, the army may be split into two or more formations, each led by a captain who himself observes the command of the army’s leader.

Describing Battle Just as in normal combat, rolling dice and determining results isn’t the end of the action. It’s your responsibility to describe what is happening on the field of battle to the PCs. Because determining the outcome of a clash of armies requires many abstractions in terms of the rules used and rolls made, you must turn outcomes that can sometimes seem strange into exciting, concrete events that make story sense.

278

CHAPTER TEN: COMBAT

THE PLAYERS’ ROLE Although the work of battle preparation lies with the Turambar, the players have a significant role in the battle itself. If the players’ characters are personally leading armies or formations in battle, the players should clearly assume control of their side of conflict, choosing and executing movements and attack, rolling on the various battle tables, and dealing with the outcome of the battle. If the PCs are merely present at a battle while allied NPCs lead the troops, however, the Turambar may still choose to grant control of the troops to the players to give them a sense that their decisions are what will carry the day. On the other hand, if the players do not want this responsibility, you’d best use the abstract battle system and roll the dice to determine each character’s fate as described further below. Alternatively, you could simply confront each character with a handful of typical enemies he must defeat one by one over the course of a battle round.

ARMIES, UNITS, AND FORMATIONS Armies are made up of soldiers, and soldiers are organised into units. In game terms, a unit is a group of warriors of the same race who all have the same sort of arms and armour and perform the same function on the battlefield. For example, a unit of Dwarven Heavy Infantry is composed of Dwarves, outfitted with heavy arms and armour (like mattocks and Dwarf-chainmail), and expected to engage the enemy on foot. A unit is composed of a specific number of soldiers, which varies based on the scale of the battle as listed for each scale on Table 10.7. For example, 300 Elf-archers fighting in a Skirmish would make up 30 units, while the same archers fighting a Battle would only compose three units. When defining units you need not concern yourself with precisely what weapons and armour the members of a unit are carrying. This level of detail, while of narrative interest, has no impact on the outcome of the battle. You may describe one unit of light infantry as having leather armour and another to be wearing simple clothes, but both are light infantry with the same attributes.

UNIT ATTRIBUTES Units have attributes, just as characters do, that describe their effectiveness in battle. Unlike characters, however, units have only a handful of attributes. This keeps things simple, allowing you and your players to manage many dozens of units at once. Each unit attribute is described below. TYPE: Type is a general description of the unit, such as ‘Rohirric Medium Cavalry’ or ‘Orkish Light Infantry’. Type defines the unit’s race (such as Rohirric, Orkish, or Elven), arms and armour (such as light, medium, or heavy) if applicable, and battlefield function (such as infantry, cavalry, or archers) if relevant to that race. It is important to note that all units of a given type have the same attribute values. Heavy Dwarven Infantry from the Iron Hills have the same attribute values as Heavy Dwarven Infantry from the Blue Moun-

tains. More information on unit types, as well as on armament and military ranks can be found in the section of Appendix A dealing with Military Careers (pages 328 to 335). MELEE COMBAT: This attribute describes the unit’s effectiveness with melee weapons such as swords and axes and serves as a bonus to Melee Combat attacks. Melee Combat rates the unit’s capacity to inflict damage, its general level of skill and ability, the quality of its arms, and other factors. RANGED COMBAT: Ranged Combat is a unit’s effectiveness with ranged weapons such as bows or javelins. It serves as a bonus to Ranged Combat attacks. A unit equipped with suitable ranged weapons can attack other units within range of their weapons (under the tactical system only). TOUGHNESS: Every unit has a Toughness that represents how hard it is to damage. This reflects the armour worn by soldiers in the unit, the soldiers’ ability to defend themselves from their attackers, their resistance to pain and injury, as well as their medics’ skill at the healing arts. MOVEMENT: In battle, a unit that can move and react more quickly than its opponent has an important advantage. The Movement attribute represents a unit’s speed and agility. If you have a map on which you wish to plot out tactical movement, the Movement attribute indicates the number of hexes the unit can move in one battle round. Depending on the scale of the map, it may be necessary to adjust that number accordingly. MORALE: Perhaps the most important attribute of any unit is its Morale: its sense of purpose, willingness to fight, bravery, group strength of will, and so forth. A unit with good Morale can remain cohesive and keep fighting even against the worst odds, while one with poor Morale quickly breaks and runs the moment the battle turns against it. BATTLE VALUE: Sometimes abbreviated BV, this is an abstract value that lets the Turambar determine at a glance how potent a given force is on the battlefield. As a game statistic, Battle Value is only used under the abstract system. You can determine a unit’s BV by averaging its highest Combat attribute (i.e., Melee or Ranged Combat), Toughness, Movement, and Morale.

FORMATIONS To simplify record-keeping under the tactical system, collections of units of the same type in the same army are often treated as a single formation. This allows many units to be listed on the same line of the army record sheet and dealt with as a group. If desired, armies’ leaders are allowed to split their formations into their component units in order to send different parts of their armies to different battle locations. In the abstract system, armies clash as a whole by pitting their aggregate Battle Values against each other.

SAMPLE UNITS The table that follows provides average statistics for a variety of units of different races. The Turambar may conservatively alter these statistics according to the origin and training of a unit, and he may also create new units, assigning them statistics as he sees fit, using those here as guides.

279

CHAPTER TEN: COMBAT

TABLE 10.8: UNIT ATTRIBUTES MELEE COMBAT

RANGED COMBAT

TOUGHNESS

MOVEMENT

MORALE

BATTLE VALUE

DWARVEN UNITS Dwarven Light Infantry Dwarven Medium Infantry Dwarven Heavy Infantry*

15 18 21

12 9 9

15 19 22

9 7 6

16 18 21

14 16 18

ELVEN UNITS Elven Medium Infantry Elven Light Archers Elven Medium Archers Elven Light Cavalry Elven Medium Cavalry*

20 13 16 16 18

13 20 23 21 24

20 16 20 18 22

14 16 15 26 23

19 18 20 19 21

18 18 20 21 23

6

7

7

6

10

8

DÚNADAN UNITS Dúnadan Medium Infantry Dúnadan Heavy Infantry* Dúnadan Medium Archers Dúnadan Medium Cavalry Dúnadan Heavy Cavalry*

18 21 14 21 24

10 10 20 14 14

19 22 18 20 23

11 10 12 21 18

16 18 17 18 20

16 18 17 20 21

ROHIRRIC UNITS Rohirric Medium Infantry Rohirric Medium Archers Rohirric Light Cavalry Rohirric Medium Cavalry Rohirric Heavy Cavalry*

17 13 13 20 23

9 19 17 13 13

19 18 16 20 23

10 11 25 22 19

14 15 14 16 19

15 16 18 20 21

DUNLENDING UNITS† Dunnish Light Infantry Dunnish Medium Infantry Dunnish Light Archers Dunnish Light Cavalry Dunnish Medium Cavalry

11 14 9 14 17

7 9 14 11 13

11 15 10 12 16

12 10 14 24 21

9 11 10 11 13

11 13 12 15 17

ORKISH UNITS Orkish Light Infantry Orkish Medium Infantry Orkish Light Archers Orkish Warg-riders Uruk Infantry Uruk Archers

12 15 11 18 20 13

8 9 15 12 9 18

13 17 12 18 20 18

11 9 13 21 12 13

10 12 11 14 14 14

12 13 13 18 17 16

TROLL UNITS‡ Troll Infantry Olog Infantry

28 36

10 14

22 26

15 16

10 15

21 27

UNIT/FORMATION TYPE

HOBBIT UNITS Hobbit Shirriffs

*: Units normally comprised of nobles, and therefore not very numerous. †: Dunlending units can be used as templates for most other Mannish armies. The Turambar must specify what unit types actually exist in a given culture, and what unit attribute modifiers should apply according to the abilities and preferred armament of that people. ‡: Troll Units are normally only one-tenth to one-fifth the numerical size of an ordinary unit.

ENGAGING AND OUTNUMBERING UNITS As a rule of thumb, no more than two units may engage a single enemy unit at a time. If one side has more than twice as many units as the opposing army, any excess units will normally have to wait until they can step in for destroyed comrade units before they can participate in battle. However, terrain features and successful tactics may change this ratio. In a forest, units may only engage each other on a one-on-one basis (which gives a considerable advantage to small, but well-trained forces). The cramped confines of a mine and the wobbly foothold of mountain slopes or swamps bring along the same restrictions. In a battle fought on an open field, on the other hand, a successful army may be able to confront each enemy unit with up to four of its own units (again, any excess units

would have to wait until they may replace destroyed allied units). In the abstract system, battle between a larger and a smaller host starts at the normal two-on-one ratio (i.e., at ‘Even’). With each step towards Victory the larger force achieves, this ratio may be increased by one (i.e., to 3:1 with the first step, and possibly to 4:1 with a second step towards Victory), provided the larger army has that many units. Conversely, the smaller army may decrease the ratio to one-onone if it gets closer towards Victory than the larger host. Under the tactical system, outnumbering and unit engagement can normally be ignored (since there’s always some movement on the battlefield that cannot be tracked by rules) unless terrain features prevent outnumbering altogether. Alternatively, tokens can be used to represent one unit each. By their relative position, movement, and number, these tokens adequately indicate which units are currently engaged and what outnumbering ratio applies.

280

CHAPTER TEN: COMBAT

BATTLE TEST MODIFIERS

TERRAIN AND SITUATIONAL MODIFIERS

Both in the abstract and the tactical system, two different types of modifiers commonly apply when resolving a battle:

LEADER’S POSITION At the beginning of a new battle round, each side’s leader must determine where he will position himself. This choice may confer an attack bonus to the army and affects how likely the leader is to be captured or injured in combat. Under the tactical system, formation captains also need to position themselves, but instead of providing an attack bonus to their individual formations, they—as well as the armies’ leaders—may be allowed to perform an optional Commander manoeuvre or two (see page 285). OUTSKIRTS: The leader is able to observe and support the troops, but is not directly involved in the battle. If he wins an opposed Warfare test against the enemy army’s leader, his troops receive a +1 attack bonus per LoS. However, no Commander manoeuvres may be performed. THICK OF BATTLE: The leader fights with the main body of soldiers. If he wins an opposed Warfare test against the enemy army’s leader, his troops receive a +2 attack bonus per LoS. Captains and leaders who fight in the Thick of Battle may each perform one Commander manoeuvre. HEART OF BATTLE: The leader moves to the heart of the conflict, usually somewhere on the front lines. If the leader wins an opposed Warfare test against the enemy army’s leader, his troops receive a +2 attack bonus per LoS for this round. Captains and leaders who fight in the Heart of Battle may each perform two Commander manoeuvres.

Terrain plays a significant role in battle as does the situation the armies find themselves in. Elves fighting in a forest usually have an advantage over other races; troops who’ve taken a hill usually have an advantage over those trying to take the hill from them. There are an almost unlimited number of factors that could play a role depending on how much detail you wish to consider. The terrain and situational modifiers listed below cover the most important possibilities. When using the abstract system, it’s up to the Turambar to determine whether a given modifier applies, and to which side, based on the story and what he knows of the situation. Terrain and situational modifiers (and all other unit modifiers, for that matter) are cumulative unless noted otherwise.

Terrain Modifiers To determine which modifiers apply, simply go down the list and identify those conditions present on the battlefield. Some modifiers are applied only to one army in the battle while others affect all sides. Terrain modifiers usually do not change over the course of a battle, so rounds after the first will not typically involve recalculation of terrain modifiers. ARCTIC: All but the most hardy have extreme difficulty fighting in the bitter cold of the Northern Wastes. Units that are not accustomed to arctic conditions suffer a –3 penalty to Melee and Ranged Combat and a –5 penalty to Movement. CAVERNS: Fighting underground is alarming and strenuous for those not used to confined spaces and dark conditions. Units unfamiliar with such environs suffer a –4 penalty to Melee Combat and Movement, and a –3 penalty to Morale when forced to fight underground.

HEROES IN BATTLE Heroes are often involved in battle, even when they are not themselves the leaders of armies. A Turambar has a number of options for dealing with heroes—who may be player characters, important NPCs, or their counterpart in the armies of Shadow—when battle is joined and the battle resolution system is being used. The first option and quickest is to allow each hero to choose, just as an army’s leader or a captain does, what position he will take in the battle. Will he fight on the Outskirts, Thick of Battle, or Heart of Battle? This choice should be made just after the army’s commanders make the same choice. At the end of each battle round each hero rolls on Table 10.10: Hero’s Fate to determine what happened to him in that round of battle. The level of danger the player characters subject themselves to determines how many experience markers they earn during that round of battle. A character on the Outskirts gains no experience marker, a character in the Thick of Battle earns 1 experience marker, and a character in the Heart of Battle gains 2. These experience markers may be allotted to suitable skills related to battle and fighting (Turambar’s discretion). The second option, a bit more complex, is to allow player characters to lead individual formations in battle. If this is allowed, a character with an appropriate Lead or Warfare skill rank or the Command edge (Turambar’s judgement) chooses, just like any other captain of war, where to position himself (Outskirts, Thick of Battle, or Heart of Battle). PC captains may, of course, earn Commander manoeuvres as described above, and the Turambar should allow them to be used. In this case, the Turambar should also provide the enemy army with a few villains of its own who can lead formations, lest the characters’ army overpower its foe by carrying out Commander manoeuvres more frequently. As with the first option, each PC rolls on Table 10.10: Hero’s Fate at the end of each battle round to determine what happened to him in that round of battle. The third option, which requires the most from the Turambar, is for the players to decide precisely where their characters are going and what they are doing while the battle rages around them. The Turambar then orchestrates those events as he would any other in the tale, resolving combat against individual foes or other tests according to the normal rules. (Note, of course, that battle rounds and action rounds do not at all correspond to each other on a one-to-one basis. Heroes will be able to do many different things while a single battle round rages around them.) The things characters do should typically be resolved before any attacks are launched. The Turambar may decide that the actions of the PCs, if they are successful in accomplishing—or failing to accomplish— some important objective like holding a crucial point, taking a certain hill, or slaying a particular enemy, bring about modifiers to some formations’ unit attributes when the winner is determined on that round of battle.

281

CHAPTER TEN: COMBAT DESERT: Fighting in desert conditions is an arduous affair for those not used it. Units not trained and equipped for desert campaigns suffer a –3 penalty to Melee Combat and Toughness and a –4 penalty to Movement. FOREST: Fighting within a forest makes troop movement almost impossible and ranged attacks completely useless for those used to more open spaces. Units without special forestcombat training (such as Elves, Woses, or Woodmen have) have their Ranged Combat score reduced to 0 and their Movement score halved. HILL: If both sides are fighting atop a hill there is no modifier. If, on the other hand, one side holds a hill while another is trying to assault it, who hold the hill have the advantage. Holding a hill grants a +1 bonus to Melee Combat and a +2 bonus to Ranged Combat. MOUNTAINS: Mountainous territory can be very treacherous. Steep passes, uneven footing, and the absence of vegetation make manoeuvring extremely difficult. Units fighting in mountainous territory without special mountain-combat training suffer a –4 penalty to their Melee and Ranged Combat attributes and their Movement score is halved. PLACES OF POWER: In many places throughout Middleearth the land itself is infused with subtle power. This power is sometimes aligned with some purpose or people. Imladris, for example, is a place of power for the Elves. Men, allied with the Elves, might find their activities blessed by the magic of the Elves, but that same power would oppose any Orcs who came to the place. Units aligned with a place of power gain a +4 bonus to Morale and Toughness when fighting on such ground. Those allied with members of that race gain a slightly smaller bonus of +2 to those attributes. On the other hand, those clearly opposed to the aims of those races suffer a –4 penalty to their Morale and Toughness attributes. Similarly, a location can be aligned with some purpose, such as destruction, preservation, or defence. Such activities at those locations—no matter who performs them—are easier to carry out. Units that act in accordance with a place of power’s purpose receive a +3 bonus to their Morale and Toughness attributes, while those clearly opposed to them suffer a –3 penalty. In the few places of power that have both racial alignments and alignments of purpose, the maximum modifier that can be applied is ±5. PLAINS: Most battles in Middle-earth take place on vast plains. Flat and lacking obstructions that might impede the course of battle, plains offer neither bonus nor penalty. SWAMP: A thick bog of swamps such as the Dead Marshes makes movement difficult, often impossible. Units forced to fight in a swamp have their Movement scores quartered and suffer a –3 penalty to their Morale.

Fortifications Fortifications are any structures intentionally designed to slow down or stop an oncoming army. (While a forest or a river could be used for this purpose, they are natural formations and have their own special modifiers.) A special type of terrain modifier, fortification bonuses only apply when one side is defending from within the fortification against an army attacking from outside the fortification. Those within the fortress gain bonuses depending on what kind of fortification

they are defending—but only as long as the fortification remains intact. Moreover, all mounted troops are dismounted and serve as infantry (unless a cavalry sortie is attempted). See page 288 if more detailed rules for conducting a siege are desired. LIGHT FORTIFICATION: This covers simple obstructions to an advancing army: a fence, moat, or short wall, for example. Anything short of an actual stone building or keep qualifies as light fortification. The High Hay, the defensive perimeter built by the Brandybucks to defend the Buckland from incursions from the Old Forest, is an example of a light fortification. Units defending a light fortification gain a +2 bonus to their Toughness and Ranged Combat scores. MEDIUM FORTIFICATION: This includes keeps and small castles, usually without a moat or outlying defensive perimeters. The hall of Meduseld and the walls surrounding Edoras are examples of medium fortifications. Units defending from within a medium fortification gain a +3 bonus to their Toughness and Ranged Combat attributes. HEAVY FORTIFICATION: Heavy fortifications are castles, usually surrounded by walls or a moat. Prince Imrahil’s castle at Dol Amroth is an example of a heavy fortification. Units defending from within a heavy fortification gain a +4 bonus to their Toughness and Ranged Combat attributes. LEGENDARY FORTIFICATION: These strongholds, built ages ago on a scale grander than any mere castle, have withstood the onslaught of mighty armies generation after generation. Helm’s Deep, Minas Tirith, and the Morannon are all examples of legendary fortifications. Units defending a legendary fortification gain +8 to their Toughness and +4 to their Ranged Combat.

Situational Modifiers Situational modifiers cover special circumstances surrounding the ways the armies come into conflict. As with terrain modifiers, all possible situational modifiers would be impossible to include here. You should use the following examples to create your own situational modifiers if the need arises in your tale. To determine which modifiers the units in each army may benefit or suffer from, simply read down the following list, applying all modifiers that fit the circumstances of the battle. Situational modifiers often change from battle round to battle round. AMBUSHED: Units not expecting battle suffer a severe disadvantage as they scramble to defend themselves. Ambushed units suffer a –3 penalty to all their attributes. These penalties, however, apply only on the first round of battle. BADLY SUPPLIED: Armies require extensive supply chains to maintain their efficiency in battle. If an army has marched beyond its normal territories into enemy lands where no friendly towns or cities exist to help supply the troops with food the units must either forage, raid, or depend upon their depleted supplies. Units suffering in this way incur a –4 penalty to their Morale and a –2 penalty to their Toughness. DARKNESS: Mannish units battling night-eyed troops in darkness suffer penalties to their Melee and Ranged Combat scores as well as to their Toughness. Depending on how dark the night is, these penalties typically range from –1 to –4. DAYLIGHT: Orkish units forced to fight in bright daylight suffer a –4 penalty to all their attributes. No penalties apply

282

CHAPTER TEN: COMBAT at night, and if the sky is cloudy the penalty typically ranges from –1 to –3. DEFENDING HOMELAND: Armies defending their homeland fight with enhanced vigour and greater spirits. They gain a +2 bonus to their Morale and Toughness. DISMAYED: An army that is otherwise well-fed and fortified may have its potency reduced by ill-tiding, such as news that its leader has perished or defeat has befallen allies on another field of battle. Dismayed armies suffer –2 to their Melee and Ranged Combat, and –1 to their Morale and Toughness. ENTRENCHED: Often, opposing armies don’t meet at the same time on the field of battle. One side arrives early, or has been there for days or months, awaiting and anticipating the battle. This gives those units the opportunity to prepare by training, surveying the field, and erecting simple fortifications. Units that have been at the battlefield for at least two days before the enemy arrives gain a +1 bonus to their Toughness. This bonus increases to +2 if the units have been at the battlefield for at least one week, or +3 if they have been present for two or more weeks. ESCAPE BLOCKED: Any time one army in a battle has its escape routes blocked, such as by an impassable river, gorge, or sheer cliff wall, it becomes difficult for the units in the army to move freely. Routes can be blocked by natural features or man-made walls and fortifications. Other armies do not block movement (but their units may need to be defeated to permit movement), and those fighting within a fortification ignore this condition. Units fighting with their escape route blocked suffer a –4 penalty to their Morale, and their Movement is halved. EXHAUSTED: Units that have marched for long days without rest arrive exhausted and are less capable than well-rested units. Such units suffer a –3 penalty to their Toughness and Movement. MERCENARIES: Many leaders are forced to hire mercenaries. While mercenaries are usually experienced combatants they are not motivated solely by profit and do not fight as passionately as those driven by patriotic zeal or a charismatic leader. Owing to their battle expertise, mercenary troops gain a +2 bonus to their Melee and Ranged Combat (to a maximum score of 20), but they also suffer a –2 penalty to their Toughness and Morale because they are more likely to throw down their weapons and go home than troops motivated by allegiance to their nation. NOBLE-LED: Soldiers who see their king striding onto the battlefield to engage the enemy directly are inspired to valiant deeds. Units in an army that is led by one of their nation’s nobles gain a bonus to their Morale equal to one half the leader’s level in the High-ranking talent. RAIN AND SNOW: Both rain and snow provide a serious obstacle to waging war. In each case visibility is reduced and movement is hindered. Units fighting under such conditions suffer a –3 penalty to their Movement and a –5 penalty to their Ranged Combat. RECENTLY BEATEN: Regardless of how well-supplied, how well-led, or how prepared a force is, if it was recently beaten by the army it faces the troops will be less confident and find their spirits flagging. Troops recently beaten by the force they face suffer a –2 penalty to their Morale. This includes

battles fought against the same army in the past month or so, but does not apply to one battle extending over a series of days or weeks. STRUCK FROM THE REAR: Armies are rigidly structured entities. Infantry must be at the front, archers at the rear. When an army is attacked from behind not only are its most vulnerable members being assaulted first, it must scramble to mount an effective resistance. An army struck from the rear suffers a –4 penalty to Ranged Combat and –2 to Toughness and Movement. Like Ambushed, this modifier is unlikely to apply after the first round of battle. UNTRAINED: Armies composed of conscripts, youths, or the aged are at a disadvantage against seasoned warriors. Untrained forces suffer a –4 penalty to Morale and Toughness, a –3 penalty to Melee and Ranged Combat, and a –2 penalty to Movement. Apply these penalties to the attribute scores given for any suitable ‘light’ unit; better armour provides a +4 bonus to the Toughness of untrained units (i.e., the penalty is cancelled out). WIND: High winds make firing arrows difficult. Hence, Ranged Combat attacks are subject to a –3 penalty.

ABSTRACT BATTLE RESOLUTION Once all modifiers have been applied, recalculate the Battle Values of all participating units—and you’re almost ready to begin the battle. The abstract rules in this section do not track movement or other strategic aspects of battle, but they do allow you to run through an entire battle quickly. After calculating the BVs of his units, each leader determines his Army’s Battle Value (ABV). This is done by adding all the units’ BVs together and dividing the sum by the number of units in the weaker force. Round the result off to the nearest figure. As explained under ‘Engaging and Outnumbering Units’ (see page 280), the larger host can start with no more than double the number of units the smaller army has. An example will show how these calculations are made. EXAMPLE: A force of 120 well-armed Rohirric warriors, patrolling the Westfold on their swift horses, encounters a band of 310 marauding Orcs. The sky is covered with clouds, saving the Orcs from the negative effects of sunlight. In the Skirmish scale, 12 units of medium Rohirric cavalry clash with 31 units of medium Orkish infantry. Thus, the Rohirrim have an ABV of 20 x 12 ÷ 12 = 20, and the Orcs have an ABV of 13 x 24 ÷ 12 = 26, because no more than 2 Orkish units may engage each Rohirric unit in the first round of battle. The brave riders of Rohan will need superior tactics (as represented by the leaders’ opposed Warfare test) to prevail. If the Orcs manage to step closer toward victory (i.e., the characters’ side draws nearer to Defeat, see below), they may outnumber their opponents by a ratio of up to 3 on 1, thus increasing their ABV to the maximum of 13 x 31 ÷ 12 = 34.

At the beginning of each new battle round, the armies’ leaders make an opposed Warfare test. The winning leader’s army receives the corresponding bonus (ranging from +1 to +2 per LoS, depending on his position) to its attack test. Each round of battle, the leaders of both armies roll 2d10. These rolls are modified by the ABV of their force,

283

CHAPTER TEN: COMBAT and the winner of the round’s opposed Warfare test also adds his attack bonus (if any). Regardless of the relative strength of the conflicting armies, the battle starts at an ‘Even’ chance of victory for both sides, as indicated on Table 10.9. If the characters’ side has the higher modified roll, advance the battle one step up the chart, toward Victory. If it has the lower modified roll, the battle takes one step down the chart, toward Defeat. If the rolls tie, nothing happens. If the battle reaches Victory, the characters’ side wins. Perhaps they slay all their foes or drive them from the field or force them to surrender. On the other hand, if the battle reaches Defeat, the characters’ side loses. While the characters themselves have a good chance of surviving (see ‘Heroes’ Fates’ below), their friends and comrades may be slaughtered, or they and the other characters may have to retreat. The Turambar interprets the results and determines exactly what happens in any given battle.

HEROES’ FATES After each round of battle, the fate of all leaders and characters must be determined. Recall each character’s position (see ‘Leader’s Position’, page 281) and test a suitable combat skill (typically, Warfare or any melee weapon skill used in the battle) against TN 25. Apply a –5 TN modifier if the character was fighting on the Outskirts, or a +5 TN modifier if he spent the round in the Heart of Battle. In the abstract system, the TN is further modified by ±1 for each step the character’s side draws closer toward Victory (–1 TN) or Defeat (+1 TN). In the tactical system, the test is also modified: +3 TN if the character’s unit was imperilled this round and +5 TN if it was destroyed. Compare the test result to Table 10.10: Hero’s Fate.

TABLE 10.10: HERO’S FATE TEST RESULT LoF –3 LoF –2 LSF –1 to +1 LoS +2 LoS +3

TABLE 10.9: ABSTRACT BATTLE RESOLUTION Victory Enemy army may withdraw in disorder and is routed Enemy army may withdraw in disorder Enemy army may withdraw in order Even Characters’ side may withdraw in order Characters’ side may withdraw in disorder Characters’ side may withdraw in disorder and is routed Defeat

Either side may choose to withdraw before complete Victory or Defeat occurs, but will suffer losses as indicated on Table 10.9 and described in the following option.

 THE AFTERMATH OF BATTLE When the events on the battlefield have finally been decided, the Turambar may wish to determine the losses suffered by an army according to its fortune. A victorious army has 5% of its soldiers killed and 10% wounded. Wounded soldiers are well enough to stay with their army. Those who have suffered more serious injuries than that fall into the categories of killed (having died soon after the battle) or missing/stragglers (having been left behind). Usually, one sixth of the wounded recover each week. An army that withdraws in order has 5% of its soldiers killed, 10% wounded, 5% taken prisoners, and 10% are missing/stragglers. The fates of prisoners-of-war depend on their captors. The Free Peoples often disarm and release their Mannish prisoners after a victory. For instance, after the battle at Helm’s Deep, the surrendering Dunlendings were allowed to return home after having sworn an oath not to attack Rohan again. Less civilised armies will enslave or slaughter their prisoners, depending on what is feasible at the moment. Evil beasts may even devour their prisoners. Few armies bother with capturing Orcs, and Orcs rarely surrender. An army that withdraws in disorder has 10% of its soldiers killed, 15% wounded, 10% taken prisoners, and 15% are missing/stragglers. If an army that withdraws in disorder is also routed, it has 15% of its soldiers killed, 15% wounded, 15% taken prisoners, and 15% are missing/stragglers. An army that is defeated has 25% of its soldiers killed, 20% wounded, 20% taken prisoners, and 20% will be missing.

CHARACTER’S FATE Killed or Captured (Turambar’s choice) Wounded Injured or Deadly Combat (Player’s choice) Uninjured Valorous Deed or Uninjured (Turambar’s choice)

KILLED: The character is killed. If he was the leader of an army or formation, his units suffer a –3 penalty to their Morale attribute for 1d3 rounds (see page 287 for details). CAPTURED: The character falls into the hands of the enemy. Those who capture him may do anything they like from killing him to setting him free (though player characters should never be killed arbitrarily in this way). The entire battle may stop as the people of a captured leader try to negotiate his return, or an entire adventure could result as his comrades quest to liberate him. WOUNDED: The character is incapacitated for the rest of the battle. When the battle is over, the character will have taken all but 1 wound point of his Wounded Health Level (or he will have sustained 1 wound point in his Near Death Health Level if he was Injured before). If additional detail is desired, divide the due number of wound points by 1d5 and apply the damage to that many randomly determined body parts. Before critical injuries are determined, the character may subtract his armour’s protection from the damage each affected body part sustains. However, this will not decrease the overall damage. INJURED: The character is incapacitated for the next round of battle but may return afterward. When he returns to battle, the character will have taken all but 1 wound point of his Injured Health Level (or he will have sustained 1 wound point in his Incapacitated Health Level if he was Injured before). If additional detail is desired, distribute the due damage among 2d3 randomly determined body parts as described above. DEADLY COMBAT: The character meets up with a powerful foe—such as an Orc-chieftain or captain of the Haradrim —and must engage him in single combat. Resolve the combat normally. If you desire a faster resolution of the encounter, use the rules on ‘Combat Pacing’ as described on page 270. UNINJURED: The character emerges unscathed from this round of battle.

284

CHAPTER TEN: COMBAT VALOROUS DEED: The character has the chance to accomplish something bold, noteworthy, or heroic. Examples include breaking a strong enemy line, capturing an enemy banner, rescuing a beleaguered ally, or single-handedly slaying a mûmak. This may or may not involve normal combat resolution. The Turambar determines exactly what each Valorous Deed entails. Characters typically should not have more than one or two opportunities to perform Valorous Deeds during a single day’s battle.

TACTICAL BATTLE RESOLUTION Tactical battle resolution starts with the Turambar drawing out a map of the battlefield on a suitable hex-grid. The scale of the map should be pretty small since you should be prepared to give all units enough room to move at least a few rounds of battle on the map. Next, the leader of each army must find ample tokens to represent each of his units and arrange them on the battlefield in formations as desired and allowed by the terrain features of the deployment zone (and, of course, the Turambar). By using a map and some kind of tokens, the players get a decent feel for the strategic shape of the battle and will be able to move their formations and individual units as required by the course of events. It’s best to use oblong tokens because these can easily be used to represent unit engagement if such a level of detail is desired (see ‘Engaging and Outnumbering Units’ on page 280), but any type of counters will be fine as long as they are roughly equal in shape and size. (In fact, with a little abstraction, it is possible to resolve a battle according to the tactical rules without using a map or any tokens.)

THE BATTLE ROUND SEQUENCE Now that you’ve drawn a map of the battlefield and assembled the armies, it’s time to fight! Battle is conducted by performing the following steps, in order. Each one of these steps is described in detail in the following sections. Every iteration of Steps 1–7 makes up one round of battle. (1) Calculate terrain and situational modifiers. (2) Determine the positions of commanders and important characters and the order of battle. (3) Move your units. (4) Execute the commanders’ manoeuvres. (5) Launch attacks against the enemy. (6) Determine Casualties. (7) Determine the fate of important characters.

Step 1: Terrain and Situation A range of terrain and situational modifiers are described under ‘Battle Modifiers’ on pages 281–283above. Apply them as appropriate and recalculate unit attributes accordingly.

Step 2: Leaders’ Positions and Order of Battle At the beginning of a new battle round, the commanders of each side must determine where they will position themselves as described on page 281. The armies’ leaders then make an opposed Warfare test. The winning leader’s army receives the corresponding bonus (+1 or +2 per LoS, depending on his position) to all attack tests it attempts this round. The result of this opposed Warfare test also determines the order of battle. During the following steps, the winner has the option to either execute all his actions first or defer to his opponent and act after his opponent has executed all of his actions in the current step. An army whose leader was incapacitated or killed on a previous round of battle automatically fails the opposed Warfare test by LoF –3 until the leader recovers or another captain assumes command of the army. If both sides are leaderless, each side simply rolls 2d10 and the higher roll prevails (but earns no attack bonus).

Step 3: Movement Phase During each battle round, formations or individual units may move a number of hexes equal to their Movement score. Movement occurs in order of battle and may cover any distance from one hex up to the unit’s full Movement score in hexes. Clever movement of one’s troops may offer a considerable tactical advantage (think about a pincer movement, for example) which otherwise is not represented by these rules. Depending on the scale of the battle-map and the size of the tokens, it may be necessary to deduct more than one point of a unit’s Movement to cover a single one-inch hex. If so, moving through a single hex could, for example, cost two or maybe even three points of a unit’s Movement score. Note that terrain features may slow down or prevent movement altogether, as described under ‘Terrain Modifiers’ above or decided by the Turambar.  Step 4: Commander Manoeuvres At the Turambar’s discretion, leaders of armies and captains of formations—and maybe even player characters— may each be able to perform one or two special manoeuvres, depending on their position (see page 281). Commander manoeuvres are executed according to the order of battle. The commanders of an army that acts first cannot execute one manoeuvre and decide to save further manoeuvres until after the commanders of the opposing army have acted. When a commander performs more than one manoeuvre in a round, he may never perform the same manoeuvre more than once, even if he failed the first time. To execute a commander’s manoeuvre, the acting character must succeed on an appropriate skill test, made against a TN indicated in the description of the manoeuvre. Manoeuvres executed by a formation’s captain only affect his own formation or a single target enemy formation. INSPIRE: By displaying the king’s standard, blowing an ancestral horn of his people, or driving the troops with whips, a commander may rally his troops to greater courage and vigour in combat. Success with a TN 20 Inspire test gives a +1 bonus per LoS to the Morale of a commander’s formation(s).

285

CHAPTER TEN: COMBAT INTIMIDATE: By using his innate Terror ability, or by ordering his troops to shout a fearsome battle-cry, display cruel atrocities, or slaughter their foes without remorse, a commander may try to spread fear and chaos amongst his enemies. The commander makes an Intimidate test against a TN equal to 10 plus the target formation’s Morale. If the test results in LSF ±0 or LoS +1, a number of units in the target formation equal to the commander’s number of ranks in the Intimidate skill are panicked. On LoS +2 twice that number of units are panicked, and on LoS +3 or better three times that number are panicked. The fate of any panicked units is determined as described under ‘Maintaining Morale’ on page 288. RALLY: Many unit casualties represent not the literal death of the soldiers but failures of morale and command that cause otherwise ready warriors to inadvertently split from their unit and lose their way. A commander who succeeds with a TN 25 Lead test reforms one unit in his army or formation that was destroyed on the previous round of battle. SINGLE COMBAT: Often heroes of opposing armies seek each other out and engage in single combat. If the hero attempting this manoeuvre succeeds on a TN 25 Warfare test, he meets his chosen foe in the middle of battle and fight using the normal rules for combat between single characters. If a hero attempts this manoeuvre after an opposing hero attempted it (but failed) in the same round, the TN is reduced to 20. If both heroes are trying to find each other on the battlefield, it’s more likely that combat will result.

Step 5: Launch Attacks Once all movement and commander manoeuvres have been resolved, each formation attacks in turn. Note that a unit may only launch one attack per round of battle—this may either be a Ranged Combat or a Melee Combat attack. Attacks are resolved in order of battle. On a given side formations may attack in any order their leader chooses, and each formation’s attack is fully executed before the next is begun. Instead of attacking, a formation may confer a +5 attack test result bonus to an allied formation of the same size if it could attack the target formation itself (i.e., if the target formation is within reach and can be adequately outnumbered). Archer units often employ this tactic. Each formation’s attack consists of two steps: CHOOSE TARGET: The attacking formation chooses a formation on the opposing side that will be the target of its attack. Obviously, the target formation must be within range of attack. Generally, Ranged Combat attacks have a range of two hexes (i.e., there may be one hex between the archers and their target formation), even though this is a fairly unrealistic assumption at Epic battle scale. Melee Combat attacks may only target adjacent units (i.e., at least some of the tokens representing the opposing formations should be attached to each other). However, as there always is movement on the battlefield which cannot be tracked by the players, it is possible for an attacking formation (or even a single unit) to damage a remote unit in the target formation. MAKE ATTACK TEST: The attacking formation makes a Ranged Combat or Melee Combat test. The winner of the round’s opposed Warfare test adds his corresponding attack

bonus to the attack tests of his formations. The attack test is made against a TN equal to 10 plus the Toughness of the formation that was chosen as the target of the attack. Any unmodified dice roll of 15 or greater is an automatic success (LoS +0 or better), regardless of the target formation’s modified Toughness. If the attack test results in LSF ±0 or LoS +1, a number of units in the target formation equal to the number of units in the attacking formation are imperilled. On LoS +2 twice that number of units are imperilled, and on LoS +3 or better three times that number are imperilled. If the test fails the attack has no effect. The easiest way to remember which units have been imperilled is to turn their tokens by 90°. Generally, imperilment first affects those units in a target formation that are the closest to the attacking units (or those within range of a missile attack). If it’s not obvious which units should be imperilled, the defender chooses which units are actually imperilled. If an attack imperils more units than exist in the target formation, the extra imperilment may be applied to units in any other nearby formation as long as the second formation’s Toughness is less than or equal to the Toughness of the original target formation. As a rule of thumb, the second target formation must be within a distance no greater than one quarter of the attacking formation’s Movement score (in hexes), and no terrain features may hamper the attackers’ movement. Damage cannot spill over onto a third formation. Alternatively, the attacker could choose to imperil an already imperilled unit a second time. If he does so, the doubly imperilled unit must immediately make a Toughness test as described under Step 6 on which it suffers a –3 penalty. If it fails the Toughness test, the unit is destroyed and cannot attack this round (assuming it hasn’t already attacked).

 ATTACKS BY UNIT You may elect to launch a separate attack with each unit individually rather than rolling only once for each formation. This takes a little longer but may be more satisfying for some players. When using this option, each attacking unit chooses an enemy formation to attack. It makes an attack test as described, testing its Ranged Combat or Melee Combat against a TN equal to 10 plus its target’s Toughness. The attacking unit imperils one enemy unit in the target formation on LSF ±0 or LoS +1, two enemy units on LoS +2, and three enemy units on LoS +3 or better. If it fails, none of the enemy’s units are imperilled. Extra imperilment may spill over onto nearby second formations just as it can under the formation-based rules and the normal option to compel an immediate Toughness test of already-imperilled units can also be chosen.

Step 6: Determine Casualties Once all formations have attacked, each side must determine how many of its imperilled units will become casualties of battle. Each imperilled unit makes a TN 30 Toughness test (Elven units receive a +3 test result bonus). Each unit that fails the test is destroyed, while each unit that succeeds shakes off the effects of imperilment and survives to fight in the next round of battle. Any unmodified die roll of 7 or less is an automatic failure, regardless of the unit’s Toughness.

286

CHAPTER TEN: COMBAT When many units must be tested, the Turambar may rule that—to save time and die rolling—units may be tested in groups of two, three, five, or any other convenient number. Obviously, units tested together must have the same Toughness and modifiers to Toughness.

Whenever a situation occurs that threatens an army’s cohesion, the Turambar must first determine how many units will be affected. Any panicking units may then try to maintain their morale. Failure on this second test causes a unit to break.

Step 7: Heroes’ Fates

(1) Determine Number of Panicked Units

After unit casualties have been resolved, the fate of all leaders, captains, and other important characters must be determined. This is done the same way as described for the abstract battle resolution system on page 284. Make sure to apply a +3 TN modifier if the character’s unit was imperilled this round, or a +5 TN modifier if it was destroyed. In the event an army’s leader (or, in the tactical system, also a formation’s captain) is Killed, Captured, Wounded, or Injured, the army (or formation) becomes leaderless. Leaderless units suffer a –3 penalty to their Morale attribute until their leader (or captain) recovers or a new leader assumes command. In addition, leaderless units must test their Morale to check if they break upon losing their leader (see below for detailed mechanics). It is possible for a heroic player character or appropriate NPC to assume command of a leaderless army or formation. In order to successfully assume command during the chaos of battle, such a character must make a Lead test whose TN usually depends on his position in the last battle round: TN 30 if he was fighting on the Outskirts, TN 25 if he was in the Thick of battle, or TN 20 if he spent the round in the Heart of Battle. However, the TN will be equal to the number of units in the army or formation if that TN is greater than the one depending on the character’s position. If provisions were made before the combat was joined, either TN is halved. Clearly, it is very difficult to assert control over a large army while battle rages. In any case, if the original leader recovers, he automatically retakes command of the army.

Morale is most often at stake during one of two steps: First, if a leader (or a fell beast using its innate Terror ability) tries to intimidate the troops of his enemy, a test of morale may be required at the end of Step 4: Commander Manoeuvres. As stated above, the leader first makes an Intimidate test against a TN equal to 10 plus the target formation’s Morale. (Normally, no test result modifiers from Table 10.11 apply to Intimidate tests.) If the test results in LoS ±0 or +1, a number of units in the target formation equal to the commander’s number of ranks in the Intimidate skill are panicked. On LoS +2 twice that number of units are panicked, and on LoS +3 or better three times that number are panicked. Panicked units must try to maintain their morale or break, as described below.

FIGHTING ON Once a round of battle has been resolved each side has the opportunity to withdraw from the field of battle or fight on. If both sides choose—or are forced, because of their positions—to press the battle, go through another round. If one or both sides withdraw, the battle is over and the adventure narrative resumes, with the consequences of battle obvious to all who participated. If one side withdraws and the other still wants to press the attack the Turambar must decide, based on the circumstances, whether another round of battle must be fought or whether the fleeing side can successfully escape.

TABLE 10.11: TESTS OF MORALE TEST RESULT ENEMY FORMATION IS ... MODIFIER Four or more times the size of the target formation +9 Three times the size of the target formation +6 Twice the size of the target formation +3 One half the size of the target formation –3 One quarter the size of the target formation –6 TARGET FORMATION HAS SUFFERED ... 25% casualties 50% casualties 75% casualties

+3 +6 +12

LEADER’S FATE Army’s leader has been killed or captured Army’s leader has been incapacitated Formation’s captain has been killed or captured Formation’s captain has been incapacitated

+10 +5 +8 +4

Second, if an army loses its leader or suffers grievous casualties, a test of Morale may be required at the end of Step 7: Heroes’ Fates. The Turambar rolls 2d10 against a TN equal to 10 plus the threatened formation’s Morale, adding whatever modifiers seem appropriate. Think of the circumstances as having an inherent Intimidate rank, and apply the corresponding test result modifiers from Table 10.11 as if making a skill test. Again, if the result exceeds the TN, a certain number of units are panicked:

TESTS OF MORALE Several situations may require to test the morale of an army or formation. This could be the case when despair might overwhelm outnumbered soldiers who see their comrades and commanders fall, or when an enemy leader tries to intimidate his foes. Of course, the Turambar can require a test of morale whenever he sees fit, but the test must be resolved as soon as the morale-shaking situation occurs. Thus, a successful intimidation attempt could break a unit before it can launch an attack.

287

 If the test was made because the formation has suffered great casualties over the course of the battle and the test results in LoS ±0 or +1, a number of units equal to the number of units the formation has lost during the current battle round are panicked. On LoS +2 twice that number of units are panicked, and on LoS +3 or better three times that number are panicked  If the test was made because the afflicted units have lost their commander in the current round of battle and the test results in LoS ±0 or +1, a number of units in the target formation (or army) equal to the test re-

CHAPTER TEN: COMBAT sult modifier applied for losing its leader are panicked. (For example, 5 units will be panicked if the army’s leader was incapacitated.) On LoS +2 twice that number of units are panicked, and on LoS +3 or better three times that number are panicked. The Turambar may also require a test of morale whenever a unit is asked to do something dangerous or unreasonable (for example, fight at unreasonable odds, go without food, water, or pay, scale a castle wall despite the fact that the defenders are dumping sewage over the walls, and the like). Again, the Turambar must assess a certain test result modifier as if the circumstances had an inherent Intimidate skill bonus.

(2) Maintaining Morale A character commanding one or more units may use his Lead skill to hold his units together. He makes a separate Lead test for each panicked unit against a TN that depends on his position in battle: TN 20 if he’s fighting in the very Heart of Battle, TN 25 if he’s fighting in the Thick of Battle, or TN 30 if he has positioned himself on the Outskirts. If he succeeds, the unit does not break and continues to function normally. On a failure, though, the unit breaks and the Turambar determines how it reacts. Usually, the members of a broken unit try to flee from the field of battle or surrender to their enemies if there is hope of survival. Of course, this captain must have some way to communicate his encouraging message to his comrades, such as a loud voice, a horn-cry, a banner, or mounting a valiant defence within sight of the rest of the unit. Alternatively, if a formation doesn’t have a captain or if the captain is unable or unwilling to make a Lead test, the Turambar (or the player controlling the formation) rolls 2d10 for each panicked unit and adds its Morale attribute score. If the modified roll is equal to or greater than TN 30, the unit shakes off the panic. Otherwise, it breaks. When many units must be tested, the Turambar may rule that—to save time and die rolling—units may be tested in groups of two, three, five, or any other convenient number. Obviously, units tested together must have the same Morale and modifiers to Morale.

SIEGES In many battles, one side tries to take a city, tower, or fortification, while another does its best to defend it. This constitutes a siege. A siege can either be resolved by simply applying the fortification terrain modifiers listed on page 282, or—if greater detail is desired—by using the rules presented in this section. In either case, all mounted troops are dismounted and serve as infantry (unless a cavalry sortie is attempted and an open field battle ensues). Conducting a siege properly requires the use of the skills Warfare and Siege Engines (see pages 122 and 114, respectively). Anyone can, in theory, besiege a place of defence, but a skilled captain has a far better chance of success. Similarly, a defender who understands how sieges work is better able to protect his citadel from them.

PREPARING A SIEGE The leaders of both the assaulting and the defending force need to achieve a success on a standard test of the applicable Warfare skill specialty (Besieging or Siege Defence) to properly prepare a siege. A defending force who fails this test suffers a –5 penalty to its Toughness, Melee and Ranged Combat attributes for the remainder of the siege (but it retains the bonuses offered by the fortification as given on page 282). An assaulting force that fails its Warfare (Besieging) test must often withdraw empty-handed, or it will also suffer a –5 penalty to its Melee and Ranged Combat scores as well as –5 penalty per LoF to any tests of the Siege Engines skill (Turambar’s discretion). The relevant Warfare skill specialties encompass the knowledge of carrying out—respectively defending against— a siege, including the best positioning of siege weapons, determining weaker portions of a wall, building ramps, digging trenches and horse traps, and the like. The difficulty of this kind of Warfare tests depends on the quality of the structure under siege (see page 122 for examples). The actual implementation of any measures may require the use of a variety of skills such as Siege Engines or Stonecraft.

STRATEGIC DEFENCE Just like any other inanimate object (see page 269), every stronghold has two attributes: Protection and Structure. Protection represents its ‘armour’: how much damage its walls, gates, and towers can absorb without harm. Structure represents its ‘Health’: how much damage it can withstand, beyond its Protection, before it collapses or is destroyed. Table 10.12 provides average Protection and Structure ratings for various fortifications:

TABLE 10.12: FORTIFICATIONS AND STRUCTURES DOORS

PROTECTION

STRUCTURE

4 5 6 8 8

10 15 20 30–50 50–70

5 6 7 8

10–20 30–50 50–80 70–200

TOWERS Weak Average Strong Very Strong

5–7 6–8 7–9 8–10

1,000–2,000 1,800–3,500 2,500–4,500 4,000–6,000

WALLS Weak Average Strong Very Strong

5 6 8 8–10

40–60 50–100 90–200 250–600

Wooden door, weak Wooden door, average Wooden door, strong Metal door Stone door GATES AND BRIDGES Weak Average Strong Very Strong

Note that the above Protection and Structure ratings, unlike those given for inanimate objects on Table 10.4, do not correspond to the damage inflicted by ordinary weapons. Instead, it is assumed that siege engines are used to attack a

288

CHAPTER TEN: COMBAT

TABLE 10.13: SIEGE ENGINES ENGINE Battering ram, small Battering ram, large Blasting fire Catapult, small Catapult, large

DAMAGE CODE

FUMBLE RANGE

RANGE (IN YARDS) (PB/S/M/L/+X)

CREW

SHOTS

12/+4 24/+8 16/+6 24/+8 40/+15

2 3 5 3 4

Impact Impact 5/10/20/40/+10 15/40/80/160/+25 20/80/160/300/+50

6 12 4 3 4

1 every 2 rounds 1 every 3 rounds 1 every 5 minutes 1 every 5 minutes 1 every 10 minutes

Damage Code: How much damage the engine does with a hit. The first number shows the amount of damage dealt with LoS ±0, while the second number gives the additional amount of damage dealt for each additional LoS. A close failure (typically no worse than LoF –1 or –2) often denotes a hit of the target (such as a wall), though 1d6 yards per LoF away from the intended area of impact. If the Turambar allows a close failure to hit somewhere near the target spot, the engine’s basic damage is reduced by one increment of additional damage. Fumble Range: Whenever the 2d10 roll for a Siege Engines test is equal to or lower than this number, the test automatically fails and the crew may have to bear grim consequences (such as setting themselves on fire or wrecking their catapult). Range: The various ranges (in yards) at which the siege engine is effective: point blank (PB, TN 12), short (S, TN 15), medium (M, TN 20), long (L, TN 25), and extended (X, +5 TN per increment past L). See the skill description on page 114 for more information. Crew: A crew smaller than the listed may still be able to use a siege engine. However, for every person less than a full crew, impose a –3 penalty on all Siege Engines tests. For example, a crew of two fires a large catapult at –6. Shots: How often the siege engine can attack within a specified period of time.

fortification. Should an individual character be unfortunate enough to be hit by a siege engine, you can estimate the number of wound points he sustains by multiplying the damage the engine does by 5—or you may simply assume that the character is slain. Damage to a wall that exceeds its Structure does not normally collapse the entire wall. Instead, it creates a hole 1d6 yards in diameter. Also note that some legendary towers and fortifications, such as Orthanc or Barad-dûr, may have higher Protection ratings and withstand far more structural damage before collapsing.

SIEGE ENGINES When attacking a fortress, a besieger typically uses siege engines: enormous, destructive engines of war that can batter down walls and towers. Employing them requires a sufficient crew, at least one member of which must have the appropriate Siege Engines skill (page 114). See Table 10.13 for information on various types of engines used in Middle-earth. As stated above, the damage codes listed for siege engines represent the damage done to fortifications, not regular combat damage. Normally, a successful hit by a siege engine on an individual person automatically slays that person—except for blasting fire which deals regular fire damage to a person (see ‘Fire’, page 229). Blasting fire is a device of the Enemy— a product of foul sorcery—and is not used by the Wise or those allied with them. Also note that the damage done by siege engines is computed differently than normal. A simple hit at LoS ±0 does a lot of damage, more than any further LoS adds to the overall damage. See the ‘Damage Code’ bottom line of Table 10.13 for details. Most siege engines inflict blunt damage, but this usually isn’t an issue.

Stonecraft Characters who possess knowledge of how to work stone and build fortifications can aid in the defence of a siege—or help besiegers batter down walls and towers more quickly. Characters with sufficient time—days or weeks, sometimes even months—can strengthen a fortification to protect it from a siege. The Turambar assigns a difficulty to the task based on the existing nature and strength of the stronghold, the availability of materials and workers, and like factors. The skill description on page 116 provides some guidelines. If the character succeeds with a Stonecraft (Fortification) test, he increases the Structure of the fortification by +10 per LoS (stone doors and gates only receive a +5 per LoS bonus to their Structure). Following a successful test to improve the Structure of a fortification, another Stonecraft (Fortification) test may be attempted to increase the Protection of the fortification by +1 per LoS, to a maximum Protection of 10. Improvements to fortifications are usually permanent if the character had time to make them so. If pressed for time —such as when hurrying to strengthen a wall before the hosts of the Enemy arrive—characters often make quick, easy improvements that last only for a single battle. Once a character permanently improves a fortification or structure, he cannot do so again to the same fortification or structure until he gains at least 1 new skill rank in Stonecraft. On the other hand, a character’s Stonecraft can help besiegers destroy a citadel more swiftly. The character makes a Stonecraft (Fortification) test. See the skill description on page 116 for suggested TNs. If he succeeds, his Stonecraft provides a +1 affinity bonus per LoS to his (or his allies’) tests of Siege Engines. The affinity bonus also applies to the Warfare test made by the leader of his army to prepare the siege. Note that tests of Stonecraft (Fortification) normally require the collaboration of many workers. Thus, they are often resolved as combined tests (see page 224).

289

Chapter Eleven

MAGIC agic suffuses Middle-earth. From the bottoms of the deepest pit of Sauron to the tops of the highest mountains of the Hithaeglir, it is an integral part of the land and the people, even if most folk never see a spell cast or a dragon in flight.

M

THE NATURE OF MAGIC IN MIDDLE-EARTH

M

agic in Middle-earth has two aspects you must consider: the general manipulation of magic by characters (usually through casting spells) and the subtle magic found throughout the land.

SPELLCASTING AND TYPES OF MAGIC Broadly speaking, the magic used by characters is divided into two types: Art and Sorcery. The Art represents the little formalized, often spontaneous and sometimes even subconscious form of ‘true’ magic as mainly practised by the Elves, whereas Sorcery describes a variety of more formalistic spellcasting traditions of different origins. While both forms are powered by the fëa (Q. ‘soul’) of a magic-wielding character, Sorcery also draws—to some extent—from the disseminated power of Morgoth, no matter whether a spell of Sorcery is of good or evil origin, or whether it is cast for good or evil purposes (see ‘Sources of Corruption’, page 198, for details).

PRACTICES AND TRADITIONS OF MAGIC Although practitioners of magic—commonly called magicians, wizards, sorcerers, witches, shamans, or necromancers by the folk of Middle-earth, or simply ‘spellcasters’ in this rulebook—are rare and often secretive, there exists in Middle-earth a robust tradition of magical exercise. For some things, such as opening and locking doors, there are dozens of different spells, though some may apply in such limited conditions (they only work on one specific door, for instance) that they have little use for most characters. No matter whether a particular spell has a limited or broad scope of application, or whether it is cast as a sorcery or takes effect as a manifestation of the Art, there is only a single, generic description of each spell (with varying parameters, though). Of course, the Turambar may alter certain aspects of a spell’s description to further reflect differences between the various forms and traditions of magic as he deems appropriate.

Even when they largely use the same magical powers in a technical sense, each race works them differently. All races— even Orcs—can learn how to cast spells of Sorcery, though not all of them necessarily take advantage of this fact. For example, no records exist of any Hobbits having ever studied magic or cast sorceries, and Dwarves practice magic rarely, usually through their craftwork or by graving runes—but such enchantments are most often achieved by superior skill, and are thus a minor form of the Art rather than Sorcery. Although different races may technically be casting the same spells as described in this rulebook, they are not necessarily casting the same spells according to tradition. Moreover, their methods of casting, as well as their preferred choices of spells, are also vastly divergent. Elven magic (the Art) is powerful, refined, widely untainted, and nearly effortless, employing spells through song, craftsmanship, and artwork, or even manifesting at will in some cases. Orc-magic (Sorcery), on the other hand, is harsh and crude, used mainly to harm and slay. The magic of Men (mostly, but not solely, Sorcery) can vary wildly from people to people—and even from magician to magician—depending upon the traditions studied and the lore available to the caster. Different races also perceive magic differently. This is particularly true for Elves who even use a different kind of magic, with a differing set of rules—the Art. To them, magic is so natural and so much part of their being that they don’t consider it unnatural or odd, like other races do. Educated Men regard magic as something to study and learn, a body of lore open only to the truly wise and powerful. Dwarves’ views seem to fall somewhere in between these extremes, and Hobbits and most ordinary Men regard it with suspicion.

Necromancy Necromancy is a particularly dark and evil form of Sorcery, a foul legacy of powerful spells employed primarily by the Enemy and his servants, such as the Mouth of Sauron and the Witch-king. Despite what the game term ‘Necromancy’ may suggest if interpreted in a literal sense, these sorceries are not limited to conjuring and communing with the Unbodied—ghosts, wraiths, and houseless spirits. However, many necromancers do obtain their power by exploiting disembodied spirits, sometimes in addition to, or maybe even instead of, tapping the disseminated Morgothian power.

290

CHAPTER ELEVEN: MAGIC Necromancy includes spells of torment, ruin, anguish, despair, and death. Its essence lies in the domination and subjugation of others, in terror, violence, and harm. In a philosophical sense, any sorcery cast for evil purposes falls within the domain of Necromancy. Necromancy provides greater power more quickly than normal Sorcery does—and even some powers unavailable through regular sorcery—but at the cost of even worse tainting the caster’s soul. Only the wicked, the foolish, and the power-hungry learn it. Wise folk and heroes avoid it at all costs. Generally, player characters should not know any Necromancy spells. It is not a form of magic for heroes to practice. For each spell of Necromancy a character learns, he immediately acquires the indicated amount of Corruption points. These points are permanent and cannot be gotten rid of in any way. Of course, the character still acquires the due Corruption as normal each time he casts the spell. Furthermore, any character who knows even a single spell of Necromancy suffers a –9 test result penalty when casting any ‘Secret Fire’ spell (see below).

Wizardry In a sense, Wizardry is the opposite of Necromancy: a tradition of Sorcery developed and practised by the Wise. Despite its unmarred origin and well-meaning aims, Wizardry may still be dependent on the Morgothian element to some degree and is therefore a potential source of corruption, though less so than ordinary Sorcery, let alone Necromancy. Spells of Wizardry tend to be beneficial and are mainly about preserving, amending, aiding, and communicating, but also include powerful offensive feats such as Flame of Anor or miraculous effects such as Springtime. If a character mostly casts Wizardry spells, and then for the good of others or the Free Peoples in general, but not for selfish purposes or base motives, he stands a good chance of escaping the danger of falling (as was the fate of Saruman), especially if his mind is strong enough to fuel most, if not all, of his spells without tapping the disseminated power of Melkor Bauglir. Wizardry encompasses the realm of Secret Fire and a variety of spells scattered among other realms. While some of the effects of the latter may also be achieved by casting ordinary sorceries, spells of Secret Fire are special. In a sense, Secret Fire spells are more like an Art than normal sorceries because they require that an extraordinarily skilled caster has an extraordinarily strong spirit (as represented by the requisite edges, Wizard or, in case of some lesser spells, Teachings) and, if the Turambar wishes to adopt this notion, the consent of Eru Ilúvatar (i.e., if the Turambar doesn’t wish a character to cast a spell of Secret Fire, the spell will automatically fail). After all, Gandalf was an appointed ‘servant of the Secret Fire, wielder of the flame of Anor’. Consequently, the vast majority of player characters will never know any major Secret Fire spells. But less powerful wizardries (that mostly belong to other realms) are more often taught to trustworthy, talented individuals of noble heart and mind. As a matter of fact, these wizardries should be the preferred choice of spells for any characters hailing form the Free Peoples who are incapable of wielding the Art.

Magic as an Element of the Game The most important thing to remember about spells and magic for your game of Ambarquenta is that magic, as an inherent part of Middle-earth, is both defined by and reflects the flavour of the setting. In Middle-earth, magic spells tend to be low-powered and simple compared to spells in other fantasy settings and games. Magicians, even wizards, cannot fly, summon demons, walk through walls, or blast their foes with bolts of arcane energy. Even Gandalf, the most powerful wizard in the land during the War of the Ring, could not slay a Troll with a wave of his hand, toss balls of fire to destroy legions of Orcs, repair the gates of Minas Tirith with a spell, or instantly transport himself and Frodo to Orodruin. However, he and other spellcasters could open and lock doors, shatter objects, converse with beasts, and start fires. In Middle-earth, a land of subtle and flavourful magic, these abilities make spellcasters powerful and awe-inspiring—even if they don’t allow them to effortlessly kill enemy after enemy.

THE ISTARI The most powerful practitioners of magic among the Free Peoples of Middle-earth belong to the Heren Istarion, the ‘Order of Wizards’. The mightiest of these, the chiefs of the order, are the Five Wizards: Saruman the White (leader of the order), Gandalf the Grey, Radagast the Brown, and the two Blue Wizards, Alatar and Pallando, who passed into the East and came never into the records of the West. Although few—aside from certain Elven-lords like Elrond, Círdan, and Galadriel—know it, these five and the other early members of their order are emissaries from the Uttermost West. The Valar sent them to aid and encourage the Free Peoples to resist the Shadow. They first began arriving in Middle-earth about the year 1000 of the Third Age. Though they are in truth something more than Men, the Five Wizards and others of their kind from across the Sea are constrained by the shapes they must take in Middle-earth. They resemble Men of age and wisdom, and though long-lived and powerful, they are subject to the same ills that affect Men: hunger, weariness, pain, death. The rules governing them inhibit as well what they can do on behalf of the Free Peoples. They may not aid them directly, either by fighting directly against the Shadow or attempting to oppose its power with power. Instead, the wizards strive to counsel, support, and defend, encouraging the Free Peoples to resist and endure. However, at least one wizard, Saruman, eventually fell from this lofty path and took power to himself in an effort to dominate and control others, and some, such as Radagast, ignored their duties for love of other things. Although it’s a controversial point among Tolkien scholars, a Turambar may wish to adopt the idea that after arriving in Middle-earth, the Five Wizards (and their kin) sought out those among the Free Peoples who might by worthy of membership in the order. Finding gifted magic-users of noble heart and valorous mien, they trained and tutored them, introducing the worthiest of their students as wizards themselves. These wizards, in turn, trained others, all sworn to the rules governing the Five. Slowly, over the course of centuries, they built a group of wise and powerful spellcasters whose greatest test— the final struggle against Sauron—came at the end of the Third Age. However, wizards are far rarer than other types of spellcasters, and no adventuring group should normally have one as a player character.

291

CHAPTER NINE: ADVENTURING

THE SUBTLE MAGIC OF MIDDLE-EARTH As mentioned above, magic exists throughout Middleearth. Subtle, flavourful, and evocative, it is a key element of the setting, one the Turambar must always remain aware of—and which he can use to enhance the feel and flavour of the tale. Because Middle-earth is innately magical, it possesses certain qualities lacking in mundane lands. Similarly, events and occurrences take place that could not in other lands. The Turambar can work these qualities and events into his stories, allowing the characters to take advantage of them—or run afoul of them. Players, by understanding the rules that govern how this subtle magic works, can find ways to use it, enhancing both their own abilities and the tale as a whole. Here are just some examples.

THE RIGHTNESS OF THINGS The subtle magic of Middle-earth has its greatest dramatic effect when it displays, reflects, or reinforces the rightness (or wrongness) of certain actions. It echoes strong emotions, particularly good or kindly ones but also negative feelings. It helps to make the world what it should be, in an ideal or romantic sense, and it allows That Which Is Right to show through. For example, it might cause flowers to always bloom at a place where two heroes confess their love for each other, or it could ensure that the weather remains clear and fine for a king’s coronation—because it is Right that things should be that way.

THE MIRROR OF NATURE In Middle-earth, the weather and other natural effects reflect and embody great events that take place, or the moral qualities of certain actions. When Sauron sends his forces to war, a dark storm arises from the East (his stronghold), blotting out the hope of Gondor. But when the fortunes of battle shift and the Captains of the West gain the upper hand, sunlight breaks through the clouds, dispelling the darkness and bringing new hope. When the Nazgûl fly overhead, or their cry is heard, the wind suddenly becomes chill. Near Mordor, the sunlight seems defiled to Frodo and Sam—corrupted by the evil will of the Enemy. The subtle magic shapes and affects even the land itself. In places like Rivendell and Lórien, the land is bright and beautiful, whether it is allowed to remain wild or shaped by the hand of Elf or Man. But in or near places controlled by the Enemy, blight, foulness, and desiccation govern. This quality affects not only the appearance of the land, but the people who live or visit there. In Rivendell, fear and anxiety vanish like fog in morning sunlight. Those who bathe in Nimrodel feel weariness wash away from them. Travellers in Sauron’s ravaged lands find it difficult to rest or heal. Similarly, where evil has been done or evil once dwelt, a shadow lies upon the land. Where Smaug fell into the Long Lake, no ship sails, and no one dares swim. Where Trolls once lived, things do not feel right to the enemies of Sauron.

The Shadow has infected nearly all of Mirkwood with its horror. And not only evil can mark the land, but great tragedy as well. Eregion echoes with the lament for the long-departed Noldor who dwelt there ages ago. The voice of Nimrodel can be heard near the stream named for her. The ground where the Witch-king’s beast was burned remains black and barren forever. Subtle magic can affect objects as well. Witness Denethor’s burning hands showing evermore in the palantír he died holding. The subtle magic also reflects the use or effect of some spells and skills. For example, in the right circumstances, the use of Intimidate or the casting of Evoke Awe may cause the weather to suddenly change. Clouds may gather and thunder rumble, or perhaps the clouds part and allow a beam of sunlight through. In some places, the land seems almost alive—or at least possessed of feelings and motives. For instance, Gimli describes Caradhras as motivated by ‘ill-will’, ascribing to it a degree of stubborn malice. Winds from the West dispel the last remnants of the spirits of both Sauron and Saruman. The very existence of the Ents, manifestations of the spirit and needs of trees, is the ultimate form of this personification of the natural world. The Turambar can represent these effects in many ways in a tale. Spellcasters, Elves, and other sensitive characters might be allowed a Perception, Lore, or other appropriate test to recognize the shadow that lies upon a land, or a region’s beneficent qualities. To reflect the feel of a region, the Turambar can provide bonuses or penalties to suitable tests of attributes and skills, increase or decrease the rate at which characters recover lost Weariness Levels or heal from injuries, or impose modifiers to the effects or TNs of particular spells.

Beast Speech In Middle-earth, many animals can think and even talk. Beorn’s cattle and horses can speak with him. The spiders of Mirkwood have an evil, hissing speech. The Dwarves of Erebor have long spoken with the local ravens and recognized the wisdom of thrushes. Foxes wonder about the wanderings of Hobbits through the Shire at night. The Great Eagles can speak aloud. Sometimes, as with the Eagles, characters and animals can converse freely. At other times, spells are needed.

HONOURING THE VALIANT The subtle magic also honours and aids those who are heroic and valiant, while giving no succour—and perhaps even hindering—the malicious and wicked. For example, it helps Bard slay the dragon Smaug, showing him just the right place to shoot the dragon and then guiding the bowman’s arm. The Anduin protects Boromir’s body, ensuring that none dishonour it. Magic brings great tidings from afar, so Boromir’s brother and father can hear the blowing of his horn at his death, though he is many leagues away. And, combined with dramatic need, the world sees to it that heroes and their companions arrive where they need to be in a timely fashion. Witness the meeting of Halbarad and his

292

CHAPTER ELEVEN: MAGIC Rangers with Aragorn near Isengard, or the arrival of Aragorn at Pelargir in time to stop the Corsairs and take their ships.

 Dramatic Heroism The Turambar can simulate this quality of subtle magic—such as help with the slaying of fell beasts—by providing a dramatic heroism bonus. When a character undertakes a crucial and heroic task and the player roleplays well, the Turambar can grant him a temporary bonus to his current Ambar score. Depending on the situation, this bonus will normally range anywhere from +1 to +5 points of Ambar. These points can be spent as described on page 197, but what’s probably more important, they also greatly increase a character’s chance of success with any Ambar test he attempts while the dramatic heroism bonus is in effect. Once the task is completed (for good or for bad), any leftover bonus Ambar points vanish. Turambari should not try to simulate other facets of these matters with game rules. Instead, they can simply include them as elements of the story that illustrate the nature of Middle-earth. Some aspects of subtle magic, particularly timely arrivals, may require careful structuring of an adventure or orchestrating of the actions of the player characters, but with a little forethought that should not prove much of a problem.

THE POWER OF WORDS Thanks to the subtle magic of Middle-earth and the Music of the Ainur which dimly resonates throughout Arda, words themselves can have power. Elven-speech often remains graven on the minds of those who hear it, and the invocation of Elbereth, other Valar, and sometimes other powers—such as Tom Bombadil—can bring hope and courage to good folk trapped in dark places. On the other hand, as Gandalf’s speaking of the Ring-inscription in the Black Speech shows, evil words can darken shadows and make stout hearts quail. Turambari can use any appropriate effect from the following list to simulate the power of words. They can also make up other effects to fit his needs.

Requisites To use any of the effects from the below list, a character must not have accumulated more than three Corruption Levels (i.e., the acceptable maximum level is Exposed). Obviously, he also needs to know the name of the Vala he wants to invoke; normally, 5+ ranks in an applicable Lore skill (usually History) or acquaintance with another character who openly reveres the Valar satisfy this condition. Note that these prerequisites only apply if a character desires to achieve a benevolent effect.

Sample Effects MASTER OF FATE: When a character invokes the name of Elbereth or another Vala and succeeds at an Ambar test to receive a test result bonus, he gets a +7 bonus. Alternatively,

he could choose to modify the roll made for an Ambar test by –2 (or more, at the Turambar’s discretion, up to a maximum of –5). The successful use of either kind of effect causes your current Ambar score to drop by 1 point. See ‘Improve Test Results’ on page 197 for the basic form of this effect. INSPIRATION: Speaking or hearing the names of the Valar or other inspiring words grants a +3 bonus for Inspire or Fortitude tests to resist Intimidate (Fear) and like effects. PAIN EVIL: When confronting the chief servants of the Enemy, or other creatures of great evil such as the Witchking, Shelob, or the Mouth of Sauron), the names of the Valar cause them discomfiture and pain, imposing a –2 penalty to all tests for one round. To improve this effect, a character can opt to make an Ambar test. This costs him 1 point of Ambar and increases the penalty to –4. In addition, the effect lasts for a number of rounds equal to the character’s Fortitude ÷ 5 (with a minimum of 1 round). DISPEL DESPAIR: If the characters are in a place, such as Mordor, where the subtle magic makes it harder to rest or regain Weariness Levels, and if they succeed with an Ambar test, speaking names or words of inspiration and power can dispel those effects for one hour once per day. This use of Ambar does not cause its current score to decrease.

Restrictions Of course, there are some restrictions on characters’ abilities to invoke the power of words; they cannot simply go around shouting ‘Elbereth!’ and getting bonuses whenever they like. First, invoking the power of words requires a minimum of 8 action points, sometimes as much as a full round or even longer increments of time. Second, characters can only get a bonus from invoking the power of words when it is dramatically appropriate to do so—for example, when they are facing a powerful, evil foe, not just whenever they fight some lowly Orcs. Third, they must roleplay the situation appropriately, not just say, ‘My character’s shouting “Elbereth!” I want an increased bonus for my next Ambar test.’ The use and effects of invoking the power of words is entirely at the Turambar’s discretion.

OATHS AND CURSES Related to the general power of words is the effect of oaths and curses. In Middle-earth, sworn oaths have real effect and so do the curses placed upon those who break them. The curse laid by Isildur on the Dead Men of Dunharrow is the best-known example, but it is by no means the only one. In Ambarquenta, binding oaths are usually represented by the Oath flaw (page 176), though they can also occur as the result of roleplaying and story development. If a character swears an oath—flaw or no—he must abide by it. If he does not, the consequences of his oathbreaking shall fall upon him in full measure. As for what consequences those might be and how they affect the oathbreaker, they depend upon the oath sworn, or the curse laid—if any. Some oaths may contain within them the punishment for their violation: ‘If I fail to meet you at the Fords of Bruinen on midsummer’s day, may my line falter and no male child be born of my seed.’ Other oaths are more

293

CHAPTER NINE: ADVENTURING general, leaving the victim of the oathbreaking to specify the punishment with a curse—as Isildur did—or the Turambar to decide upon a fittingly dramatic penalty. For some oaths and curses, the punishment can be expressed in game terms. For example, a curse of feebleness may result in a reduction of Strength, Vigour, or Stamina, or a penalty to tests involving them. A curse that ‘no sword will ever rest easy in your hand’ could be simulated by imposing a penalty on Blades skill tests. Others, such as failure of a bloodline or service even after death, simply become an element of the game. Few rules, if any, are needed for them. Curses, too, may be laid for other faults than the breaking of oaths: for great wrongs done, such as the slaying of one’s child, or for bitter torment inflicted. Such curses are usually conditional: a specified punishment shall beset the wrongdoer unless he makes amends in some fashion. Unfortunately for player characters, curses seem to have little, if any, effect on the servants of the Shadow. They can lay curse after curse on Sauron or the Witch-king, and nothing happens, perhaps because such creatures are already cursed by their very nature. Only the PCs themselves—and NPCs not directly in service to the East—are susceptible to their effects. Curses are subject to the same restrictions as invoking the power of words. Characters must take the proper time, players must roleplay the laying of the curse well, and—above all—the cursing must be dramatically appropriate. Additionally, the Turambar may demand an Ambar test and charge the cursing character a point of Ambar to represent the impassioned fury that inspires him and powers the curse. The use and effects of oaths and curses is entirely at the Turambar’s discretion. If a character lays an apparently unjustified or overly cruel curse on someone who maybe doesn’t really deserve to be cursed, the Turambar may assign him any number of Corruption points.

FATE AND FORETELLINGS Last but certainly not least, the subtle magic of Middleearth manifests itself through the role of fate and prophecy.

Fate In Middle-earth, ‘fate’ is a concept of importance, but one which has certain restrictions placed upon it of which the Turambar must remain aware. Fate never dictates a character’s actions or strips him of his free will. The Ring may have been fated to come to Frodo, but he was not fated to take it to Mount Doom. He might have chosen to do anything with it: throw it away, keep it and do nothing, try to claim its power. Similarly, though Elrond notes that the persons present at his council were drawn there by order and not seeming chance, they were not forced to remain. Any of them could have declared his disinterest and walked away. Despite the ominous overtones of the word, fate is not a shackle binding characters to unavoidable courses of action. It may place them in the midst of those courses of action and force them to choose one, but it never strips them of their free will. Thus, for the most part, fate is simply an aspect of the world of Middle-earth, something for PC and NPC alike to mention to explain events or provide advice. Rather than be-

ing a quantifiable part of the setting—something that the rules can define with numbers, charts, and modifiers—it is a nebulous thing, always present in the background, rarely thrusting itself forward into the story. There are no rules by which the Turambar can force a player character to follow his destiny. However, there are ways to reflect the role of fate through the rules or deft narrating. For example, the Ambar attribute and some abilities, such as Armour of Heroes or Favour of Fortune, represent, at least in part, the fact that fate looks out for characters—not protecting them, exactly, but smiling upon them. Similarly, if a Turambar wishes to weave a story in which a burden or quest is placed upon a character’s shoulders, he can orchestrate events in his tale to ensure that the character must confront this potential duty. What the character chooses to do about it remains up to him, of course. But there’s nothing wrong with arranging an encounter to steer him towards a decision, or even with providing an extra point of Ambar or two as a dramatic heroism bonus to help see him through the dangers he must confront before he discovers the burden fated for him.

Prophecy Many persons in Middle-earth seem gifted with the ability to foretell the future, even if that ability comes to them only once—and cryptically, as with Faramir’s dream. Magically inclined characters, in particular, seem prone to insights regarding the days to come. Sometimes, as with Glorfindel’s prophecy regarding the Witch-king’s doom or Malbeth the Seer’s pronouncement about the Paths of the Dead, their words come down through the long years, providing wisdom and guidance when they are most needed. Foresight is not the ultimate boon it might at first seem. When characters experience forebodings, prophetic dreams, and moments of prophetic insight, they do not receive crystal-clear visions of what will happen later today, or tomorrow, or in a month or a year. Rather, foresight most often comes upon them as vague feelings and beliefs or mysterious dreams or the like. It rarely provides specific information or guidance, except when it touches on matters of little import to a game tale (‘I foretell that the span of your life shall be greater than the measure of Men, unless evil befalls you or you fail at the test’. — Elrond, The Return of the King). Rather, its meaning is plain only in hindsight or when analysed by those of great learning and wisdom. The significance of Faramir’s dream only became evident when it was presented to an entire council of Elven-lords, wizards, and members of the Free Peoples. Even Denethor, renowned for his loremastery, could not unravel it. In game terms, characters who are Foresighted (see page 135) sometimes experience prophetic insight, dreams that warn of some calamity, or the like. Occasionally, other characters may have similar insights—much the way Aragorn foretold that Gandalf should beware Moria—but theirs are less frequent and less helpful (note, though, that such characters might be allowed to acquire Foresighted as an edge). The Noldor and the Drúedain seem particularly likely to have prophetic gifts or flashes of foresight.

294

CHAPTER ELEVEN: MAGIC The most important guideline for foretelling is that the Turambar controls what characters can learn through foresight. Foretelling isn’t a way for characters to discover everything that’s going to occur in the culmination of the tale, the vulnerabilities of their enemies, or the location of hidden treasures. Prophecy may provide guidance on these questions, but it should never answer them directly and openly. In many cases, foresight’s best role in the game is to provide atmosphere. If a player, in the midst of good roleplaying, utters a minor prophecy of some sort (‘A foresight is on me, and I warn you: Do not read the scrolls of Minardil!’), the Turambar might reward that player by doing his best to work the prophecy into the story and follow through on it. As Elrond notes (‘… under the Shadow all is dark to me’, The Fellowship of the Ring), foretelling is much more difficult, if not impossible, when directed against people, places, or things covered by the Shadow. In these cases, the Turambar should apply a penalty of –6 or more to the Foresight test. On the other hand, approaching death is said to clarify powers of foresight. If a character is Near Death, he receives a +3 (or greater) bonus to his Foresight test.

MAGICAL CHARACTERISTICS

M

agically skilled characters acquire their powers in one of two ways. The first is through an innate talent or capacity for magic. These spellcasters are, in a sense, ‘attuned’ to the magic of Middle-earth, and they ‘learn’ how to employ it as they will. This is most commonly seen among the Elves, whose innately magical nature often leads them to develop great powers with the Art. The second method, mostly seen among Men, is through study and lore. Eager for magical power, this sort of spellcasters spends long hours poring over ancient tomes and scrolls, and seeking places and items of enchantment. Though not fundamentally evil, this method of learning and wielding magic is suspect, since it is inherently tainted by Morgoth and often leads to a fascination with ‘dark arts’ and a descent into the practice of Necromancy. Irrespective of whether a magically gifted character is a wielder of the Art or Sorcery, you must record an additional attribute for him, Fëa.

FËA The lower of a character’s basic Fortitude or Wisdom. While the Quenya term fëa simply denotes the indwelling spirit of an incarnate being, or the ‘soul’ that constitutes any individual, the Fëa attribute is a measure of the strength of a character’s mind regarding his chances to wield magic. Theoretically, any character might learn spells of Sorcery—but no teacher will likely accept a student with a Fëa score much lower than 16. Representing a gift to a particular people (i.e., a racial ability), the Art is not normally bound to a minimum Fëa score. However, a character’s Fëa determines the scope and power of his attempts to wield the Art. Since Fëa is normally only relevant for spellcasters, it is recorded on the Magical Capabilities sheet rather than on the Cover Sheet. Magically ‘unmusical’ characters do not need to know their Fëa score.

SKILLS For characters using Sorcery, each of the magic spells described from page 309 onward is a separate skill. For wielders of the Art, each category or realm of spells is a separate skill, with the individual spells of a given realm potentially belonging to their repertory. These terms and game mechanics are described in more detail under ‘Spells’ below. Besides these actual spellcasting skills, magic users do not need many skills or specialties in addition to those commonly acquired by ordinary people. Some sorcerers may wish to acquire the Throw: Spells sub-skill, with Lightning or a similar directed spells as a specialty. Another example is the Arcane Lore skill group. While any character may develop these skills, a spellcaster might have a deeper understanding of the matter and may, at the Turambar’s discretion, acquire more ranks, or acquire them more easily (i.e., in less time), than an uninitiated person. With corruption being an inevitable accompaniment of Sorcery, the need to purify one’s fëa from the marring effects of spellcasting becomes an important issue. As stated on page 200, characters may be able to partially decrease their Cor-

 CLEANSING MEDITATION Lore; Academic Bg/In/Wl, –7

Hard

Untrained: No

Warned by your mentor, you are aware of the dangers of casting spells. Sometimes, you even seem to notice a shadow creeping into your heart. Fortunately, though, you were also taught how to purify your soul by meditation. REQUISITE: This skill can only be learned if you have a teacher—a Wizard, for instance—who is willing to teach it to you. SAMPLE SPECIALTIES: None. TEST: Cleansing Meditation tests are standard ones. The TN depends on your current Corruption Level, the time you can afford to meditate, and the place where you do so. Light (TN 15): Purifying yourself of Corruption as long as you are Pure. Medium (TN 20): Purifying yourself when you are Intrigued. Challenging (TN 25): Purifying yourself when you are Exposed. Hard (TN 30): Purifying yourself when you are Tainted. Extremely Hard (TN 35): Purifying yourself when you are Captivated. Virtually Impossible (TN 40+): Purifying yourself when you are already Corrupt.

295

CHAPTER NINE: ADVENTURING

LSF: For each LoS you score, you are purged of 1d5 Corruption points, to a minimum equal to your Taint score (see below). Upon LSF ±0 or LoF –1, you neither lose nor gain any further Corruption. However, if your test yields LoF –2 or worse, the Shadow’s grip on your soul becomes even stronger and you acquire 1d10 additional Corruption points per LoF in excess of LoF –1 (for example, you acquire 2d10 Corruption points upon LoF –3). ADDITIONAL MODIFIERS: If you are in a stronghold of the Wise or a place of goodness (such as Minas Tirith, Rivendell, or Lórien), you receive a +6 test result bonus. Elsewhere in a peaceful country, you receive a +3 test result bonus. On the other hand, if you are in a stronghold of evil or a place of darkness (such as Mordor, Dol Guldur, or Moria), you suffer a –10 test result penalty. Near such an evil place, you still suffer a –5 test result penalty. AFFINITY: Arcane Lore and Discern may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS. ACTION TIME: The normal time to cleanse yourself of one point of Corruption is one day (i.e., a ten to twelve hours period of deep, exhausting meditation). For every doubling of this period, you receive a +3 test result bonus (i.e., to receive a +6 bonus, you must meditate for four days per Corruption point lost). Conversely, for every halving of this time, you suffer a –5 test result penalty (i.e., if you can only afford only one day to be cleansed of four points of Corruption, you would suffer a –10 penalty). EXTENDED TEST FAILURE: N/A.

ruption total by strongly resisting temptation and corrupting influences, through honest repentance and confession, by performing noble and heroic deeds, by recovering Ambar, or—if the Turambar feels generous—by occasionally employing the optional skill Cleansing Meditation.

GRIMOIRE

MAGICAL ABILITIES For reasons of clarity, the abilities directly pertaining to casting spells are presented in this section rather than in Chapter Five (although that chapter introduces several potent magical abilities of a more general scope, such as Foresighted, Healing Hands, or Artificer, to name but a few, as well as some talents and flaws affecting a character’s resistance to magic). The magical abilities presented below can be acquired as normal, but only mental and general class picks may be used to obtain them. Therefore, no pick type entry is listed—it is instead replaced by an entry indicating the type of ability (talent or edge—though almost all are edges) and the type of magic (Art or Sorcery) to which it applies. No required training time is shown for these magical abilities because the amount of time a given individual must dedicate to studying tomes of lore or attuning himself to the magic of Middle-earth varies so greatly, depending on the quality of his teacher, available books, and, of course, his personal aptitude, that only the Turambar can assess a due training time, based on the guidelines given on page 303. The following list starts with the most fundamental abilities related to spellcasting (i.e., those regulating the access to magic and an individual’s learning process) and is then continued in alphabetical order, right up to the Wizard edge.

GREATER GIFT Pick Cost: 5 per level

propriate amount of picks during character creation, or by successfully improving the skills over the course of the game. IMPROVEMENT: You may acquire this talent at a greater level. Each additional level raises the rank limit by +1 (to a maximum of 150% of your Fëa score).

Type: Talent (Art)

You are exceptionally gifted in wielding the Art, with greater power at your hand than others of your ilk. REQUISITE: The Art as a racial ability, Fëa 15+ EFFECT: When calculating the maximum number of ranks (expressed as a fraction of your Fëa score) you may obtain in any Art, add +1 rank. For example, a Dúnadan with Fëa 15 and one level in this talent could acquire up to 6 ranks (i.e., one third of his Fëa score, +1) in the Art of Enchantment and the Art of Thought, Speech, and Perception by spending an ap-

Pick Cost: 5 per rank

Type: Edge (Sorcery)

You have studied a tome of lore and magic and thereby learned how to cast some spells of sorcery. REQUISITE: Access to a book of spells, Wits 15+, Fëa 15+ (or maybe less, if a character seems otherwise particularly suited to become a user of Sorcery) EFFECT: Each time you take this edge, you get 1 to 12 spell skill ranks (rarely more), depending on the extent and quality of the studied book of spells. Together with your Turambar, choose a number of spells of Sorcery to which you would like to assign these ranks. You can at most choose as many spells as you can afford to acquire at their minimum rank. More often than not, the chosen spells belong to a single realm or are otherwise closely related. The Turambar has the final say on what spells are actually described in the grimoire. IMPROVEMENT: You may pick this edge more than once, each time gaining access to a new grimoire and acquiring more ranks for spell skills. Once a spell has been successfully cast for the first time, it can also be improved like any normal skill of average learning difficulty.

TEACHINGS Pick Cost: 4 per rank

Type: Edge (Sorcery)

You have been accepted as student of magic by a wizard or loremaster and been taught how to cast some spells. REQUISITE: Access to an appropriate teacher, a ‘very good’ or ‘excellent’ result on an Esteem test to be accepted as a student (though this could be bypassed through a plausible story or proper roleplaying), Wits 16+, Fëa 16+ (or maybe less, if a character seems otherwise particularly suited to become a student of Sorcery) EFFECT: Each time you take this edge, you get 1 to 15 spell skill ranks (rarely more), depending on the knowledge of your teacher and his willingness to share his insight with you. Together with your Turambar, choose a number of spells of Sorcery to which you would like to assign these ranks. You

296

CHAPTER ELEVEN: MAGIC can at most choose as many spells as you can afford to acquire at their minimum rank. The chosen spells may belong to different realms. Naturally, your teacher must know them and be willing to teach them to you. If your teacher also has an adequate library with tomes of lore describing the chosen spells, and you are allowed to study these grimoires intensively, you may—at the Turambar’s discretion—acquire up to 20 spell skill ranks under such favourable circumstances. IMPROVEMENT: You may pick this edge more than once, each time receiving new teachings and acquiring more ranks for spell skills. Once a spell has been successfully cast for the first time, it can also be improved like any normal skill of average learning difficulty.

DISTIL DRAUGHT Pick Cost: 20

Type: Edge (Art & Sorcery)

METHOD OF SORCERY Pick Cost: 25 per method

Type: Edge (Sorcery)

You have learned or developed a special way of casting spells of Sorcery, either through runes or songs of power. REQUISITE: You must know at least one spell that can be cast using another method than standard. EFFECT: Upon picking this edge, choose a method—runes or songs of power (see ‘Spellcasting Methods’, page 302, for details) . You may, if you wish, cast some applicable spells using this method instead of the usual method of gestures and incantations. IMPROVEMENT: You may pick this edge a second time, thus learning all three ways of casting sorceries: standard, song, and runes.

SANCTUM Pick Cost: 20 per level

Type: Edge (Art & Sorcery)

You can create elixirs that mimic the effects of certain spells, essentially bottling the essence of your magical craft. REQUISITE: 6 or more ranks in Alchemy, knowledge of at least one of the applicable spells listed below. EFFECT: You know how to create draughts through distillation, boiling herbs or other ingredients to extract their essence before imbuing them with a spell you know. Magical draughts may mimic the effects of any one of the following spells: Change Hue, Dull Senses, Enhance Food, Guarding-spell, Keen Senses, Rain-ward, Renew, Revive, Slumber, Steady Hand, Stout Body, Strength of Limb, and Swift of Foot. Determine the amount of time needed to distil an enchanted draught according to the rules for enchanting items on pages 319ff. Draughts are considered small items for purposes of determining size factor. Note that a draught of Enhance Food must be poured onto the food that it is intended to improve. No more than one enchantment may be laid into a single draught.

You possess a sanctum, a place of power and refuge. REQUISITE: You must know at least three spells. EFFECT: Your sanctum could be a strange mansion in the wilds (such as the Last Homely House), a tower in a city or town, a cave, or any other sort of place the Turambar approves. The sanctum cannot cover more than one acre (ca. 4,050 m²) for every point of Fëa you possess. (Note that this edge may not be a good choice for player characters, since it tends to tie them to a particular location. Consult with your Turambar before selecting it.) IMPROVEMENT: For each additional level acquired in this edge, you have another sanctum in an additional location, or you may multiply the size of an existing sanctum by your Fëa score. For example, with Sanctum 3 and Fëa 15, your sanctum could cover up to 3,375 acres (15 x 15 x 15), a stretch of land with a side length of approximately 3,700 x 3,700 metres.

DWIMMER-CRAFTY

SANCTUM POWER

Pick Cost: 15 per level

Type: Edge (Sorcery)

You possess great skill with, and passion for, the arcane arts which allows you to better cope with the weariness that comes about when casting spells. REQUISITE: Sanctum EFFECT: You accumulate one point of weariness less than normal when casting a spell, even if the spellcasting test fails. IMPROVEMENT: You may acquire up to three levels in this edge, with each additional level decreasing the number of weariness points you accumulate when casting a spell by one more point. If the optional rule is in effect that the pick cost of the second ability from the same category as a previously chosen one is increased by 50% (and the cost of any further ability by 100%) during initial character creation, the magical abilities should be treated as a distinct category. Any additionally required picks may come from any pick class, including physical. All characters presented in this book and any supplements to Ambarquenta are created with this optional rule in use.

Pick Cost: 30 per level

Type: Edge (Art & Sorcery)

So familiar are you with the lands surrounding a sanctum of yours, and so attuned to the subtle magics of Middle-earth there, that you can exert some control over them if the need arises. REQUISITE: Sanctum EFFECT: By making a Fëa test, you can raise or lower the temperature in your sanctum slightly, control the ebb and flow of any bodies of water (perhaps even causing a raging flood, if necessary), direct the course and strength of the winds as you choose, and so forth. Table 11.1 lists possible things you can do, and suggested TNs for each. The Turambar and player should work together to develop other uses for this power if necessary. This edge works best when you use it to manifest the subtle magic of Middle-earth in evocative, flavourful ways. It’s not meant as an absolute form of guardianship or an invulnerable bulwark against invaders. Causing a deadly flood, such as Elrond did when the Ringwraiths tried to cross the Fords of Bruinen, should be rare and difficult.

297

CHAPTER NINE: ADVENTURING

TABLE 11.1: SANCTUM POWER EFFECT

FËA TEST TN

Raise/disperse fog (see Table 9.7, page 216, for effects) Control/strengthen/diminish winds (up to a –5 test result penalty on all ranged attacks) Make undergrowth inhibit movement by 50% Raise/lower water (may interfere with or aid sailing or fording) Cause flooding Improve/worsen weather (may interfere with travel or suitable tests)

20 20 25 23 30 20

The exact game effects of this edge are up to the Turambar. The player suggests a possible use of the power—‘I want to make all the plants and trees interfere with the Orcs’ movement, slowing them down and tripping them’—and the Turambar decides whether it lies within the scope of the edge. If it does not, he may suggest a lesser, related use or require an Ambar test (and a point of Ambar or two) to summon up the strength necessary to do what the player wants. IMPROVEMENT: You may acquire this edge multiple times if you have multiple sanctums to which you may apply it.

SORCEROUS APTITUDE Pick Cost: 18 per realm

Type: Edge (Sorcery)

You have focused your study of magic on particular areas of lore, such as fire or beasts. REQUISITE: You must know at least two spells from the designated realm of Sorcery. EFFECT: Select one realm of spells. These are listed on page 301. When casting sorceries of that realm, you gain a +1 bonus to any tests needed to cast the spell, including the spellcasting test itself as well as attack rolls to hit targets. IMPROVEMENT: You may pick this edge multiple times, either to increase your bonus with a particular realm of spells by +1 (to a maximum of +5), or to develop a sorcerous aptitude for many different realms of spells.

WIZARD Pick Cost: 50, or less

If the character is formally inducted to the Order of Wizards, he will have to take a corresponding flaw (see below) to represent his allegiance. The due picks of the flaw may be subtracted from the pick cost of this edge, even though flaws normally do not grant any extra picks after initial character creation. EFFECT: Depending on how the Turambar interprets the traditions of magic and the history of the Istari in general, and this edge in particular, you may actually be a member of the Heren Istarion (see page 291 for further information about the Order of Wizards), or you might just be an extremely advanced and powerful wielder of magic, while an NPC in the service of the Shadow with this edge may either belong to a dark order of necromancers or work on his own account. In other words, used as a game term in the context of this edge, a ‘wizard’ may be a wielder of any form of magic—Art, Wizardry, Sorcery, or even Necromancy—, provided he is powerful enough to meet the requisites. However, if you indeed belong to the ancient and noble Order of Wizards, you are a particularly skilled magician of true heart who has been taught greater lore and wisdom by one of the original Five Wizards or one of their elder students. When you are inducted to the Heren Istarion, you must subscribe to a code of conduct: Wizards must swear to oppose Sauron and all of his servants and to help others to do the same. Yet, they may only do so indirectly, through counsel and aid. They may not take command of realms or forces, nor lead open attacks against the Enemy. Only after the Enemy has attacked may they take the field and use their awesome powers to strike down his servants. Of course, some wizards fall from this lofty path—even Saruman, the chief of the order, did so—but most hold to it gladly, recognizing its wisdom. In game terms, characters represent these restrictions with at least one of the following suitable flaws (the extra picks of which may be used to acquire this edge): Code of Honour, Duty, or Oath.

FINAL STRIKE Pick Cost: 20

Type: Edge (Art & Sorcery)

You are a powerful practitioner of the arts of magic, in fact one of the most powerful in these days of the world. REQUISITE: To become a wizard, you must have Fëa 18+, at least five Lore skills at skill rank 10+, and at least 50 skill ranks in spells or the Art (ranks in any Arts are doubled). PICK COST: If a character fulfils all of the above requirements (and has proven worthy to become a member of the Order of Wizards, if this edge is interpreted literally), the Turambar may grant him this edge for less than 50 picks, or maybe even for free, as it primarily acts as requisite for other edges and the most potent Secret Fire spells, rather than offering much of an advantage itself (aside from the honour of belonging to such an illustrious order). When developing veteran characters, however, a significant pick cost should be charged at any rate.

Type: Edge (Art & Sorcery)

It is dangerous to trap a wizard, for even in ultimate defeat he can strike his enemies down. REQUISITE: Wizard EFFECT: If he chooses, a wizard can unleash all of his magical power in a single, terrible blast, slaying dozens of foes at once at the cost of his own life. He dies, but as he goes he does a number of points of damage equal to his overall number of skill ranks in spells or the Art (ranks in any Arts are doubled, as explained on page 306). Apply the damage to anyone in an area with a radius equal to one half of his overall number of skill ranks in spells or the Art in yards, centred upon the wizard. The damage is treated as fire damage for the purpose of armour protection. At the Turambar’s option, a final strike may not kill the wizard, but simply leave him injured, weary, and weak, and unable to cast spells for a long time—perhaps forever.

298

CHAPTER ELEVEN: MAGIC

IMPOSING Pick Cost: 15

Type: Edge (Art & Sorcery)

Wizards possess great wisdom, majesty, and power, and this shows through in their dealings with others. REQUISITE: Wizard EFFECT: When you succeed at an Ambar test to improve the result of any Social skill test, you receive a +9 bonus to your test result, instead of the usual +5.

MASTERY OF MAGIC Pick Cost: 30

Type: Edge (Art & Sorcery)

More than any other practitioners of magic, wizards possess great lore and a deep understanding of the magic of Middle-earth. REQUISITE: Wizard EFFECT: When you succeed at an Ambar test to improve the result of any magic-related test—including spellcasting tests, or tests to strike foes with magic—, you receive a +9 bonus to your test result, instead of the usual +5.

STAFF [TALISMAN] Pick Cost: 30 per level

Type: Edge (Art & Sorcery)

Hard experience, gained by striving against other spellcasters, has taught you how to read the intentions of a foe and counter them with dexterity. REQUISITE: Wizard, Deftness 13+

Type: Edge (Art & Sorcery)

You possess a wizard’s staff (or maybe another powerful talisman) that aids you when casting spells. REQUISITE: Wizard EFFECT: When you have your staff, you receive a +1 bonus to all spellcasting tests. If this personal talisman is taken from you, it does not provide this bonus for others. IMPROVEMENT: You may acquire additional levels in this edge. Each level increases the bonus to spellcasting tests by +1 (to a maximum of +3).

STAFF OF POWER [TALISMAN OF POWER] Pick Cost: 30

QUICK CASTER Pick Cost: 15 per level

EFFECT: Whenever you cast a counter-spell (see page 307), you gain a +2 bonus to both your casting test and the subsequent opposed Fëa test. IMPROVEMENT: You may improve this edge up to four times to gain additional +1 bonuses to both of the tests this edge modifies (to a maximum bonus of +6).

Type: Edge (Art & Sorcery)

A wizard’s staff (or, if the Turambar approves it, another object functioning as a personal talisman) grows to reflect his increasing power and advancement. When a wizard chooses this edge, he forms a deep bond with his staff that transforms it from a personal talisman or trinket to a physical representation of his magical skill. REQUISITE: Staff, Wizardly Power

STAVES In the hands of a traveller, a staff is no more than a walking stick to ease the way along a rocky, winding trail. While a wizard may at times use his staff in a similar manner, its true value lies in its magic. The Five Wizards each bore a staff, and as a traveller leans on a plain staff to help ease his journeys, so too do the Five and lesser wizards rely on their staves to support their magic. It is difficult to overstate the importance of a wizard’s staff to the one who wields it. The destruction of Saruman’s staff was a powerful statement of his banishment from his order. Staves are the province of wizards: only members of the arcane order founded by the Five Wizards have the talent and knowledge to craft these wondrous objects. Lesser magicians often carry walking stick, canes, and similar items, but none are imbued with the magic of a true wizard’s staff. Therefore, a staff is quite unlike a blade of Elvish make or a Dwarf-forged coat of armour. One cannot simply take hold of it and make use of its arcane secrets. Rather, each staff is wrought and carried by a single wizard who may use its powers. In the hands of one who has no knowledge of magic, a staff is wooden stick. A lesser magician may be able to sense some of a staff’s abilities, but even an accomplished spellcaster cannot use the least powers of another wizard’s staff. A wizard’s staff reflects his power and ability. As he masters more spells and gains more lore, so too does his staff develop new capabilities to aid his magic and enhance his skill. Creating a staff is not simply a matter of carving a length of wood. All magic of Middle-earth is subtle, an art rather than a science. A wizard shapes his staff over long years of carrying it and practising his magic. Much like the subtle magic of Middle-earth causes regions to reflect the hearts of those who dwell there, a staff grows to mirror its bearer’s magical talents.

 OTHER TYPES OF TALISMANS If the Turambar adopts to the view that the Wizard edge—and, as a consequence, the edges for which it acts as a requisite— should be available to all experienced practitioners of magic who meet its requirements (and not only to formal members of the Heren Istarion), he may also allow other types of items to become personal talismans functioning similar to a wizard’s staff (i.e., as described for the edges Staff and Staff of Power). This approach is particularly suitable for Elven users of the Art who favour light gowns, girdles, or decorative jewellery to act as their talismans, but it also possible that a robe or any other type of charm fulfils the function of a staff for a Mannish spellcaster. However, not all forms of talismans may be suitable for all effects obtainable with the Staff of Power edge—the Turambar has the final say on that matter. What’s more, only a single personal talisman can be active at a time and grant its bonus to its wielder. Also note that metal items, or items containing more than an ounce or two of ore, do not qualify as talismans because metal interferes with the Morgothian element. (Hence, items wrought of mithril or star-iron may be suitable, and wielders of the Art may be allowed to use any metal item as their personal talisman, as the Turambar sees fit.)

299

CHAPTER NINE: ADVENTURING EFFECT: A Staff of Power has several discrete abilities. These do not immediately manifest when this edge is purchased, however. Rather, the staff develops them one by one in response to the wizard’s magic and deeds. Once activated, triggering any of a staff’s abilities requires 8 AP. These abilities are not exclusive; some may be used at once as long as each has been activated. A wizard’s staff is difficult to sunder. The magic flowing through it strengthens its form and shields it from harm. A staff cannot be destroyed by mundane physical means, though powerful magic such as a spell or a Dragon’s fire may ruin it. If a wizard’s staff is destroyed or lost, the character immediately becomes Exhausted (though he can recover normally) and suffers a –6 modifier to all tests for one week. However, he may then attune to a new staff by re-purchasing this edge. The new staff retains all the abilities and features of the wizard’s old staff. In addition to losing a staff through accident or violence, a wizard may be deprived of his staff and magical talents should he betray an oath or succumb to the Shadow. When a wizard has irrevocably turned his back on his one-time allies and foresworn his oath, his staff shatters to pieces and may never be replaced. He loses all ability to work magic forever more and is cast from the Order of Wizards in utter disgrace. He may not even work spells of Necromancy, and all other magic is beyond him. Never again may he craft a staff and call himself a wizard. All wizards, from the youngest adept to the most accomplished of the Wise, face this terrible fate should they stray from their path. The following staff abilities may manifest over time when a wizard fulfils their manifestation requirements:

MANIFESTATION: A wizard must achieve LoS +3 or better when parrying with his staff in order to gain this ability. This success must come in battle, not while he practices or duels with a friend.

Beacon of Hope

Wizards who bear staves use them to focus and channel their abilities. The staff’s form and handling make it an ideal tool for the practitioners of the arcane arts. Over time, a staff’s frequent exposure to a wizard’s spells subtly changes its form, turning it into a powerful personal tool of spellcasting. EFFECT: A wizard chooses any spell of Wizardry he knows with basic TN 16 or lower. Using this staff ability, he can cast that spell once per day without making a spellcasting test (i.e., the casting succeeds automatically, and the wizard accumulates neither Weariness nor Corruption). Furthermore, the spell does not count as one cast by the wizard for purposes of determining penalties for other spells he casts shortly thereafter (see ‘Common Penalties’ on page 305). MANIFESTATION: The wizard must designate a suitable spell of Wizardry he wishes to imbue in his staff and attain LoS +4 or greater when casting it. When he does so, his staff gains this ability. IMPROVEMENT: Once his staff has attuned to a particular spell, the wizard may designate another suitable spell of Wizardry he wishes to imbue, thus adding the ability to cast more than one spell in this way after scoring LoS +4 with it. SPECIAL EFFECTS: If the wizard elects to cast one of the spells moulded into his staff by making a spellcasting test as normal, he may choose one of the following effects: ENDURING MAGIC: Increase the duration of the spell by 50% without increasing its TN and rank requirement. STEADY MAGIC: A spell with a duration of ‘concentration’ persists for up to five minutes after concentration is broken.

A wizard’s staff serves as a symbol of his power and will. The mere sight of it inspires hope in all his allies and despair amongst his foes. Like a shining standard, it signals the wizard’s approach and foretells his enemies’ doom. EFFECT: While bearing his staff, the wizard gains a +3 test bonus to all Inspire and Intimidate tests. The wizard must use an action to hold his staff aloft and attempt the skill test. The wizard may use this ability only once per scene or battle. MANIFESTATION: A wizard must achieve LoS +3 or better with either an Inspire or Intimidate test to gain this staff ability.

Defence A wizard’s staff not only sustains his magic but may help preserve his life. In battle, he wields his blade in one hand and his staff in his other, felling his enemies with his weapon while warding off their blows with his staff. EFFECT: In combat, the wizard counts his staff as a large shield, though not against ranged attacks. In addition, his staff is light and easy to handle, reducing the AP cost to parry to 5 (4). Note that not all other types of talismans may be suitable to substitute a shield. Instead, they often provide a bonus to the wizard’s Defence attribute; as a rule of thumb, a small charm might provide up to a +3 bonus to Defence, whereas a piece of garment could provide up to a +6 bonus.

Scribe Sign With the spike of his staff, the wizard can leave a secret sign that only he and his friends can comprehend. The wizard’s runes are not recognisable as such by others. The markings appear as nonsense to most onlookers. The wizard’s friends immediately grasp the sign’s meaning when they see it. EFFECT: The wizard may scratch a short message onto any solid surface, with a single sign. The sign appears as nothing more than an indecipherable rune. The wizard and any allies he designates understand the sign’s message, which may be up to a dozen words in length. The wizard’s chosen allies understand the sign even if they do not share a language, though they must have wits enough to read or potentially become literate. The sign lasts for one week or until the wizard erases it by striking it with his staff. A wizard may have only three signs in existence at a given time. MANIFESTATION: The wizard must have eight or more ranks in any three languages before this ability manifests in the staff. IMPROVEMENT: For every additional language (in excess of the basic requirement of three) the wizard knows at rank 8+, he may have an additional sign in existence at once.

Spell Patterns

300

CHAPTER ELEVEN: MAGIC

Smiting

WIZARDLY POWER

Those wizards who stand at the forefront of conflicts against the Shadow must often aid their allies in battle. While a wizard serves to rally and support the armies of the Free Peoples, he may also be pressed to stand at the forefront and lead the charge. At these times, the wizard’s staff can be a mighty weapon, cleaving through armour and scattering his foes before him. EFFECT: When the staff strikes the wizard’s opponent, its damage code reads as follows: 4B/4E/2P. If anyone other than the wizard wields the staff, it functions as a normal quarterstaff, but it cannot break as long as its rightful owner is alive. MANIFESTATION: For this ability to manifest, the wizard must achieve LoS +4 or better when attacking in melee with his staff. This success must come in battle, not while he practices or duels with a friend.

Pick Cost: 20

Strength of the Staff While a wizard may lean on his staff for physical support, so too can he rely on it to strengthen his body and mind in the face of overwhelming weariness. The wizard draws power through his staff, refreshing his spirit and allowing him to redouble his efforts. EFFECT: When recovering Weariness Levels, the wizard cuts in half the time needed to restore himself. His staff draws on the subtle magic of Middle-earth—and the disseminated Morgothian element, which is gladly purified by the staff when using this ability—to freshen his mind and nourish his body. The staff may be used to recover a total of three Weariness Levels in this manner per day. Needless to say, this ability provides no recovery or cleansing of the Corruption acquired by too heavy spellcasting whatsoever. MANIFESTATION: To draw forth this ability from his staff, a wizard must be reduced to the Exhausted Weariness Level due to casting spells or engaging in similarly demanding toil.

Wizard’s Endurance By leaning on his staff and drawing on the inner strength and support it offers, a wizard can stave off the effects of Weariness for a short time before succumbing to it. The wizard’s staff temporarily sustains him when his body and mind begin to fail. EFFECT: Once per day, the wizard may lean on his staff and ignore the effects of his Weariness Levels for one round. Any additional levels he incurs due to his actions immediately add to his current level of fatigue after the round ends. MANIFESTATION: This staff ability appears after the wizard achieves LoS +3 or better on a spellcasting test under stressful conditions despite suffering a –4 or worse test result penalty due to Weariness. IMPROVEMENT: At the Turambar’s discretion, this feature may manifest more than once in a staff, providing the wizard an additional use per day each time the manifestation requirements are fulfilled. However, a wizard may never use this staff ability more than once per hour, regardless of how many times has met the manifestation requirements.

Type: Edge (Art & Sorcery)

Because they command great magical lore, wizards can, when the need arises, cast spells of much greater power than other spellcasters. REQUISITE: Two edges that list the Wizard edge as a requisite EFFECT: Once per game session, a wizard may make a test of Ambar to activate this edge (no points are expended in this effort, though). Upon a success, the range, area, damage, and other quantified effects of a spell he casts are doubled. However, he loses one Weariness Level in addition to the normal drain of the spell.

SPELLS

N

o matter whether a character uses Art or Sorcery, the vast majority of magical effects the Ambarquenta game rules account for are resolved as casting spells. When properly directed, a spellcaster can use either form of magic to create unusual and wondrous effects, from healing the injured to letting flowers blossom in the winter.

REALMS OF SPELLS For game purposes, spells are organised in distinct categories or realms. This distinction may or may not have a practical impact when casting spells of Sorcery, but it manifests by all means when employing the Art. Wielders of the Art develop global skills for one or more entire realms, thus gaining access to potentially all spells within a known realm, while practitioners of Sorcery must develop all desired spells as separate skills (and first pick the edges Grimoire or Teachings to initially learn the spells). On the other hand, characters may study particular aspects of Sorcery more deeply and specialise in one or more realms. This is represented by taking the Sorcerous Aptitude edge. Note that some spells fall into more than one realm. AIR, STORM, AND WATER: Spells pertaining to weather, storms, clouds, fogs, wind, rivers, streams, and water in general, such as Fog-raising, Lightning, and Watershaping. BEASTS AND WILDERNESS: Spells pertaining to animals and nature both specifically and in the broadest sense, such as Animal Messenger, Beast Speech, and Hide’s Virtue. DARK RITES AND CURSES: Sauron’s minions often specialise in evil magical practices, such as Blast of Necromancy, Dark Stench, and Evoke Fear. All spells within this realm are spells of Necromancy by origin, or a ‘Dark Art’ which only those would dare to employ who were seduced by Melkor ere the creation of Arda, or those who serve Sauron. DECEPTIONS AND GUISES: Spells pertaining to stealth and delusion, such as Change Hue, Obscure, and Veil. Some of the spells in this realm are necromancies. DESTRUCTION AND ENFEEBLEMENT: Spells to weaken people and destroy things, such as Dull Senses, Fatigue, and Shat-

301

CHAPTER NINE: ADVENTURING ter. Most of the spells within this realm are spells of Necromancy, but some are normal sorceries. Uncorrupted users of the Art would of course only employ the latter type of spells. ENCHANTMENT: Spells used for enchanting and enhancing items and structures, such as Crafting-spell, Fortify Works, and Preservation. Enchantment is by far the realm most commonly employed as an Art. FIRE, SMOKE, AND LIGHT: Spells pertaining to the various aspects of fire, such as Blinding Flash, Burning Sparks, Create Light, and Kindle Fire. MASTERY OF THE BODY: Spells to refresh and strengthen the body, such as Healing-spell, Keen Senses, and Strength of Limb. MASTERY OF THE MIND: Spells pertaining to the control and manipulation of the mind, such as Slumber, Voice of Suasion, and Command. Many of the spells within this realm are spells of Necromancy, but even more are normal sorceries. Elves and other honest users of the Art naturally only wield the latter type of spells. SECRET FIRE: Spells that manifest the power of goodness and freedom, the powers that the Wise serve, such as Resist Fear, Detect Foe, and Flame of Anor. The spells in this realm are reserved for the mightiest users of Wizardry or the Art, and most require that the character has the Wizard edge, or is a wizard’s student. See page 291 for more information. A character who knows even a single spell of Necromancy suffers a –9 test result penalty when using any Secret Fire spell. THOUGHT, SPEECH, AND PERCEPTION: Spells pertaining to communication and perception, such as Mind-speech, Reading the Heart, and Sense Power. This realm is particularly often practised as an Art.

During the casting time, the spellcaster must write the runes on the affected object or thing. Therefore, the casting time may be much longer (Turambar’s discretion), depending on the material of the object and the writing technique. The caster makes two different tests against the basic TN of the spell: One with the due spell-skill, and, if successful, another one with an applicable Craft or Artistic skill. The duration of the spell increases by 50% per LoS on the Craft or Artistic skill test (to a maximum of 300%). Note that users of the Art do not necessarily have to engrave specific runes on an object to imbue it with their magic —any adornment they create might qualify as a ‘rune’ regarding these rules. SONGS OF POWER: Wielders of the Art, in particular the Elves, favour this method, though it may be used with some spells of Sorcery as well. A song of power, while requiring more time to ‘cast’ (sing), has greater power than an ordinary spell. The casting time for spells that can be sung is equal to at least one minute or double the listed standard casting time, whichever is longer. The caster makes two different tests against the basic TN of the spell: One with the due spell-skill, and, if successful, another one with the Sing skill (the Turambar may allow to substitute a Wordsmith or Dance skill test in some situations). The spell’s damage and other quantifiable effects (including range, duration, and number of targets) increase by 25% per LoS on the Sing test (to a maximum of 200%). Note that the caster may voluntarily increase the casting time. For every minute (or multiple of a longer basic casting time) he sings longer than required, he receives a +1 bonus to his Sing test (to a maximum bonus equal to his Fëa score).

ACQUIRING AND LEARNING SPELLS

SPELLCASTING METHODS Spells are most often cast using the standard method of gestures and incantations described under ‘Casting Spells’, below. However, many spells may be cast through runes or songs of power, as indicated in the individual spell descriptions. Practitioners of Sorcery must devote special effort to learn how to cast spells using another method than the standard fashion. In game terms, they do this by taking the Method of Sorcery edge described under ‘Magical Abilities’, above. Even though there is no equivalent of this edge for wielders of the Art, they may still choose from the same array of casting methods—they may simply work their Art the way they wish or that best fits a given situation. RUNES: A spellcasting method often used by Dwarves and other people who create works of enchantment through their craft, employing runes involves drawing, etching, or engraving runic symbols of power onto or into an object the caster wishes to protect, improve, or use. Because of this requirement, characters cannot cast many spells—including most attack spells, such as Lightning—this way, as there would be nothing for the caster to write or grave the rune upon. Casting a spell this way requires much more time than normal, but the effects last longer than normal as well. The casting time (see page 308) is at least equal to one minute or double the listed standard casting time, whichever is longer.

Corresponding the two general types of magic, there are two ways in which characters may acquire spells to cast: SORCERY: Practitioners of Sorcery (which, as you know, also encompasses Wizardry and Necromancy) must first select either the Grimoire or the Teachings edge. Both provide a character a certain number of skill ranks which he may allot to a limited array of spells, as defined by the Turambar and the respective edge. Each spell is developed as an individual skill of average learning difficulty which is governed by the Fëa attribute (use mental and general class picks for development) and suffers a basic cutback of –7. In order to cast a spell, a sorcerer must have a number of ranks in the spell-skill equal to the minimum rank requirement indicated in the spell’s description. Optionally, a Turambar may allow a sorcerer who has access to a grimoire or a teacher and ample time to study, but lacks the advancement picks to obtain any ranks through the Grimoire or Teachings edges, to learn a spell as described under ‘Learning Spells without Picks’ on the next page. THE ART: Wielders of the Art develop global skills for entire realms of spells, such as the Art of Enchantment or Mastery of the Mind. Each realm, or Art, is represented by a separate skill of average learning difficulty which is governed by the Fëa attribute (use mental and general class picks for development) and suffers a basic cutback of –7. An Art can

302

CHAPTER ELEVEN: MAGIC be developed just like any other normal skill, provided the character has a racial ability that allows him to do so. The respective racial abilities also regulate how many ranks a character may pick in an Art, and what Arts (or realms) may be developed at all. Refer to Chapter Three for details. For each skill rank a character has in an Art, he may designate one spell from that realm as part of his repertory. If a spell lists another spell as a requisite, the requisite spell must first become part of a character’s repertory if it belongs to the same realm. In order to cast a spell using an Art, the character must have a number of ranks in that Art equal to the minimum rank requirement indicated in the spell’s description, and the spell must be part of the character’s repertory. As a character’s proficiency with an Art improves over the time, he may eventually add all suitable spells within a given realm to his repertory. Before that point, he must improvise any yet unknown spell when he first casts it. A –12 penalty applies to the casting test when improvising a new spell. Any requisite spell the character also lacks in his repertory adds an additional cumulative –6 penalty to this initial casting test. If the character chooses to improvise the spell as a song of power, he first makes a Sing test against the basic TN of the spell. Any LoS he achieves on the Sing test reduces the penalty to the consecutive spellcasting test by 3 points each, but no other bonus effect ensues from singing an improvised spell. After having successfully improvised a spell for the first time, it may be added to the repertory (provided the character has a free ‘slot’ for a new spell) or from now on be improvised with a basic penalty of only –6. Once a given spell has become part of a character’s repertory, it remains so and cannot be replaced by another spell. Note that Elves and ‘good’ Maiar such as Gandalf or Tom Bombadil would never use the Art to produce any magical effects that can also be achieved by Necromancy, or even add such spells to their repertory.

RANKS AND PROFICIENCY Most spells require three or more ranks to cast. The more powerful or the more secret a spell is, the greater the rank requirement. The individual spell descriptions note the respective minimum rank requirements. As characters obtain experience markers by successfully casting spells in stressful situations (or directly acquire additional spell skill ranks by receiving further teachings or studying different grimoires), their proficiency with particular spells—or entire realms of spells, in the case of the Art—will improve over the time, as described under ‘Skill Improvement’ on page 202. (Note that the option on learning from failure must not be used with spells.) The more skill ranks a character has in a spell or an Art, the greater are his chances to successfully cast the spell in general—but extra ranks may also be used to improve the effectiveness of any scalable spell by increasing one or more of its quantifiable parameters (see ‘Scaling Spells’, below, for details). The advancement picks a character earns with each successful improvement roll for a spell or Art are normally allotted to his mental pick class, but some may occasionally be assigned to his general pick class instead.

LEARNING SPELLS TAKES TIME Those are the rules for learning spells. How characters learn spells in the game, as part of the tale, is another issue. Wielders of the Art may simply add new spells to their repertories as they explore the extent of their magical powers and acquire additional skill ranks in an Art. On the other hand, practitioners of Sorcery, Wizardry, and Necromancy have to study long and hard to acquire each new spell. The Turambar should address this matter with each spellcasting PC, working it into the tale as necessary. A character who has to study to learn new spells must first acquire either the Grimoire or the Teachings edge (unless the Turambar allows to learn spells without picks, as described in the below option), allocate the due skill ranks, and then take the time to learn the new spells. The character cannot study for a new spell if he’s away from his teacher or his collection of books and scrolls. Once he gets to his collection (or teacher) and has the time to delve into it, he must— as a rule of thumb—study for about one week for each rank allocated to the spell. This process can normally be interrupted and restarted without penalty; only after breaks longer than a month or two the character must devote an additional week to his studies. Also, at the Turambar’s discretion, a character can study in other appropriate libraries as well and might even start studying in one collection and take up study again in another (this isn’t an option with teachers, though). The Turambar may rule that a certain spell can only be learned from a particular library, but the process of studying other spells may be fairly portable.

 RESEARCHING NEW SPELLS Formally researching new spells, or finding ways of reproducing the effects of unknown or lost spells, is only an issue for users of Sorcery. Wielders of the Art may improvise any desired magical effect according to the rules presented above, provided the Turambar agrees with the suggested description of the new spell. Players who wish to introduce new spells for their spellcasting characters must first come up with a detailed description of each new spell and attain their Turambar’s approval. As a broad rule, the Turambar should be rather reluctant about the new spells he allows to be researched so as to maintain the relatively modest power level and subtlety of Middleearth magic. Consequently, it’s generally better to reject a player’s appeal for a new spell than to accept it! In order to research a new spell, a character must know at least five spells from the realm of the new spell, or have at least 20 ranks in spells of that realm. The research is conducted as an extend test, with a basic time interval of one month per test roll made (see page 223 for details). The aggregate TN of the extended test is equal to the TN to cast the new spell (including all scaling options, if any are desired) times 10. The extended test is resolved by testing Research, Arcane Lore: Spellcraft: Sorcery, and all requisite spells (if any) by turns, starting with Research. The TN of each individual test is equal to the researched spell’s casting TN, including all desired scaling options. Scoring LoF –2 or worse during any stage of the extended research may prohibit further studies if

303

CHAPTER NINE: ADVENTURING the Turambar deems it appropriate. At any rate, a LoF –2 on a Spellcraft test brings the effort to a halt. The number of rolls required to reach or exceed the aggregate TN of the extended test indicates how many months a character must spend researching the new spell. A character who successfully researches a spell automatically receives the minimum number of ranks required to cast the new spell.

skill ranks in the applicable spell (or Art) equal to the minimum rank requirement indicated in the spell’s description. If a caster does not have enough skill ranks in a spell (or Art) to match the rank requirements, including any scaling options to be used, then he may not cast that spell.

 LEARNING SPELLS WITHOUT PICKS

If a character meets the rank requirements of a spell, he can try to cast it whenever he likes, provided he can also make gestures with his hands and speak words of command: incantations, invocations, exclamations, and the like. A spellcaster who cannot speak or sing—perhaps because his enemies have captured him, or because he wants to sneak past a guard and would be heard if he spoke—cannot cast spells. Spells require gestures as well. To light a fire, a magician has to pick up and hold a piece of kindling or thrust his staff into the woodpile. To open a door, he must touch it or wave his hands over it. To create or project light, he must raise his hand. To enchant an item, he must craft it, or at least hold it in his hands for a while. A spellcaster who is bound or shackled cannot cast some or all of his spells, depending on how restricted his movements are and the type of gestures the Turambar requires for a particular spell.

As stated above, a Turambar may allow a character who has access to a spellbook or a teacher and ample time to learn a spell using a variation of the above rules, even if he lacks the advancement picks to obtain any skill ranks through the edges Grimoire or Teachings. However, only those characters who have acquired either of these edges before may learn spells of sorcery in this way. Uninitiated people will find spellbooks of little use even when this option is in effect. In order to learn a spell through arduous study, the spellcaster makes an extend test, with a basic time interval of one week per test roll made (see page 223 for details). The aggregate TN of the extended test is equal to the basic TN to cast the spell times 10. The extended test is resolved by testing Arcane Lore: Spellcraft: Sorcery and all requisite spells (if any) by turns. The TN of each individual test is again equal to the spell’s basic TN. Scoring LoF –2 or worse during any stage of the extended test may prohibit further studies if the Turambar deems it appropriate. The number of rolls required to reach or exceed the aggregate TN of the extended test indicates how many weeks a character must study the spell. Once the extended test has been successfully completed, the character receives the minimum number of ranks required to cast the spell. He will then be able to further increase his proficiency with that spell by casting it in stressful situations and receiving experience markers as normal. The same rules may be applied when a spellcaster learns a spell from a fellow spellcaster who is willing to teach the spell to him. However, the aggregate TN of the extended spell is then equal to the basic TN to cast the spell times 5. Note that the actual time to learn a spell is probably much shorter than suggested by the result of either type of extended test (maybe just a matter of days), but this span also accounts for the time in which the character’s mind is unable to comprehend the peculiarities of any further spells (i.e., these mechanics help to maintain the game balance). Also note that if the character has less than 8 to 10 ranks in the language in which the spellbook or scroll is written, the Turambar should also require a one-time test of the appropriate language skill against TN 25 or greater, depending on the complexity of the spell.

CASTING SPELLS As explained above in more detail, Ambarquenta treats spellcasting like any other skill test. Each spell (or, in the case of the Art, each realm of spells) must be learned individually and not all spells are equally simple to learn. Spell difficulty is reflected both in the casting TN and the rank requirement. In order to cast any spell, the caster must have a number of

GESTURES AND WORDS OF COMMANDS

Avoiding Words and Gestures For some spells, characters can avoid to use words of command (unless the spells are cast as Songs) or gestures, provided they have enough skill ranks in the spell or applicable Art to meet the additional rank requirements listed in the spell’s description under ‘Scaling Options’. Some spells, when cast both without gestures and words of command, may also be cast at will, at a cost of 10 (8) AP, provided the character has enough skill ranks to meet the additional rank requirements of all three options at the same time. If a character casts a spell with all three options in effect, and the spell is a spell of Sorcery, he must still make a spellcasting test as normal, with all potential ill side-effects such as corruption and weariness setting in. However, if a wielder of the Art has so many ranks that he is able to cast a spell at will, without gestures and words of commands, he doesn’t have to make a spellcasting test anymore. In other words, he may activate such a spell as if it was an innate ability any time he likes, at a cost of 8 AP. The Turambar may even rule that some of these abilitylike spells are always active if that makes more sense. The spell has its normal duration, but of course the character can immediately activate it again when the duration expires, so in effect it can last as long as he likes. If necessary and desirable, the player and Turambar should work together to refine such a magic ability, making it both a logical thing within the world of Middle-earth and reasonable to use. Perhaps the character can allocate additional ranks to the governing Art to eliminate or alter other aspects of the spell he finds objectionable. Since people like Beorn—who aren’t wielders of the Art, but do have magic abilities—exist in Middle-earth, the Turambar might rarely (if ever) allow non-Art-using characters to acquire magic abilities as well. Typically this requires limited access to any one Art and a single spell within that Art.

304

CHAPTER ELEVEN: MAGIC The character must develop as many ranks in the applicable Art as are required to cast that spell at will, without making gestures and uttering words of command. The Turambar can vary the rank requirement depending upon the usefulness and power of the desired ability. (Incidentally, the Beornings’ skin-changing ability doesn’t require such an improvised ruling as it is detailed on page 53.)

SCALING SPELLS Many spells are scalable. This means that a character can alter them from their base forms at the time of casting if he has enough skill ranks in the applicable spell or Art to effect the alteration. Only those options listed for a spell should be allowed for that spell. The description of each spell lists a minimum rank requirement and a basic casting TN. Each scalable spell’s description also includes several options for increasing its effect or power at the time of casting, or lists the requirements for avoiding words of commands and gestures when casting it. Each of these options raises the basic rank requirement and the basic casting TN of the spell. Whereas the additional rank requirements are cumulative, the TN modifiers are diminishing: The highest TN modifier is applied fully, the second highest is divided by 2, the third highest is divided by 3, and so on. Alternatively, if this seems too cumbersome, add up all TN modifiers and divide this sum by the number of selected scaling options. Then, add the single highest TN modifier to that result to learn the overall TN modifier. For example, a spell is to be cast with three scaling options, raising the rank requirement and casting TN by +4, +3, and +3, respectively. Hence, the spell’s rank requirement increases by +10, while its casting TN increases only by +7, because 4 + 3/2 + 3/3 = 6.5, rounded off to 7, or—if the quicker variant is preferred—10/3 + 4 = 7.33, rounded off to 7 as well.

ment to which he has become utterly attuned, and his fëa no longer subconsciously tries to resist its marring influence. Wielders of the Art also merely apply the Universal Penalty when they work their magic, but they do so because they do not depend on the residual power of the Black Enemy at all. Furthermore, the more spells a character attempts to cast in a short period of time, the harder it becomes to power them (and, as a consequence, to resist the ill effects of Sorcery as described below). For each spell cast within one minute of casting any other spell, the character suffers a –4 test result penalty per additional spell for the spellcasting test. For example, if a character casts one spell per round for three rounds (a total of 18 seconds), the first spellcasting test suffers no penalty, the second suffers a –4 test result penalty, and the third suffers a –8 test result penalty. If he casts another spell 30 seconds later, he suffers a –12 test result penalty on the spellcasting test. Spellcasters also find it harder to work their magic when they have multiple spells active at once. Some spells have lengthy durations. For example, Create Light lasts for 10 minutes times the caster’s number of ranks in the spell or the Art of Fire skill, respectively. For every spell a character has active, he suffers a –4 test result penalty to spellcasting tests for other spells cast during that time period. This penalty is cumulative with the penalty for multiple castings within a minute. Besides these specific penalties, the standard modifiers presented in Chapter Nine under ‘Test Modifiers’, page 216, should also be applied as the Turambar sees fit. As a rule of thumb, spellcasting attempts are subject to academic test modifiers, and environmental factors only apply at one half of their normal rate, as stated in Table 9.9: Academic Test Modifiers.

Weariness

RESOLVING SPELLCASTING TESTS If a character meets all of the above requirements, he may make a spellcasting test to effect his spell. Each spell listed below has a basic TN to which the TN modifiers of any scaling options to be used are added. When a character casts the spell, he must make an applicable skill test against this TN— using either his total skill bonus in the due spell or the appropriate Art. If he succeeds, he casts the spell as normal. If he fails, he cannot complete the spell. For further effects of failing or succeeding at a spellcasting test, see the sections about ‘Weariness’ and ‘Corruption’ right below.

Common Penalties Characters who wear armour and carry great loads of other metal equipment inevitably draw deeper from the disseminated power of Morgoth when casting sorceries than those who are clad in lighter robes, thereby increasing their risk of becoming weary and corrupted. This is reflected by the fact that the Physical Penalty applies whenever a not yet totally corrupted character casts a spell of Sorcery. As soon as a character becomes Corrupt, he only applies the Universal Penalty to his tests to cast spells of Sorcery because it is assumed that he then readily embraces the Morgothian ele-

Casting magic spells is very wearying, particularly for users of Sorcery. Even the least spells can tire out a character. This factor, perhaps more than any other, restricts spellcasters and governs their use of their powers. THE ART: Wielders of the Art have to focus their minds while working their magic. This kind of deep concentration results in the accumulation of 1 weariness point for every 3 rounds the spell takes to be cast, as indicated on Table 9.26. Considering the fact that many uses of the Art, such as songduels or enchanting, take hours to complete, it may be quite taxing to unfold one’s power in this manner. What's more, if the spellcasting test fails, a wielder of the Art accumulates a number of weariness points equal to the rank requirement (including any scaling options to be used) of the spell in addition to the weariness points accumulated while he was concentrating on the spell. SORCERY: On a successful spellcasting test, the character accumulates a number of weariness points equal to the rank requirement (including any scaling options to be used) of the spell, or he loses an entire Weariness Level, whichever is less. Upon scoring LoS +2, any scaling options are ignored when calculating the weariness drain. Upon scoring LoS +3 or better, the spell’s basic rank requirement is cut in half when calculating fatigue.

305

CHAPTER NINE: ADVENTURING If the spellcasting test fails, a user of Sorcery loses one Weariness Level per LoF (or accumulates as many weariness points per LoF as the overall rank requirement of the failed spell dictates, whichever is worse for the character).

Corruption Whereas wielding the Art is not in itself corrupting (unless, of course, the motive or purpose of its user is evil or selfish), any form of Sorcery—even Wizardry, but particularly Necromancy—unavoidably resorts to the dispersed power of Morgoth because the fëar of Men are generally too weak to practice ‘true’ magic (i.e., the Art, in the context of this game) on their own. Hence, the very concept of ‘learned’ magic (as distinguished from ‘innate’ magic, or Art) is perilous as it traces back to the Enemy of the Elder Days. Anyone who casts a spell of Sorcery automatically acquires a set number of Corruption points, as indicated in each spell’s description. If a spell is cast with an evil motive, for a selfish purpose, or just carelessly (i.e., without a plausible need, as the Turambar interprets the situation), and the casting test fails, the character acquires even more Corruption. On the other hand, if a spell is cast with ‘neutral’ or ‘good’ intentions (again as judged by the Turambar), and the spellcasting test yields a high LoS, only a fairly small portion of the Morgothian element must be channelled to power the spell—perhaps even none at all—, resulting in less Corruption points than normal. Still, the basic Corruption of any sorcery or wizardry cannot drop below 0, and the basic Corruption of a necromancy cannot be lowered at all, no matter how great the caster’s LoS on the spellcasting test. Consult the bottom part of Table 7.4 (reprinted here from page 199 for your convenience) for details:

TABLE 7.4: CORRUPTION SORCERY Casting a spell of Sorcery No roll Character receives Corruption automatically, as indicated in the spell’s description* Spell is cast with an evil motive or purpose and … fails +2 per LoF succeeds +1 per LoS Spell is cast with a good motive or purpose and … fails +0 per LoF succeeds –2 per LoS* Spell is cast with a neutral motive or purpose and … fails +1 per LoF succeeds –1 per LoS*

Gandalf, one of the most powerful spellcasters in Middleearth during the late Third Age, carried and used a sword. Minimizing the casting of spells also helps to maintain the flavour and feel of your tale. Middle-earth is not a world where spellcasters are common, magic is easily and frequently worked, and spells have extremely powerful and flashy effects. Magic here is more low-key, used only in emergencies. For example, Gandalf didn’t use his Kindle Fire spell to start the Fellowship’s campfire every night. Only when they were in the Redhorn Gate—when no other means sufficed to start the fire and the lack of a fire could have meant the deaths of his comrades—did he employ magic. Similarly, the PC spellcasters in your tale should try to rein themselves in, saving their magic (and their stamina) for situations in which spells are truly needed.

 Echoes of Power Although this optional rule does not increase the immediate harm to spellcasters as they cast spells, nor make spellcasting more difficult, it can increase a character’s peril many times more than any rule can inflict, for it allows the minions of the Shadow—even the Enemy himself—to sense the activities of any who invoke magic. Under this optional rule, any time a spellcaster attempts to cast a spell—whether successful or not—anyone within a given range who has the capacity to Sense Power is allowed a test to detect this use of magic. The base TN is 40 minus the spell’s casting TN (including any scaling options). The distance over which the test may be attempted depends on two factors: the number of spells the caster has active and the total number of skill ranks the spellcaster has in his in all of his spells and/or Arts combined. When figuring this number, the ranks a character has in any Arts are doubled (note that the number is shown on the Spellcaster’s Sheet). Exact distances are listed on Table 3.1: Spell Detection Distance:

TABLE 11.2: SPELL DETECTION DISTANCE SUM OF SPELL SKILL RANKS 1–36 37–72 73–120 121–180 181–240 241–360 361+

DISTANCE 1 mile 5 miles 20 miles 50 miles 100 miles 300 miles 1000 miles

EXERCISING RESTRAINT

If the spellcaster already has one (or more) spells active when he casts again, the distance bracket over which the spellcaster can be detected increases by one increment for each active spell. For example, if a character with a total of 20 ranks in spells attempts to cast another spell while he has already two spells active, he can be detected up to 20 miles away, not just within 1 mile.

Generally speaking, characters—particularly sorcerers— must be careful about spellcasting. Casting too many spells in quick succession will almost certainly cause them to lose Weariness Levels, and each level lost only increases the chances of losing more levels and suffering more penalties, making the character unable to accomplish much of anything. The best tactic for spellcasters in many situations is to cast no more than one or two spells in dangerous situations and to rely on skills and abilities otherwise. After all, even

On LSF ±0 at the Sense Power test the observer learns nothing other than that a spell has been cast somewhere within his capacity to detect it. On LoS +1, the observer also knows in which general direction the spellcaster is located. On LoS +2, the approximate distance to the caster is known. On LoS +3 or better the identity of the caster can be divined if ever before the observer has witnessed that spellcaster’s handiwork and connected it to him. For any LoS, an Arcane Lore: Spellcraft (Appropriate Type and Realm of Spells) test

*: A spell’s basic Corruption cannot drop below 0 due to high LoS, and the basic Corruption of any spells of Necromancy cannot be lowered at all.

306

CHAPTER ELEVEN: MAGIC can be made to identify the spell that was cast as described below under ‘Counter-spells’. Wielders of the Art may test the applicable Art instead of Spellcraft. Clearly, the peril represented by this rule is based completely on the proximity of the spellcaster’s enemies with the capacity to Sense Power. The locations and statistics of malevolent foes such as Saruman or the Nazgûl will be described in future editions of Ambarquenta. Whether Sauron himself takes interest in a particular spellcaster’s activities (in the Third Age, anyway) depends on only two factors: whether the distance of the spell’s emanation reaches Barad-dûr (or Dol Guldur prior to TA 2941) and whether the Turambar believes Sauron’s notice would enhance the story. Even so, a Turambar who wishes to frighten spellcasting characters may choose to roll a pair of dice while mumbling about the likelihood the Lidless Eye is turned in their direction. If Sauron did note spellcasters unknown to him casting spells of Necromancy he would certainly—at the least—dispatch one of his Black Riders or other sorcerous minions to investigate.

COMBINING SPELLS ‘The sparks were burning holes in the goblins, and the smoke that now fell from the roof made the air too thick for even their eyes to see through.’ — J.R.R. Tolkien, The Hobbit There are times when a spellcaster needs to combine two or more spells into a single casting. For example, in the quote above, Gandalf is casting three spells at once: Burning Sparks, Quench Fire, and Smoke-weaving. By combining their effects into one, he accomplishes several things at once. Similarly, when Elrond raised the waters of the Bruinen to wash away the Nazgûl, Gandalf combined his magic with Elrond’s to shape the water into the form of white horses and riders. For a spellcaster to combine two spells, select the one that has the highest casting TN (including any scaling options to be used), then increase that by one third of the casting TN of the second spell. If the character succeeds with that spellcasting test, both spells are cast as normal, taking effect in a sequence chosen by the spellcaster. The overall casting time is equal to casting time of the primary spell, but the various spell effects may either take place one after another or simultaneously, as appropriate. For each additional spell beyond two added to the combination, increase the spellcasting test TN by another sixth of each additional spell’s casting TN. The caster must be able to fulfil the rank and other requirements of all individual spells to be combined, but he doesn’t need to have as many skill ranks in the primary spell as the sum of all the spells’ combined rank requirements. The Turambar must approve all proposed spell combinations after evaluating them for appropriateness and possible effects. He can disallow—or impose additional restrictions on—any combination that does not seem to suit the game, is unbalancing powerful, or is otherwise objectionable. For example, combining Burning Sparks and Quench Fire seems like a reasonable thing to do, since both are fire-related spells and the effects of one flow logically from the other. The same might apply to Watershaping and Quench Fire. On the other hand, Burning Sparks and Watershaping would rarely, if ever, make an appropriate combination.

COUNTER-SPELLS A spellcaster can cast a counter-spell to any spell that he knows. A counter-spell counteracts and dispels the effects of a spell, though it cannot reverse or repair permanent effects already achieved, such as the wounds inflicted by Blast of Necromancy or the destruction wrought by Sundering. Depending on the situation and how obvious it is what spell is being cast, a Turambar may require a Spellcraft test with a TN equal to the spell’s basic TN to identify the spell your foe casts before you may counter-spell it. Wielders of the Art may test the applicable Art instead of Spellcraft. Casting a counter-spell requires almost the same casting time—only 5 AP less than casting the original spell—and an appropriate spellcasting test against the basic TN of the spell being countered (i.e., any TN modifiers from scaling options are ignored). Even an Art may be used to counter a spell of Sorcery (provided the spell is part of the character’s repertory), and vice versa. A counter-spell must become effective at the same time as the countered spell. Therefore, the caster of the counter-spell may either be forced to delay his counter-spell, thus losing some APs while waiting for his opponent to complete the casting, or he may have to speed up the casting of his counter-spell so that it is completed at the same initiative number (or turn) as the original spell. Fortunately, casting a counterspell is an interrupt action, so the countering spellcaster can pay the due AP cost later during the same round, but the counter-spell does count towards his action allowance for the round. If he cannot afford to pay the entire AP cost of the counter-spell in the current round, he may still cast it, but he suffers a cumulative –1 penalty to his spellcasting test for every additional AP required in excess of his remaining AA. At this point, both characters make an opposed Fëa test. If the ‘attacking’ magician wins, his spell functions as normal. If the opposing spellcaster wins, his counter-spell disrupts the spell, preventing it from taking effect—or countering its effects. At the Turambar’s discretion, a character can learn a Necromancy spell only as a counter-spell. Such a counterspell does not count as a Necromancy spell when casting any ‘Secret Fire’ spell, but by delving into dark lore, the character still earns some Corruption points. A Necromancy spell may be acquired at any desired rank to function as a counter-spell, even at a lower rank than the normal minimum. The character earns a number of Corruption points equal to the amount indicated in the spell’s description, multiplied by the fraction of the spell’s minimum rank requirement the character acquires. For example, if a Necromancy spell has a rank requirement of 4 and earns a caster 8 Corruption points any time it is cast, a character who acquires only a single rank so that he can barely use it as a counter-spell earns 2 Corruption points (8 x 1/4) upon studying for the single rank. No additional Corruption is earned when casting the counter-spell. Note that a character does not have to counter-spell his own spells to terminate them. Merely by willing it so, he can end a spell he has cast at any time prior to the normal ending of its duration.

307

CHAPTER NINE: ADVENTURING

THE MIDDLE-EARTH GRIMOIRE

D

escribed below are over a hundred spells known and practised by at least some people dwelling in Middle-earth. Each is presented using the following format: NAME: Each description begins with the name of the spell. If [Necromancy] follows the name, the spell is of evil origin and destructive purpose, something that heroic characters learn and use only at great peril. TYPE: The general types or forms of magic that can be used to cast the spell. This may include almost any combination of Sorcery, Wizardry, Necromancy, and the Art. If [Necromancy] follows the name of the spell and the Art is listed as a suitable type of magic, the spell is a ‘Dark Art’ exclusively available to fallen Maiar (such as Sauron) and perhaps some other evil wielders of the Art. REALM: The realm(s) the spell belongs to. See page 301. METHOD: How characters can cast the spell, regardless of type. ‘Standard’ indicates the spell can be cast using gestures and words of command. ‘Runes’ means it can be cast using runes or, in the case of the Art, crafting any kind of pictorial adornment. ‘Song’ means a character can cast it as a song of power. See page 302 for details. REQUISITE: Any special requisites, beyond the normal requirements for casting a spell. RANKS: The minimum number of skill ranks the caster must have in the spell or applicable Art in order to cast it. BASIC TN: The TN for the spellcasting test, resolved with the due spell-skill or the appropriate Art. TN modifiers from scaling options are applied to the basic TN as described on page 305. CORRUPTION: The number of Corruption points a practitioner of Sorcery automatically acquires if his spellcasting test yields LSF ±0. Depending on his motives and the actual test result, this number may be modified. The Art is spared from this source of Corruption. CASTING TIME: The time it takes for characters to cast the spell. Short casting times are given in AP. Other entries (‘1 minute’ or the like) indicate specific units of time. Spells cast as runes or songs of power take longer (see page 302). Just as with most other skills, the LSF on the spellcasting test can affect how long it takes to cast a spell (see Table 9.10 on page 219). LoS +4, for instance, can cut the time in half of what is normally required. Any spell that costs more than 12 AP to fuel cannot be cast before the second initiative pass. Characters cannot reduce the casting time for spells cast using runes or songs of power. However, any LoF can cause the character to waste even more time using such methods. Note that it’s usually the best to ignore any casting time modifiers if the spell takes only a few AP to complete and the test yields a moderate LSF.

Like all mental actions, spellcasting attempts are generally cross-round actions and may be completed in another round than the one in which they have been initiated, as long as the caster continuously concentrates on the spell. If he his distracted or subject to an attack, he may not defend himself actively unless he aborts the spellcasting attempt. If he wants to sustain the spell while he is under attack, he must win a Will test against a TN equal to the attack test result of his foe, or 10 plus the gross damage (before armour protection) the attack deals, whichever is less. RANGE: The effective range of the spell, typically in yards, or in yards per skill rank in the spell or applicable Art. Beyond it, the spell cannot function. A range of ‘Self’ indicates the spell only works on the caster. A range of ‘Touch’ indicates he must touch the target or recipient of the spell, which usually requires the consent of the target or a successful Unarmed Combat test as a part of the casting. This ‘attack’ counts as a free action, but inflicts no damage on the target. DURATION: How long the spell’s effects last. If ‘Instant’— the duration of many dangerous spells like Lightning—the spell takes effect at once (it damages its target, for example), though the effects of the spell (the damage suffered) may linger for much longer. A duration of ‘Concentration’ means the spell remains in effect as long as the caster focuses upon it to the exclusion of other activities. If the caster is distracted (by an attack, being subjected to Intimidate or Fear, loud noises, or the like) or tries to perform any task requiring a test, he must make a TN 25 Wits test to maintain the spell. If he fails, the spell ceases to function. EFFECT: How the spell works in game terms. RESISTANCE: The attribute or skill a target character may test to resist or otherwise avoid the spell’s effect, along with the applicable TN. If no TN is given, the target must pit the indicated attribute or skill against the result of the spellcasting test in an opposed test. An entry such as ‘Fortitude vs. Fortitude’ means that both the target and the spellcaster use the indicated attribute—in this example, Fortitude—in an opposed test. Resistance tests are optional: a target does not have to make one if he wants to be affected by the spell. If no Resistance entry is listed for a spell that specifically targets or affects a character, there is usually no point in resisting, but the spell can be resisted at the player’s discretion, even if his character is unconscious. Alternatively, there may be a short text detailing some special way of resisting or mitigating a spell’s effect. SCALING OPTIONS: How a scalable spell’s effects or parameters can be enhanced, how many ranks the caster must have in addition to the spell’s basic rank requirement to do, and what TN modifiers he must apply. Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment, unless noted otherwise.

308

CHAPTER ELEVEN: MAGIC

ANIMAL MESSENGER TYPE: Art, Wizardry REALM: Beasts METHOD: Standard REQUISITE: Beast Speech RANKS: 2 BASIC TN: 15 CORRUPTION: 2, if cast as a wizardry CASTING TIME: 16 AP RANGE: Touch DURATION: Up to 1 hour per rank EFFECT: With this spell, the caster can use a beast or bird

as a messenger, imparting to it words of advice or information and sending it to take those words to someone else. The caster must have the creature available to him—perhaps because it is a pet or companion, perhaps through Beast Summoning or other magic. Provided he has Beast Speech active or scales the spell accordingly, he may then speak his message to it and describe to it who to take the message to and where that person can be found. The creature leaves to search for that person. It travels and searches for a number of hours equal to the spellcaster’s number of ranks. If it finds the person, it tries to get close enough to him to communicate its message. The recipient must have Beast Speech active, or the spell must be scaled accordingly so that he can understand the message. If the creature fails to find its quarry within the spell’s duration, the spell ends, and the creature returns to its normal pursuits. SCALING OPTIONS: Avoid Gestures +3 ranks & TN Animal shall understand the caster +2 ranks & TN Recipient shall understand the animal +2 ranks & TN Increase Duration (2 hours/rank) +3 ranks & TN Increase Duration (5 hours/rank) +6 ranks & TN Increase Range (3 yards) +2 ranks & TN

BANE-SPELL TYPE: Art, Sorcery, Wizardry REALM: Enchantment METHOD: Standard, Runes, Song RANKS: 7 BASIC TN: 25 CORRUPTION: 3, if cast as a wizardry; 9, if cast as a sorcery CASTING TIME: 1 minute RANGE: Touch DURATION: 1 minute per rank EFFECT: With this spell, the caster can lay upon a weapon

the power to cause special harm to a particular type of creature or being. The caster must specify the type of creature affected. Examples include ‘Orcs,’ ‘wolves,’ ‘dragons,’ ‘Trolls,’ or ‘Dunlendings.’ A Bane-spelled weapon provides a +3 bonus to any weapon skill tests to attack and strike the type of being against whom it is enchanted.

SCALING OPTIONS: If a character has at least 12 ranks with this spell and succeeds at a TN 30 spellcasting test (i.e., before adding any other scaling options), he can expand the target group to cover more than one type of being; for example, ‘Orcs and Trolls,’ ‘beasts of prey,’ ‘servants of Sauron,’ or ‘the Free Peoples.’ Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Additional Targets (per target) +4 ranks & TN Increase Bonus (+4 attack bonus) +2 ranks & TN Increase Bonus (+5 attack bonus) +4 ranks & TN Increase Duration (2 minutes/rank) +3 ranks & TN Increase Duration (5 minutes/rank) +6 ranks & TN

BEAST CLOAK TYPE: Art, Sorcery REALM: Beasts, Deceptions METHOD: Standard, Song RANKS: 3 BASIC TN: 20 CORRUPTION: 3, if cast as a sorcery CASTING TIME: 1 round RANGE: Touch DURATION: 1 hour per rank EFFECT: Travelling long distances in Middle-earth is

fraught with hazards, as much of it, deserted by Man, Elf, and Dwarf alike, has fallen into wilderness by the late Third Age. This spell aids travellers by shielding them from the eyes (and other senses) of wild and domesticated beasts. Whenever such beasts try to spot, hear, or smell the target of this spell, they suffer a penalty to all types of Perception and Awareness tests equal to the caster’s LoS on the spellcasting test times 2; a caster’s LoS +0 entails a –1 penalty. At its basic level, this spell has no effect on people or fell beasts, whether they serve the Enemy or their own ends. SCALING OPTIONS: If a character has at least 10 ranks with this spell and succeeds at a TN 30 spellcasting test (i.e., before adding any other scaling options), the Perception and Awareness penalty may, if the caster wishes so, affect any sentient being, but the penalty would then be based on the result of his TN 30 spellcasting test. However, the spell still only works in the wilderness, and only if the target moves silently and covertly, whenever that’s possible. Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Cast at Will +4 ranks & TN Additional Targets (per target) +4 ranks & TN Increase Penalty (per +1 total penalty) +2 ranks & TN Increase Duration (2 hours/rank) +3 ranks & TN Increase Duration (5 hours/rank) +6 ranks & TN

309

CHAPTER NINE: ADVENTURING

BEAST SPEECH TYPE: Art, Wizardry REALM: Beasts, Thought METHOD: Standard RANKS: 3 BASIC TN: 15 CORRUPTION: 1, if cast as a wizardry CASTING TIME: 8 AP RANGE: Self DURATION: 1 minute per rank EFFECT: This spell grants to the caster the power to speak

with birds and animals. He can speak with any creature close enough to hear him, and that creature can automatically understand him and respond with Wits equal to those of a typical Man. Other people listening to the conversation merely hear sounds like animal noises. SCALING OPTIONS: Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Cast at Will +4 ranks & TN Increase Duration (2 min. per rank) +2 ranks & TN Increase Duration (5 min. per rank) +5 ranks & TN Increase Range (Touch) +2 ranks & TN

BEAST SUMMONING TYPE: Art, Wizardry REALM: Beasts METHOD: Standard, Song RANKS: 3 BASIC TN: 20 CORRUPTION: 2, if cast as a wizardry CASTING TIME: 16 AP RANGE: 100 yards per rank DURATION: 1 minute per rank EFFECT: This spell allows a caster to call to himself beasts

and birds. When he casts it, he must specify the type of animal he wishes to summon, either specifically (horses, thrushes, foxes, and so on) or broadly (large four-footed animals, small four-footed animals, fish, birds, and so on). Any creatures within range that fit the description travel to him at best possible speed while the spell lasts. Once they arrive at his location, they wait calmly near him, or at his feet, for the remaining duration of the spell. If the duration expires before they can arrive, they stop traveling toward him when the spell ends. Animals who have reached him may leave when the spell ends, or may choose to remain nearby, converse with him if possible, and so forth. They will not attack or harm the caster unless he threatens or hurts them. The spell confers no ability to command beasts. If the caster asks the summoned beasts to perform some task, they consider it and may agree. This is a Beastmaster (Befriend) test. See the skill’s description on page 85 for sample difficulties of some typical tasks. Standard Influence test modifiers from Table 9.8 are applied as the Turambar sees fit. If the caster doesn’t have a means of speaking with the beasts, he may suffer a –20 penalty for speaking a different language, depending on the complexity of the request. An attempt to guide the beasts with hand signals, for instance, would not incur this penalty.

RESISTANCE: Only particularly clever or special animals (such as the mearas or Roäc the raven) are entitled to Fortitude tests to resist being summoned. SCALING OPTIONS: Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Increase Duration (2 min. per rank) +3 ranks & TN Increase Duration (5 min. per rank) +6 ranks & TN Increase Range (per +50 yards/rank) +1 rank & TN

BLADE PRESERVATION TYPE: Art, Sorcery, Wizardry REALM: Enchantment METHOD: Standard, Runes, Song RANKS: 3 BASIC TN: 15, plus the object’s weight in pounds CORRUPTION: 2, if cast as a wizardry; 4, if cast as a sorcery CASTING TIME: 1 minute per decade of preservation and

affected object RANGE: Touch DURATION: 10 years per rank EFFECT: Casters use this spell to preserve swords, axeheads, and other metallic objects, keeping them from becoming dull, rusted, pitted, or weakened by the passage of time. An object under the protection of Blade Preservation can still be damaged or harmed directly, but it remains untouched by the wear of years. The TN of the spellcasting test is equal to 15, plus the object’s weight in pounds. If a single object is to be preserved for a hundred years, casting this spell takes 10 minutes (i.e., 1 minute per decade of protection). SCALING OPTIONS: Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Additional Objects (per object) +3 ranks & TN Increase Duration (20 years/rank) +3 ranks & TN Increase Duration (50 years/rank) +6 ranks & TN

BLINDING FLASH TYPE: Art, Sorcery, Wizardry REALM: Fire METHOD: Standard, Song REQUISITE: Create Light RANKS: 3 BASIC TN: 20 CORRUPTION: 3, if cast as a wizardry; 6, if cast as a sorcery CASTING TIME: 8 AP RANGE: 5 yards per rank DURATION: Instant EFFECT: This spell creates a bright flash of light to blind

one of the caster’s foes. If the caster succeeds with his spellcasting test, he blinds the target for 1d5+1 rounds. While blind, a character suffers a –12 test result penalty to attacks and all other actions requiring sight, just as if he were in total darkness. The Turambar may impose other penalties or even forbid certain actions as seems appropriate.

310

CHAPTER ELEVEN: MAGIC RESISTANCE: The target may make an Awareness test against TN 25 to reduce the duration of the blindness by half, rounding up. If successful, the target blinked or turned his head away in time to avoid the full effects. SCALING OPTIONS: The basic spell, which blinds one person, requires three ranks to cast and a TN 20 spellcasting test. With +3 ranks & TN, the spellcaster can expand the spell’s power, causing the flash to cover an area with a fivefoot radius and blind everyone within that area, both friend and foe. Every +3 ranks & TN double the radius of the area: 10 feet with +6 ranks & TN, 20 feet with +9 ranks & TN, and so forth. Each target within the radius can still make an Awareness test against TN 25 to halve the duration. The other quantifiable parameters of this spell can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Increase effect’s duration (2d5 rds.) +3 ranks & TN Increase effect’s duration (2d10 rds.) +6 ranks & TN Increase Range (per +2 yards/rank) +1 rank & TN

BURNING SPARKS TYPE: Sorcery, Wizardry REALM: Fire METHOD: Standard REQUISITE: Kindle Fire RANKS: 3 BASIC TN: 20 CORRUPTION: 3, if cast as a wizardry; 6, if cast as a sorcery CASTING TIME: 8 AP RANGE: 2 yards per rank (10 feet effect radius) DURATION: Instant EFFECT: With this spell, the caster can cause an existing

fire to flare, casting deadly, burning sparks at those within 10 feet of the fire. The damage caused by Burning Sparks depends on the size of the fire the caster uses for it. See the accompanying table for details. Except for with candle flames, this spell does not extinguish the fire used to fuel it.

CLOAK OF SHADOW TYPE: Art, Sorcery, Necromancy REALM: Deceptions METHOD: Standard, Runes, Song RANKS: 3 BASIC TN: 20 CORRUPTION: 6, if cast as a sorcery; 18 if cast as a necro-

mancy

CASTING TIME: 10 AP RANGE: Touch DURATION: 1 round per rank EFFECT: In spite of what its name might suggest, this spell

is not originally a work of the Enemy. Rather, it dims the target’s form, blending its edges into a hazy halo that surrounds its body. The target of the spell thus becomes harder to see, and therefore harder to strike in combat. All Observe (Spot) tests and physical attack tests against the target suffer a –5 penalty. Cloak of Shadow does not affect attacks carried out by beings from the Wraith-world. SCALING OPTIONS: The Enemy has developed a more powerful variant of this spell which allows the target to temporarily enter the Wraith-world, thus becoming invisible (though not incorporeal) in the world of the living. It requires 10 ranks and a TN 30 spellcasting test to cast Cloak of Shadow as a Necromancy. Any target may still resist its effect at will, without making a Fortitude test. As for the scaling options available to any caster, the quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Additional Targets (per target) +4 ranks & TN Increase Duration (2 rounds/rank) +3 ranks & TN Increase Duration (5 rounds/rank) +6 ranks & TN

COLD WARD

TABLE 11.3: BURNING SPARKS DAMAGE SIZE OF FIRE Candle Torch Campfire Small bonfire Large bonfire

DAMAGE 1 (to only one target) 1d5 1d10 2d10 4d10

RESISTANCE: Anyone affected by the spell may reduce the damage sustained by half by succeeding with a TN 25 Swiftness or Dodge test. SCALING OPTIONS: Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Control Targets (decide whom to hurt and whom to spare within the effect radius) +3 ranks & TN Increase Damage (per +1 die) +2 ranks & TN Increase Effect Radius (per +3 feet) +2 ranks & TN Increase Range (per +1 yard/rank) +1 rank & TN

TYPE: Wizardry REALM: Beasts, Air/Water METHOD: Standard RANKS: 3 BASIC TN: 15 CORRUPTION: 2 CASTING TIME: 8 AP RANGE: Self DURATION: Concentration EFFECT: This handy spell first appeared in the North of

Middle-earth in the days when the Númenorean kingdoms traded and exchanged knowledge with the Lossoth of Forochel. It combines the magical skill of the Dúnedain with the survival craft of the Snowmen, and it protects the caster from all effects of cold and falling snow. It does not alter the weather itself, but instead forms a protective barrier against the elements around the caster. SCALING OPTIONS: Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Increase Range (Touch) +2 ranks & TN Additional Targets (per target) +3 ranks & TN

311

CHAPTER NINE: ADVENTURING

CREATE LIGHT TYPE: Art, Sorcery, Wizardry REALM: Fire METHOD: Standard, Song RANKS: 3 BASIC TN: 16 CORRUPTION: 2, if cast as a wizardry; 4, if cast as a sorcery CASTING TIME: 8 AP RANGE: Touch DURATION: 10 minutes per rank EFFECT: The caster may create light, typically on his hand

or at the end of a staff. The caster can vary the intensity and colour of the light as he wishes, though it is equal to that of a strong torch at most, sufficient to light a 5-yard radius, under most circumstances, or a slightly larger area at night or underground. To achieve this spell’s effect using the Art, the caster may be required to have a suitable physical object which he can illuminate with his magic—typically a crystal, a gem, a phial, or another translucent item the Turambar deems appropriate. Of course, he may also require a caster who uses Sorcery or Wizardry to have such an item at hand. SCALING OPTIONS: Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Increase Duration (20 min. per rank) +3 ranks & TN Increase Duration (1 hour per rank) +6 ranks & TN Increase Radius (up to 10 yards) +3 ranks & TN Increase Radius (up to 20 yards) +6 ranks & TN Utterlight (Art and Wizardry only; all darkness within the radius is dispelled) +12 ranks & TN

DEFLECT MISSILE TYPE: Art, Sorcery, Wizardry REALM: Air/Water METHOD: Standard, Runes RANKS: 3 BASIC TN: 20 CORRUPTION: 2, if cast as a wizardry; 4, if cast as a sorcery CASTING TIME: 8 AP, payable like any other defensive in-

terrupt action RANGE: 3 yards per rank DURATION: Instant (or as per the spell’s description) EFFECT: This spell causes a strong gust of wind to deflect any single fired missile of any kind of the caster’s choice, whether it is an arrow, a javelin, or a even boulder. The caster must be able to see the source of the missile. A deflected missile misses all potential targets, including friends and foes. When reckoning the timing of actions, treat Deflect Missile as a defensive interrupt action (or, more precisely, a counterspell) to the act of firing a missile or throwing a projectile. If the projectile is enchanted or heroic, the caster must make an opposed Fortitude test against the character, creature, or beast firing or throwing it. If the caster wins, the missile is deflected as per the spell’s normal effect; if the attacker wins the attack is resolved normally. If the enchanted projectile is fired by a siege engine or similar device, assume an attacker’s Fortitude score of 10. If the projectile is not enchanted or heroic, the spell succeeds (unless a counter-spell is cast)

without any tests. Note that an arrow fired from an enchanted or heroic bow is not itself enchanted or heroic for the purposes of this spell. Deflect Missile may be cast on a shield or suit of armour using the Runes method. In this case, all ranged attacks against the wearer or wielder of the enchanted item suffer a –3 penalty. This effect lasts for 10 minutes per rank the caster has with this spell. When the spell expires, the runes disappear. This spell may not be cast more than once on the same item for cumulative effect. SCALING OPTIONS: Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Additional Missiles (per missile) +3 ranks & TN Increase Range (per +2 yards/rank) +1 rank & TN

DISARM TYPE: Art, Sorcery, Wizardry REALM: Body METHOD: Standard RANKS: 5 BASIC TN: 25 CORRUPTION: 2, if cast as a wizardry; 5, if cast as a sorcery CASTING TIME: 8 AP RANGE: Touch DURATION: Instant EFFECT: This spell causes the target to lose his grip on a

single weapon or shield the caster touches with his hands or his own melee weapon. The target is entitled to an opposed Fortitude test against the caster, but suffers a –3 test result penalty. If the item is enchanted or heroic, the target suffers no penalty on the opposed Fortitude test. If the target loses the opposed Fortitude test, the item leaps from his hand, and he may not pick it up until the next round; if he wins, he retains his grip on the item. The size of the item has no bearing on the effectiveness of the spell. RESISTANCE: Fortitude vs. Fortitude (details see above) SCALING OPTIONS: Avoid Words +3 ranks & TN Increase Range (3 yards) +2 ranks & TN Increase Range (3 yards/rank) +4 ranks & TN

FINDING AND RETURNING TYPE: Art, Sorcery, Wizardry REALM: Beasts METHOD: Standard, Runes, Song RANKS: 4 BASIC TN: 25 CORRUPTION: 2, if cast as a wizardry; 5, if cast as a sorcery CASTING TIME: 1 minute RANGE: Touch DURATION: 1 month per rank EFFECT: This spell protects travellers, making it more like-

ly that they can find their way to their destination and then return, safe and unhindered. It grants to the recipient the virtue of the Travel-sense edge (see page 146), though he must make a TN 18 Wits test to use it. Additionally, he receives a +3 bonus on all tests to overcome the obstacles of the road:

312

CHAPTER ELEVEN: MAGIC to climb cliffs, ford rivers, run or hide from pursuers, find shelter and food, and the like. It never grants a bonus to attacks, dodging, or the like, however. The Turambar decides what constitutes an ‘obstacle of the road’ for purposes of this spell. If cast on an animal, such as a horse, this spell is sometimes known as ‘words of guiding.’ SCALING OPTIONS: Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Additional Targets (per target) +4 ranks & TN Increase Duration (2 months/rank) +3 ranks & TN Increase Duration (6 months/rank) +6 ranks & TN

makes to avert an attack. Furthermore, any Ambar he spends to enhance attempts to dodge, block, parry or otherwise protect himself grants a +7 bonus, instead of the normal +5. SCALING OPTIONS: Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Additional Targets (per target) +4 ranks & TN Increase Bonus (+4 Defence) +2 ranks & TN Increase Bonus (+5 Defence) +4 ranks & TN Increase Duration (2 minutes/rank) +3 ranks & TN Increase Duration (5 minutes/rank) +6 ranks & TN

HEALING-SPELL TYPE: Art, Sorcery, Wizardry REALM: Body METHOD: Standard, Song RANKS: 3 BASIC TN: 20 CORRUPTION: 1, if cast as a wizardry; 4, if cast as a sorcery CASTING TIME: 1 minute RANGE: Touch DURATION: See text EFFECT: This spell grants a caster the power to heal inju-

FOG-RAISING TYPE: Art, Sorcery, Wizardry REALM: Air/Water METHOD: Standard, Song RANKS: 3 BASIC TN: 20 CORRUPTION: 1, if cast as a wizardry; 4, if cast as a sorcery CASTING TIME: 1 minute RANGE: 15 yards per rank DURATION: See text EFFECT: This spell allows a caster to create a thick bank of

fog. The natural conditions must be right for fog: there must be a source of water, the proper temperature, and so forth. Not even the most powerful spellcaster can create fog out of nothing on a warm, sunny day. The cloud of fog created by this spell can have a radius of up to 10 yards per rank. Once created, it lasts until the caster stops concentrating or natural conditions remove it, whichever comes first (but it doesn’t dissolve instantaneously when the caster stops concentrating). It counts as ‘dense fog’ for purposes of determining physical test modifiers (±10 TN, see page 216). The fog moves normally, according to the wind and lay of the land. The caster has no control over its movement once he creates it. SCALING OPTIONS: Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Increase Duration (1 minute/rank) +3 ranks & TN Increase Duration (5 minutes/rank) +6 ranks & TN Increase Range (50 yards/rank) +2 ranks & TN Increase Radius (20 yards/rank) +2 ranks & TN Increase Radius (50 yards/rank) +4 ranks & TN

ries, illness, and other harms of the body. When he casts it, he gains a +8 test result bonus with all Healing skills and can apply them using the standard rules (see page 233). The spell’s effects last long enough to treat one person for a major wound, illness, or similar condition—a Grievous injury, for instance. It could be used to treat two Serious injuries, or four Minor injuries—or any combination thereof—instead, no matter how many people suffer from these injuries. SCALING OPTIONS: Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Increase Bonus (per +2 bonus) +3 ranks & TN Increase Duration (+1 Serious Injury) +3 ranks & TN Increase Duration (+1 Grievous Injury) +6 ranks & TN

ITHILDIN-FIRE TYPE: Art, Wizardry REALM: Enchantment METHOD: Standard, Song REQUISITE: Create Light RANKS: 3 BASIC TN: 15 CORRUPTION: 1, if cast as a wizardry CASTING TIME: 1 minute RANGE: Touch DURATION: Concentration (maximum of 10 minutes per

GUARDING-SPELL TYPE: Art, Sorcery, Wizardry REALM: Body METHOD: Standard, Runes, Song RANKS: 7 BASIC TN: 30 CORRUPTION: 3, if cast as a wizardry; 7, if cast as a sorcery CASTING TIME: 1 minute RANGE: Touch DURATION: 1 minute per rank EFFECT: This spell makes the caster, or any upon whom

he confers its virtues, more difficult to hurt and injure. He receives a +3 bonus to his Defence and any defensive test he

rank)

EFFECT: This spell activates ithildin, a magical, metallic substance Elves make of mithril. It mirrors only starlight and moonlight, and it sleeps until touched by one who knows this spell. Until activated, ithildin remains invisible, and if activated in sunlight seems only like faint lines or tracery. Only at dusk and night is its true silvery beauty revealed. This is the material from which the outlines of the door the Fellowship uses to get into Moria was made.

313

CHAPTER NINE: ADVENTURING SCALING OPTIONS: Characters with sufficient ranks in this spell (and a due supply of mithril and adequate tools) can also use it to engrave an ithildin ornament or letters. This of course also requires a Goldsmith (Work ithildin) or Stonecraft (Carving) test against TN 30 or greater, as the Turambar sees fit. Writing ithildin letters on a piece of paper or parchment usually doesn’t require a Crafts skill test. Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Cast at Will +4 ranks & TN Writing ithildin Letters +7 ranks & TN Engrave ithildin Ornaments +12 ranks & TN Increase Duration (1 hour per rank) +5 ranks & TN Increase Range (3 yards) +2 ranks & TN

KINDLE FIRE TYPE: Art, Sorcery, Wizardry REALM: Fire METHOD: Standard, Song RANKS: 3 BASIC TN: 16 CORRUPTION: 2, if cast as a wizardry; 5, if cast as a sor-

cery; when used for a ranged attack, add 2 Corruption points CASTING TIME: 8 AP RANGE: Touch DURATION: Until flames burn out naturally or are put out EFFECT: By touching some readily flammable object— typically a bit of kindling or a stick of wood—the caster can cause it to burst into flame, even if it’s wet. Living flesh does not count as ‘readily flammable,’ but at the Turambar’s discretion, hair, fur, or clothing may. Once kindled, the fire burns normally, and may be quenched normally. SCALING OPTIONS: If a character has at least 6 ranks with this spell and succeeds at a TN 20 spellcasting test (i.e., before adding any other scaling options), he can make this spell function at a range of up to one yard per rank. If he uses it as an attack—to set a wolf’s fur on fire, for example—he must succeed with a Throw: Spells attack test, and the target can avoid the effects by making an opposed Swiftness test. Apply the rules for catching on fire (page 229) when determining damage from this effect. Any Swiftness test to put the fire on a consecutive round has a TN of 20. If a character has at least 10 ranks with this spell and succeeds at a TN 25 spellcasting test, he can affect multiple objects: up to one readily flammable object per rank he possesses. All objects kindled must be within a certain radius of each other: twice the caster’s ranks in feet. The scaled spell’s quantifiable parameters can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Increase Range (per +1 yard/rank) +1 rank & TN Increase Radius (per +1 foot/rank) +3 ranks & TN

RANKS: 5 BASIC TN: 25 CORRUPTION: 7, if cast as a sorcery CASTING TIME: 16 AP RANGE: 2 yards per rank DURATION: Instant EFFECT: From his hand or staff, the spellcaster looses a

blast of lightning powerful enough to slay even mighty warriors. The caster must make a Throw: Spells ranged combat attack test to hit a target with it, and the target can attempt to dodge (shields are of no avail). If the bolt strikes a target, the target takes 4F points of fire damage per LoS (damage cap: LoS +6). A LoF –2 or worse on the Throw test may hit nearby people, whether friend or foe (treat the Throw test’s LoF as the random attack’s LoS when determining damage). Using the Art, a character may be required to be under the open, stormy sky to cast this spell, as the Turambar deems appropriate. RESISTANCE: Dodge, vs. the Throw: Spells test result. SCALING OPTIONS: Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment (e.g., to a maximum of +4 damage). Avoid Words +3 ranks & TN Increase Damage (per +1/LoS) +2 ranks & TN Increase Range (per +1 yard/rank) +1 rank & TN

MIND-SPEECH TYPE: Art, Sorcery, Wizardry REALM: Thought METHOD: Standard REQUISITE: Spoken Thoughts, if learned as a sorcery RANKS: 5 BASIC TN: 25 CORRUPTION: 2, if cast as a wizardry; 5, if cast as a sorcery CASTING TIME: 1 minute RANGE: 1 foot per rank DURATION: Concentration EFFECT: This spell grants to a caster the power to talk to

another person without speech, communicating directly from mind to mind. It only works with other persons who also have this spell active. Communication takes place at the rate of normal speech, and all persons involved in the conversation must maintain line of sight. RESISTANCE: Fortitude, or terminating one’s own active Mind-speech spell. SCALING OPTIONS: Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Cast at Will +4 ranks & TN Increase Range (per +1 foot per rank, to a maximum of 5 feet per rank) +1 rank & TN

OPENING-SPELL TYPE: Art, Sorcery, Wizardry REALM: Enchantment METHOD: Standard, Song RANKS: 3 BASIC TN: 18 CORRUPTION: 2, if cast as a wizardry; 5, if cast as a sorcery

LIGHTNING TYPE: Art, Sorcery REALM: Air/Water METHOD: Standard, Song REQUISITE: Create Light

314

CHAPTER ELEVEN: MAGIC CASTING TIME: 1 round RANGE: Touch DURATION: Instant EFFECT: This spell allows a caster to open locked doors,

whether they are hold by magic or simple, mundane latches. The spell opens any normal lock automatically, even if the caster does not possess the key. Magically sealed locks often prove harder to open, however. The Turambar assigns a difficulty to the lock, usually equal to the Fëa test result of the person who cast the Shutting-spell (see page 316). The caster of the Opening-spell then makes a Fëa test. If he equals or exceeds the TN, the door opens. SCALING OPTIONS: Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Increase Range (3 yards) +2 ranks & TN

all friendly or allied people—within a 2 feet per rank radius—with a +5 bonus on all Fortitude tests to withstand fear and terror. This last effect includes himself. SCALING OPTIONS: Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Cast at Will +4 ranks & TN Increase Bonuses (per +1 bonus) +2 ranks & TN Increase Duration (2 rounds/rank) +3 ranks & TN Increase Duration (5 rounds/rank) +6 ranks & TN Increase Radius (per +1 feet/rank) +1 rank & TN

REVIVE TYPE: Art, Wizardry REALM: Body METHOD: Standard, Song RANKS: 3 BASIC TN: 15 CORRUPTION: 1, if cast as a wizardry CASTING TIME: 8 AP RANGE: Touch DURATION: Instant EFFECT: This spell gives the caster the power to infuse

READING THE HEART TYPE: Art, Sorcery, Wizardry REALM: Thought METHOD: Standard, Song REQUISITE: Mind Speech, Insight 17+ RANKS: 4 BASIC TN: 25 CORRUPTION: 3, if cast as a wizardry; 8, if cast as a sorcery CASTING TIME: 1 minute RANGE: 10 feet DURATION: 1 round per target EFFECT: This spell allows the spellcaster to gaze into the

eyes of a single target person and read what lies within his heart: his hopes, dreams, fears, worries, loves, hates, and temptations. The Wise use this power to find the ills that lie within a person’s soul, that they might be alleviated or cured. Malevolent sorcerers sometimes learn it to better torment their victims with the knowledge gained. RESISTANCE: Fortitude SCALING OPTIONS: Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Cast at Will +4 ranks & TN Additional Targets (per target) +4 ranks & TN

strength into the tired limbs of a single character or beast, though it saps his own strength in equal measure. If successfully cast, the target recovers 1 Weariness Level, though the caster of this spell sustains 1 Weariness Level. SCALING OPTIONS: If a character has at least 6 ranks with this spell and succeeds at a TN 20 spellcasting test (i.e., before adding any other scaling options), he can provide even greater relief to a single character or beast worn with the labours of the road or hard fighting. If successfully cast, the target recovers 3 Weariness Levels, but the caster sustains 2 Weariness Levels. Avoid Words +3 ranks & TN

SENSE POWER

RESIST FEAR TYPE: Art, Wizardry REALM: Secret Fire METHOD: Standard, Song REQUISITE: Wizard (edge) RANKS: 4 BASIC TN: 20 CORRUPTION: 1, if cast as a wizardry CASTING TIME: 8 AP RANGE: Self DURATION: 1 round per rank EFFECT: As the servants of the Shadow can cause fear and

dread, so can the spellcasters of the West counter it. This spell strengthens hearts and banishes terror, allowing those affected to stand and face their foes. The caster may use it in one of two ways. First, it can provide a +8 bonus to his Inspire tests to help others resist fear. Second, he can provide

TYPE: Art, Sorcery, Wizardry REALM: Thought METHOD: Standard RANKS: 3 BASIC TN: 15 CORRUPTION: 1, if cast as a wizardry; 4, if cast as a sorcery CASTING TIME: 8 AP RANGE: 2 yards per rank DURATION: 3 rounds per rank EFFECT: With this spell, a spellcaster can perceive the

power possessed by another or residing in an object or a place. While the spell is active, he may make another Sense Power test (or use the result of the spellcasting test, if the spell has just been cast) to detect the presence or gauge the power of another spellcaster, a creature of supernatural power, the subtle magic in an area, an enchanted item, or the like. The TN for the test depends upon the entity’s level of power—with a success on a virtually impossible test, the spellcaster can even sense the presence of a mundane thing or be-

315

CHAPTER NINE: ADVENTURING ing. See the accompanying table. Note that merely being an Elf confers upon someone power sufficient for most users of this spell to detect or sense. At the Turambar’s discretion, no test may be needed to perceive sufficiently strong, obvious, or apparent sources of power. Also note that one power may overlay another—for example, a far greater TN than normal may be required to sense the presence of an enchanted item in a dragon’s lair. This spell simply allows the caster to determine the presence of power, not its precise location. In many cases, the precise location is obvious, but the caster cannot use Sense Power to, for example, locate and target another spellcaster in a darkened chamber. In addition to simply detecting the presence of power, the caster may also be able to determine the general nature of the power in question. The power of the Wise—or power used for good and noble ends—feels different from the power used by the servants of Sauron. However, this spell is not suitable for determining the nature and extent of the power of particularly sophisticated items such as a greater ring of power—or of any person, place, or object the Turambar does not want to be assessed in detail by this spell. Hence, Gandalf was able to perceive the power of Bilbo’s ring, but he could not be sure what ring it actually was before he had studied the scrolls of Isildur and seen the ring’s inscription.

TABLE 11.XYZ (11.5): SENSE POWER DIFFICULTY TN

SAMPLE POWER LEVEL

9 15 20 25 30 40

VERY STRONG POWER: Saruman, Gandalf, Elrond, a Balrog, the One Ring. STRONG POWER: An Elf-lord, a typical wizard, a dragon, a greater enchanted item (Ring of Power, palantír ). AVERAGE POWER: An experienced magician, an enchanted item from the Elder Days, a typical Noldorin Elf. MINOR POWER: A magician who knows only a few spells, a character with a magical talent such as Woven Words or Foresighted, a typical Grey or Silvan Elf. WEAK POWER: An Elf-friend, a character with Grace 15+, a masterwork item (with no greater enchantments imbued) MINUTE POWER: Any character or intelligent animal

SCALING OPTIONS: Avoid Words

+3 ranks & TN Avoid Gestures +3 ranks & TN Cast at Will +4 ranks & TN Increase Duration (1 min. per rank) +3 ranks & TN Increase Duration (5 min. per rank) +6 ranks & TN Increase Range (per +1 yard/rank, to a maximum of 10 yards per rank) +1 rank & TN

EFFECT: With this spell, a caster can magically lock doors, preventing anyone from opening them. The door remains shut for the duration of the spell. Not even the proper key can open it. However, the caster can specify a command word that does open the door when anyone speaks it. Additionally, the door can still be broken by strength or with weapons. See the ‘Protection and Structure Table’ on page 270 for details on this. Immediately after he has successfully cast this spell, the caster must also make a TN 20 Fëa test. His test result becomes the TN for Fëa tests made by spellcasters using the Opening-spell to try to counteract his magic. Don’t count the caster’s LoS, just record his precise test result; but if the Fëa test is failed, the spell fails as well. To open any magically sealed door that has a code word without casting an Opening-spell, a character must either know the code word or make a suitable Arcane Lore: Spellcraft test to deduce it. The TN for the test varies from door to door, but it’s usually 30 or more. Standard academic test modifiers apply. Such a test normally requires at least 1 hour. SCALING OPTIONS: Many Shutting-spells last for longer periods of time than the listed duration. For a –3 penalty to the Fëa test, the caster may change the spell’s duration from hours to years. For a –6 penalty, he can improve it from hours to decades. For a –9 penalty he can change it from hours to centuries. The most powerful Shutting-spells also strengthen the doors they lock, making them more difficult to break down or chop through. For a –4 penalty to the Fëa test, the caster can increase the door’s Protection by 5, and its Structure by 100. For a –8 penalty, the caster can increase the door’s Protection by 10, and its Structure by 300. Fortunately for him, the caster of a Shutting-spell may increase his chances with the Fëa test: For every +2 ranks & TN requirement he adds to his spellcasting test, he receives a +1 bonus to the ensuing Fëa test. However, any bonus points may only be used to offset the penalty accruing from the above options. Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Increase Range (3 yards) +2 ranks & TN

SLUMBER

SHUTTING-SPELL TYPE: Art, Sorcery, Wizardry REALM: Enchantment METHOD: Standard, Runes, Song REQUISITE: Opening-spell RANKS: 5 BASIC TN: 20 CORRUPTION: 2, if cast as a wizardry; 4, if cast as a sorcery CASTING TIME: 1 minute RANGE: Touch DURATION: 1 hour per rank

TYPE: Art, Sorcery REALM: Mind METHOD: Standard, Song RANKS: 5 BASIC TN: 25 CORRUPTION: 5, if cast as a sorcery CASTING TIME: 16 AP RANGE: 2 yards per rank DURATION: 1 hour per rank EFFECT: With this spell, a caster can place one person into

a deep sleep from which they cannot awake on their own. Others can awaken the sleeping person in the usual ways: jostling them, shouting at them, splashing water on their faces, and the like. The spellcaster and the victim must make opposed Fortitude tests. If the caster wins, the victim falls asleep. Otherwise, the victim remains awake and unaffected.

316

CHAPTER ELEVEN: MAGIC RESISTANCE: Fortitude vs. Fortitude SCALING OPTIONS: Any quantifiable parameters with a

‘per increment’ listing can be increased up the given increment. Avoid Words Avoid Gestures Additional Targets (per target) Fortitude bonus (per +1 bonus) Increase Duration (2 hours per rank) Increase Duration (5 hours per rank) Increase Range (per +1 yard/rank)

to four times by +3 ranks & TN +3 ranks & TN +4 ranks & TN +2 ranks & TN +3 ranks & TN +6 ranks & TN +1 rank & TN

SPELLBINDING TYPE: Art, Sorcery REALM: Mind METHOD: Standard, Song RANKS: 6 BASIC TN: 25 CORRUPTION: 6, if cast as a sorcery CASTING TIME: 8 AP RANGE: 2 yards per rank DURATION: Concentration (maximum of 1 round per

thoughts in the mind of another as expressed through that person’s speech. For the duration of the spell, it is as if the spellcaster had 10 ranks in any language spoken to him. He cannot, however, read writing he has not learned normally, nor speak the language. All he can do is understand its spoken words. Still, this spell can’t be used for eavesdropping or overhearing a conversation as it only confers the ability to understand words spoken directly to him. When the spell’s range is scaled to ‘Touch’, it can also be cast on any number of additional persons. Each affected person receives the virtue of this spell, allowing two-way speech. RESISTANCE: Fortitude SCALING OPTIONS: Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Cast at Will +4 ranks & TN Increase Duration (1 hour per rank) +3 ranks & TN Increase Range (Touch) +2 ranks & TN Additional Persons (per person) +3 ranks & TN

VOICE OF SUASION TYPE: Art, Sorcery REALM: Mind METHOD: Standard RANKS: 4 BASIC TN: 25 CORRUPTION: 4, if cast as a sorcery CASTING TIME: 8 AP RANGE: Within the sound of the caster’s normal speaking

rank)

EFFECT: With this spell, a caster can temporarily bind another person’s limbs, preventing him from moving or attacking, but not from talking. If the caster succeeds with his spellcasting test, he and the victim must engage in an opposed Fortitude test. If the caster wins, the victim becomes paralyzed and drops any objects carried in his hands. Otherwise, the spell has no effect. A spellbinding lasts as long as the caster concentrates— to a maximum of one round per rank the caster has with this spell—or until he or anything else attacks or a physically threatens the victim. If the caster stops concentrating or a physical threat arises, the victim is immediately freed. RESISTANCE: Fortitude vs. Fortitude SCALING OPTIONS: Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Avoid Gestures +3 ranks & TN Additional Targets (per target) +4 ranks & TN Increase Duration (2 rounds/rank) +3 ranks & TN Increase Duration (5 rounds/rank) +6 ranks & TN Increase Range (per +1 yard/rank) +2 ranks & TN

sion. His every word seems sweet and reasonable, his opinions and policies most worthy of consideration. He receives a +8 test result bonus to all uses of Persuade. RESISTANCE: The victim may make an opposed Wisdom test to resist being persuaded as usual (see page 108). SCALING OPTIONS: Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Gestures +3 ranks & TN Cast at Will +4 ranks & TN Increase Bonus (per +2 bonus) +3 ranks & TN Increase Duration (2 minutes/rank) +3 ranks & TN Increase Duration (5 minutes/rank) +6 ranks & TN Increase Range (shouting distance) +3 ranks & TN

SPOKEN THOUGHTS

WIZARD'S HAND [NECROMANCER’S HAND]

voice

DURATION: 1 minute per rank EFFECT: This spell increases the caster’s powers of persua-

TYPE: Art, Sorcery, Wizardry REALM: Thought METHOD: Standard RANKS: 3 BASIC TN: 18 CORRUPTION: 2, if cast as a wizardry; 4, if cast as a sorcery CASTING TIME: 16 AP RANGE: Self DURATION: 20 minutes per rank EFFECT: A caster with this spell active can overcome his

ignorance of another’s language, for it reveals to him the

317

TYPE: Art, Wizardry [Necromancy] REALM: Secret Fire [Destruction] METHOD: Standard REQUISITE: Wizard, or Teachings of a wizard RANKS: 5 BASIC TN: 25 CORRUPTION: 3, if cast as a wizardry

[15, if cast as a necromancy]

CASTING TIME: 8 AP RANGE: 1 yard per rank DURATION: Instant

CHAPTER NINE: ADVENTURING EFFECT: With this spell, a caster can ‘grasp’ an object at a distance and move or fling it. The object must be one the caster could lift with his own Strength, such as a pitcher of ale, a weapon, a or a figurine. The effect is instantaneous, so while the caster can fling the object away from him or draw it swiftly to his hand, he cannot move it back and forth or cause it to dart about a room. To determine how far the caster can throw an object with Wizard’s Hand, he has a Strength equal to his Fëa score. The caster can use his Throw skill to aim the thrown item at someone or something else, although he does not need to do so to draw something into his hand. The spell does not allow for fine manipulation in any case. RESISTANCE: If another person holds the object in question, that person may make an opposed Strength test to counter the spell’s effects and retain his grasp on it. The spellcaster has an effective Strength equal to his Fëa score for the purposes of this contest. SCALING OPTIONS: Any quantifiable parameters with a ‘per increment’ listing can be increased up to four times by the given increment. Avoid Words +3 ranks & TN Additional Objects (per object) +4 ranks & TN Increase Range (per +1 yard/rank) +1 rank & TN

A Word of Command is so powerful that it may have unintended side effects. For example, when Gandalf used one to hold the door of the Chamber of Mazarbul against the Balrog of Moria, the door couldn’t stand the strain and shattered. Many other such effects are possible, all at the Turambar’s discretion. They are particularly likely to occur when the character using a Word of Command fails his spellcasting test or an opposed test associated with the underlying spell. SCALING OPTIONS: For every +3 ranks & TN the caster adds to the basic requirements of this spell, he may choose and apply one more of the above effects.

WORD OF COMMAND TYPE: Art, Wizardry [Necromancy] REALM: Secret Fire [Curses] METHOD: Standard REQUISITE: Wizard [Teachings of a Necromancer] RANKS: 10 BASIC TN: 30 CORRUPTION: 3, if cast as a wizardry

[15, if cast as a necromancy]

CASTING TIME: 3 AP RANGE: See text DURATION: See text EFFECT: This spell, different from both Command and

Voice of Command, is among the most potent in Middleearth. By invoking a Word of Command, a caster can enhance the power of any other spell, even if he fails to meet the requirements of its standard scaling options. This power comes at a price: the character automatically loses one Weariness Level. Any weariness points accumulated according to the result of the spellcasting test are in addition to this. When a character utters a Word of Command in conjunction with another spell, he may choose to do any one of the following to the other spell:  Double the spell’s range (basic or scaled)  Double the spell’s duration (basic or scaled)  Cause the spell to do maximum damage (i.e., apply all pertinent scaling options)  Provide a +6 bonus for any test needed to cast or use the spell The duration and range of a Word of Command are the same as those of the spell it augments. Its effects end when the other spell ends.

318

Appendix A

OCCUPATIONS n a world like Middle-earth, most ordinary people need to earn their living by working in an everyday job. However, many—if not most—of the heroic characters taking part in a typical Ambarquenta game are an exception to this. Maybe they have sought adventure from their childhood days on and did not care to take up an occupation that seemed dull to them, or they were privileged—by strange fate, their origin, or whatever reason you could come up with—and never needed to earn their living like their more common brethren. Still, it can add much flavour to a character’s background story if he has undergone some kind of occupational training and worked in that job for some time before he sets out on his first adventure.

I

WHAT OCCUPATIONS ARE

T

he material on occupational training is presented in the appendices to emphasise its optional character. In Ambarquenta, an occupation has no influence whatsoever on what a character can do or learn. Occupations are no arbitrary way to limit the number or combination of a character’s skills, but their availability is limited by a character’s culture of origin, his natural capabilities, and his desires. An occupational package simply represents the professional experience a character gains in an everyday job—in game terms, he receives a fixed number of skill ranks at a reduced pick cost. Thus, an occupation is not necessarily a life commitment that would keep a character from excelling in other fields of skills. Although many roleplaying opportunities could follow from beginning play with a certain job, an Ambarquenta character is by no means forced to take up an occupation. In fact, it would be rather awkward to think of an Elf or any heroic type of character as somebody who has to ‘work’ in an everyday occupation to earn his living. The occupations available to a particular character depend mainly on his Social Rank, although his birthplace and natural aptitudes (i.e., attributes and abilities) may open or close some doors as well. Some vocations (knight and herald, for example) are only available to high-born characters; some require exceptional natural or learned capabilities. Birthplace is also relevant—a character born in landlocked Rhudaur should have a hard time convincing the Turambar that running away to sea is a reasonable choice, and even the son of a Beorning chieftain couldn’t become a herald. NOTE: Although the terms used in this section sometimes seem to imply complex organisation and social stratification, you need to think of them as game terms. For example, terms like ‘guild’ or ‘master’ simply refer to a classification of people with similar training and skill, but not necessarily to exclusive groups or a character’s social rank in such a group.

COMMONERS, GUILDSMEN, NOBLES, AND SOLDIERS

E

ach of the sample occupations presented below falls into one of four categories: unguilded, guilded, noble, or military. Depending on which culture a character hails from, these labels may need to be considered game terms; this holds particularly true for guilds. Such professional associations are almost unknown outside the boundaries of civilised realms or bustling trade towns. Use the guidelines below and Table 1.2 on page 16 to determine which Social Rank offers access to which category of occupations for characters from a given culture.

UNGUILDED OCCUPATIONS As a rule of thumb, unguilded occupations are suitable for characters with a Social Rank between –5 and –1 (or sometimes ±0, depending on their culture of origin) or who hail from a culture that is relatively primitive compared to the hierarchical societies of—for example—Gondor or Rohan. However, even less refined cultures occasionally produce members of ‘guilded’ occupations, although such characters would lack the support of a formal guild. Among the Free Peoples, an unguilded commoner is a freeman who may choose his occupation as he wishes. Only in Umbar and the realms under the sway of the Dark Lord, a character with a Social Rank of –5 or –4 would be a slave or a serf who is limited in his choice of occupations.

GUILDED OCCUPATIONS To qualify for joining a guild, a character must usually have a Social Rank of ±0 to +3. A Turambar may call for any other requirements he sees fit, like apprenticeship fees, enforced marriage with a master’s daughter, or similar duties.

320

APPENDIX A: OCCUPATIONS Quite a few of the guilded occupations are only in demand in the culturally more advanced realms or in the largest cities of Middle-earth. It is in those areas where actual guilds would most likely be found. However, many guilded occupations are equally praised and needed by folks who live in less civilised lands. A character from such a culture who enters a guilded trade does not join a guild, but his family ties (or like circumstances) allow him to take up the occupation. Which occupations are available to the members of a given people is at the Turambar’s discretion; as stated above, a Social Rank of at least ±0 is required everywhere.

acter creation. However, this involves lengthy re-training, for one thoroughly adopts the techniques and mental patterns of his initial occupation. Thus, the training time to acquire a second occupation is doubled, tripled for the third, and so on. Consequently, the starting age of a character who has picked up more than one occupation must be re-calculated (see below and page 68 for details). The Turambar always has final authority of your choice of occupation(s), judging their suitability according to your character’s Social Rank, birthplace, and capabilities. It is recommended that an Elf should not be allowed to acquire an occupation unless it perfectly matches his background story.

NOBLE OCCUPATIONS As the name suggests, these occupational packages may only be acquired by noble characters with a Social Rank of at least +3 or +4. However, most nobles never select an occupational package, preferring instead to pursue their individual interests.

MILITARY OCCUPATIONS As diverse as the battlefields of Middle-earth are the soldiers who march upon them. Most peoples have come to favour a selected few tactics and arms, depending on the environment they live in and long to defend. Therefore this rulebook presents a variety of typical military occupations or careers, not just that of a generic ‘soldier’. Military careers are normally open to all characters who meet the due physical and mental requirements, regardless of their social standing. However, attaining the rank of officer or being a knight almost always requires a sufficiently high Social Rank.

CHOOSING AN OCCUPATION A character’s initial Social Rank always represents the social standing of his parents. Thus, it may be a nice start to think of the occupation of a character’s parents. If he is the eldest born survivor and comes along well with his parents, he would be expected to follow the family occupation. Later born offspring, on the other hand, have more freedom in choosing their occupation, especially if they happen to be less dear to their parents. Keep in mind, though, that taking up an occupation may not be a good choice for player characters, since it often tends to tie them to a particular location and limits their leisure time. This holds particularly true for guilded and military occupations which cannot easily be abandoned. Each package lists the odds that the occupation is taken up by a character who lives in a city (i.e., ‘Urban: xy%’). You are not required to roll the d100 to see whether your character lives in a town or in a rural area, but you can use the information as a guideline to determine which jobs might fit to his background. How many cities there are in a realm, and how big they are, is a good indicator for how developed a given culture is. Generally it can be said that the less advanced a society is, the fewer specialised (i.e., guilded) occupations are known—everyone has to be a jack of all trades. Characters can change jobs during play, or undergo the occupational training required for multiple jobs during char-

PICK COSTS AND BENEFITS The chief benefit of submitting yourself to occupational training is that you automatically develop a number of skill ranks at a reduced pick cost. In addition, the picks required to obtain an occupational package can come from any pick class, regardless of which skills it contains (if possible, it is particularly clever to purchase an occupational package with leftover picks you couldn’t spend otherwise). Finally, you may mark the skills listed for your first occupation with an asterisk (‘*’). The TN for improvement rolls (see page 203) to acquire additional ranks in such skills is reduced by 1.  If he deems it appropriate, a Turambar may rule that the time to acquire certain edges which are closely related to an occupation (for example, the Sea Legs edge for a mariner) may be cut in half or completely ignored, provided that the character actually works in his occupation during the training time required by the edge. This optional rule should apply to any appropriate edges taken beyond the third edge, as the training time for three edges is already included in a character’s starting age. A character starts his occupational training as an apprentice, but he may gain additional proficiency in his chosen profession by becoming a journeyman and, eventually, maybe even a master. For each of these three levels of proficiency, a character receives a certain amount of skill ranks, and each level has its own pick cost. This cost can only be paid for with apprenticeship and/or veteran development picks. Advancement picks cannot be used to buy an occupational package.

TIME TO ACQUIRE The time to acquire an occupational package should be regarded as a suggestion rather than as a strict rule. For most characters, occupational training starts at the end of their youth (i.e., around age 14 or 15 in case of most Men—see Table 3.1, page 67). Per default, the time to acquire one occupational package up to a journeyman’s level of proficiency is already included in a character’s starting age (as is the time to acquire up to three levels of edges). Since a character must have actually worked in any chosen occupation, make sure to account for that time in his background story. If he wants to become a master of his chosen occupation, you have to determine his minimum age as described on page 68. Similarly, if he wants to take on a second occupation, he

321

APPENDIX A: OCCUPATIONS needs to train for twice the given amount of time and account for that training time when figuring his minimum age: it simply takes longer to truly master an occupation, or to accustom oneself to a new vocation. In both cases, the required training time should be modified by a percentage equal to: 3 x (Will – 11) EXAMPLE: If a character has a Will score of 15, he would gain the benefits of becoming a master of an occupation 12% earlier than someone with a Will score of 11 (i.e., 88% of the normal time). However, if the character has a Will score of 7, it would take him 12% longer to gain the benefits (i.e., 112% of the normal time).

INCOMES The average monthly wages earned from an occupation are based on 25 days, the average number of days worked per month after holidays. Wages often vary by season. GUILDED OCCUPATIONS: Wages are given for bonded masters for whom room and board may also be provided. The employer would bear the additional cost of providing materials and supplies, but tools are normally owned by the master. Exceptionally skilled masters could earn fees up to six times higher, but such incomes are rare. Freemasters—who make up the majority of Middle-earth’s craftsmen outside Gondor (and similarly refined cultures)—have variable incomes because demand for their services can vary. Apprentices receive room and board and sometimes get a little pocket money from generous masters. Journeymen receive 30 to 60% of a master’s wages, depending on experience, and free room and board. UNGUILDED OCCUPATIONS: Wages are for average experienced workers—others might earn more or less, depending on their actual skill. They also tend to be higher in summer and lower in winter. In less civilised regions, wages usually come in the form of goods, food, or lodging. For example, a Lossadan fisherman shares his catch with his entire clan and receives part of the goods they procure in return. MILITARY OCCUPATIONS: In the realms of the Dúnedain, military wages are traditionally paid quarterly, but are listed monthly for comparison with other incomes. Considering the danger, wages are low, but armies offer various other benefits—and sometimes deliver them. These include food and shelter, and the opportunity to collect booty; see page 328 for details. It is not unusual for a soldier to work long stretches followed by long furloughs. Armies are generous with (unpaid) leave in peacetime. SAVINGS: Although most of the money earned is spent simply to survive, a journeyman or a master who is older than the average starting age of his race has likely accumulated some savings in addition to his starting wealth. As a general guideline, assume he has accumulated his Will score read as a percentage of his total income. EXAMPLE: A bonded-master miller who has worked for ten years since reaching the starting age of his race and a Will score of 13 has a hoard of 26 silver pence: 80 cp x 12 months x 10 years x 0.13 = 1.248 cp, or 26 sp.

A NOTE ON NEW SKILLS AND WEAPONS Some occupations list new skills (shown in italicised letters) which are not explained in Chapter Four. For example, the embalmer—who holds a particularly important position in any Dúnadan society—learns the skill Embalm. Most of these new skills are self-explanatory; otherwise, they are briefly described. Instead of noting a weapon skills like ‘Pole-arms: Onehanded (Spear)’, weapons are mostly given as specialties in italics. The Turambar may allow weapon substitutions, but as a rule of thumb, he should be rather restrictive.

BY YOUR OWN DESIGN A Turambar (or a player with the approval of his Turambar) can easily make up additional occupational packages for his individual Ambarquenta setting. While the required training time and income of such a new occupation can roughly be estimated by comparing it with the packages presented in this book, it is important to accurately figure its pick cost. In a first step, jot down the skills (and, if applicable, their specialties) and the number of ranks a character would obtain in them with each level of proficiency. Then look up the pick cost for each skill in Table A.1 and find the total cost of all skills. When determining the pick cost for a journeyman’s or a master’s level of proficiency in an occupation, make sure to subtract the pick cost for the number of ranks that were already developed in the lower level(s) of proficiency.

TABLE A.1: OCCUPATIONAL SKILL PICK COSTS NUMBER OF SKILL RANKS 1 2 3 4 5 6 7 8 9

EASY 1 3 5 7 10 13 16 19 22

LEARNING DIFFICULTY AVERAGE 2 5 9 13 18 23 28 34 40

HARD 3 8 13 19 26 33 40 48 56

EXAMPLE: A Turambar needs to create the Tinker occupational package for an Ironfist Dwarf. He rules that none of the Craft skills of the Master Skill List really covers this trade and introduces the new Tinker skill in which an apprentice obtains 4 ranks. (With another character background, he might have also ruled that this metier is covered by the Blacksmith (Wares) skill specialty.) Since the Turambar further specifies that the skill is of average learning difficulty, its pick cost is 13. A journeyman tinker receives another 2 ranks, for a cumulative total of 6 ranks. Thus, the journeyman’s 2 ranks in the Tinker skill cost (23 – 13) = 10 picks.

As a rule of thumb, you should try to keep the total number of ranks a character could possibly obtain in a single occupational skill by picking all three levels of proficiency— apprentice, journeyman, and master—below 10. Ordinarily, however, a maximum of 5 to 8 ranks in an occupation’s chief skill(s) is totally appropriate.

322

APPENDIX A: OCCUPATIONS

TABLE A.2: UNGUILDED OCCUPATIONS PICK COST

TIME TO ACQUIRE

SKILLS AND SKILL RANKS

Beggar Apprentice Journeyman Master

23 31 21

3 months 9 months 1 year

Monthly Income: variable; Urban: 95% Dagger +2, Inquire +2, Persuade (Fast Talk) +2, Streetwise +2 Dagger +2, Inquire +1, Persuade +2, Streetwise +2 Dagger +1, Inquire +1, Persuade +1, Streetwise +1

Cartographer Apprentice Journeyman Master

16 21 25

2 years 3 years 4 years

Requisite: Literate (page 153); Monthly Income: 80 cp; Urban: 90% Draw (Maps) +2, Reckon +1, Region Lore +3* Draw +2, Reckon +1, Region Lore +2* Draw +2, Reckon +1, Region Lore +2*

Charcoal Burner† Apprentice Journeyman Master

19 22 26

1 year 2 years 3 years

Monthly Income: 40 cp; Urban: 10% Blacksmith +1, Charcoal-burner +2, Hatchet +2, Survival +2, Woodcraft +1 Blacksmith +1, Charcoal-burner +2, Hatchet +1, Survival +1, Woodcraft +1 Blacksmith +1, Charcoal-burner +2, Hatchet +1, Survival +1, Woodcraft +1

Cook Apprentice

17

1 year

21 19

2 years 3 years

Farmer or Farmhand Apprentice 26

2 years

OCCUPATION

Journeyman Master

Monthly Income: 30 cp; Urban: 60% Cook: Food +2, Gardener +2, Herbcraft +1, Nature Lore +1, Services: Waiter +2, Steward (Household)+1 Cook: Food +2, Gardener +1, Herbcraft +1, Nature Lore +1, Services +1, Steward +1 Cook: Food +2, Gardener +1, Herbcraft +1, Services +1, Steward +1 Monthly Income: 25 cp; Urban: 0% Beastmaster +2, Gardener +3, Nature Lore +1, Region Lore: Own +2, Weather-sense +2, Woodcraft +2 Beastmaster +1, Gardener +2, Nature Lore +1, Region Lore: Own +1, Weather-sense +2, Woodcraft +1 Beastmaster +1, Gardener +2, Nature Lore +1, Region Lore: Own +1, Weather-sense +1, Woodcraft +1

Journeyman

28

2 years

Master

26

3 years

Fisherman Apprentice Journeyman Master

21 28 28

2 years 3 years 3 years

Herdsman Apprentice

25

6 months

26 26

18 months 2 years

34

2 years

41 42

3 years 4 years

13

6 months

Journeyman Master

24 24

1 year 18 months

Monthly Income: 40 cp; Urban: 95% Climb (or another ‘Average’ complementary or Craft skill) +1, Ropecraft (or another ‘Easy’ Craft skill) +1, Stonecraft (or another ‘Average’ Craft skill) +2, Streetwise +2 Climb +1, Ropecraft +1, Stonecraft +1, Streetwise +2; Portage Skills 1 (Physical Edge, page 138) Ropecraft +1, Stonecraft +1, Streetwise +2; Portage Skills 2

Midwife Apprentice Journeyman Master

17 28 21

1 year 2 years 3 years

Monthly Income: 50 cp; Urban: 60% First Aid +2, Herbcraft +1, Inquire +2, Inspire +1, Physician (Midwifery) +1 First Aid +2, Herbcraft +1, Inquire +1, Inspire +1, Physician +2 First Aid +1, Herbcraft +1, Physician +2

Ratter Apprentice Journeyman Master

22 27 26

18 months 18 months 2 years

Monthly Income: 55 cp; Urban: 70% Beastmaster: Rats +3, Beastmaster: Dogs +2, Club +3, Herbcraft +1 Beastmaster: Rats +2, Beastmaster: Dogs +2, Club +2, Herbcraft +1 Beastmaster: Rats +2, Beastmaster: Dogs +2, Club +2

Scholar Apprentice

22

2 years

36 39

3 years 4 years

Journeyman Master Hunter Apprentice Journeyman Master Labourer Apprentice

Journeyman Master

Monthly Income: 45 cp; Urban: 50% Fish +3, Ropecraft +2, Seafaring +2, Shipwright +1, Weather-sense +2 Fish +2, Ropecraft +1, Seafaring +2, Shipwright +1, Weather-sense +2 Fish +2, Ropecraft +1, Seafaring +2, Shipwright +1, Weather-sense +1 Monthly Income: 25 cp; Urban: 0% Beastmaster: Species of Animal (Herd) +2, Region Lore: Own +3, Survival +2, Track +2, Weather-sense +2 Beastmaster +2, Region Lore +1, Survival +2, Track +1, Weather-sense +1 Beastmaster +2, Region Lore +1, Survival +1, Track +1, Weather-sense +1 Monthly Income: 40 cp; Urban: 10% Bows +2, Fletcher +1, Hide +2, Hunt +2, Leathercraft (Skinner) +1, Search (Forage) +2, Sneak +2, Survival +2, Track +2 Bows +2, Fletcher +1, Hide +2, Hunt +2, Leathercraft +1, Search +1, Sneak +2, Survival +1, Track +1 Bows +2, Fletcher +1, Hide +1, Hunt +2, Leathercraft +1, Search +1, Sneak +1, Survival +1, Track +1

Requisite: Literate (page 153); Monthly Income: 80 cp; Urban: 80% Culture and/or Region Lore +2*, History (or another ‘Hard’ Lore skill) +2*, Language: Complex +2*, Reckon +1 Culture/Region Lore +2*, History +2*, Language +2*, Reckon +1; Literate (2nd script) Culture/Region Lore +2*, History +2*, Language +2*, Reckon +1

*: Ranks may be distributed among any number of applicable skills, but one half (rounded down) should go into a single skill. †: The skill Charcoal-burner (De/Vi/Wl, basic cutback –5, Average learning difficulty) is used to properly run charcoal piles to produce charcoal.

323

APPENDIX A: OCCUPATIONS

PICK COST

TIME TO ACQUIRE

Scribe Apprentice Journeyman Master

24 30 27

2 years 3 years 4 years

Servant Apprentice

32

1 year

Journeyman Master

27 31

2 years 3 years

Tamer Apprentice Journeyman Master

21 22 24

18 months 2 years 3 years

Requisite: Animal Empathy (page 130); Monthly Income: 70 cp; Urban: 75% Beastmaster [choose three species of animals] +2/+2/+2, Leathercraft +1, Ride +2 Beastmaster +2/+1/+1, Leathercraft +1, Ride +1 Beastmaster +2/+1/+1, Leathercraft +1, Ride +1

Teamster Apprentice Journeyman Master

22 23 26

9 months 15 months 2 years

Monthly Income: 70 cp; Urban: 90% Beastmaster +2, Ride +2, Teamster +2, Whip +2, Woodcraft +1 Beastmaster +1, Ride +1, Teamster +2, Whip +1, Woodcraft +1 Beastmaster +1, Ride +1, Teamster +2, Whip +1, Woodcraft +1

Thatcher Apprentice Journeyman Master

22 25 26

2 years 2 years 3 years

Monthly Income: 50 cp; Urban: 5% Acrobatics +2, Climb +3, Woodcraft +2 Acrobatics +1, Climb +2, Devise: Architecture (Roofs) +1, Woodcraft +2 Acrobatics +1, Climb +1, Devise: Architecture (Roofs) +1, Woodcraft +2

Toymaker Apprentice Journeyman Master

22 21 23

2 years 3 years 4 years

Monthly Income: 45 cp (Dwarves receive 70 cp as guilded Toymakers); Urban: 75% Devise: Toys +1, Draw +1, Leathercraft +1, Locks (Fine Mechanics) +2, Woodcraft +3 Devise: Toys +1, Draw +1, Leathercraft +1, Locks +1, Woodcraft +1 Devise: Toys +1, Draw +1, Leathercraft +1, Locks +1, Woodcraft +1

Trapper Apprentice Journeyman Master

25 31 37

2 years 30 months 3 years

Monthly Income: 40 cp; Urban: 10% Conceal +2, Hide +2, Leathercraft +2, Search +2, Sneak +1, Survival +1, Track +1, Traps +2 Conceal +1, Hide +1, Leathercraft +1, Search +1, Sneak +1, Survival +1, Track +2, Traps +2 Conceal +1, Hide +1, Leathercraft +1, Search +1, Sneak +1, Survival +1, Track +2, Traps +2

Whore/Ponce Apprentice Journeyman Master

21 25 24

6 months 6 months 18 months

Monthly Income: variable; Urban: 75% Act +2, Dagger +2, Persuade (Seduction) +1, Services: Prostitute +2, Streetwise +2 Act +1, Dagger +1, Persuade +1, Services +2, Streetwise +2 Act +1, Dagger +1, Persuade +1, Services +2, Streetwise +1

OCCUPATION

SKILLS AND SKILL RANKS Requisite: Literate (page 153); Monthly Income: 60 cp; Urban: 90% Draw +2, Language: Complex +2*, Reckon +1, Wordsmith +2 Draw +2, Language +2*, Reckon +1, Wordsmith +2; Literate (2nd script) Draw +2, Language +2*, Reckon +1, Wordsmith +2; Literate (3rd script) Clothworks Inquire +2, Clothworks Clothworks

Monthly Income: 25 cp; Urban: 60% (or another ‘Easy’ Craft skill) +2, Discern +2, Etiquette +2, Persuade +2, Services: Valet +2, Steward (Household) +1 +1, Discern +1, Etiquette +2, Inquire +1, Persuade +1, Services +2, Steward +1 +1, Discern +1, Etiquette +1, Inquire +1, Persuade +1, Services +2, Steward +1

*: Ranks may be distributed among any number of applicable skills, but one half (rounded down) should go into a single skill.

TABLE A.3: GUILDED OCCUPATIONS PICK COST

TIME TO ACQUIRE

Actor Apprentice Journeyman Master

28 32 36

3 years 4 years 5 years

Monthly Income: variable; Urban: 70% Act +3, Disguise +2, Musician +2*, Persuade +1, Sing +2 Act +2, Disguise +1, Musician +1, Persuade +2, Sing +2 Act +2, Disguise +1, Musician +1, Persuade +2, Sing +1

Apothecary Apprentice Journeyman Master

20 31 27

3 years 3 years 4 years

Requisite: Literate (page 153); Monthly Income: 55 cp; Urban: 90% Alchemy: Potions +1, Herbcraft +2, Nature Lore (Olvar) +1, Physician +1, Reckon +1 Alchemy +1, Herbcraft +2, Nature Lore +1, Physician +1, Reckon +1 Alchemy +1, Herbcraft +1, Nature Lore +1, Physician +1, Reckon +1

Barber Apprentice Journeyman Master

18 22 20

2 years 3 years 4 years

Inquire +2, Knife +2, Services: Barber +3, Physician +1 Inquire +2, Knife +1, Services: Barber +2, Physician +1 Inquire +1, Knife +1, Services: Barber +2, Physician +1

Blacksmith Apprentice Journeyman Master

15 18 22

3 years 3 years 4 years

Monthly Income: 70 cp; Urban: 15% Armoursmith +1, Blacksmith +3, Stonecraft (Mining) +1, Weaponsmith +1 Armoursmith +1, Blacksmith +2, Stonecraft +1, Weaponsmith +1 Armoursmith +1, Blacksmith +2, Stonecraft +1, Weaponsmith +1

Bookbinder† Apprentice Journeyman Master

18 24 24

2 years 3 years 4 years

Requisite: Literate (page 153); Monthly Income: 60 cp; Urban: 95% Draw +2, Inkcraft +2, Leathercraft +2 Draw +1, Inkcraft +2, Leathercraft +2; Literate (2nd script) Draw +1, Inkcraft +2, Leathercraft +2

OCCUPATION

SKILLS AND SKILL RANKS

Monthly Income: 50 cp; Urban: 90%

*: Ranks may be distributed among any number of applicable skills, but one half (rounded down) should go into a single skill.

324

APPENDIX A: OCCUPATIONS

PICK COST

TIME TO ACQUIRE

Carpenter Apprentice Journeyman Master

15 16 18

3 years 4 years 5 years

Chandler Apprentice

21

2 years

Journeyman Master

26 23

2 years 3 years

Requisite: Literate (page 153); Monthly Income: 50 cp; Urban: 95% Alchemy (or another ‘Hard’ Craft or Lore skill) +2*, Appraise +2, Clothworks (or another ‘Easy’ Craft or Lore skill) +2*, Debate (Bargain) +2, Reckon +1 Alchemy +1, Appraise +1, Clothworks +2*, Debate +2, Reckon +1 Alchemy +1, Appraise +1, Clothworks +2*, Debate +1, Reckon +1

Chimneysweep Apprentice Journeyman Master

16 23 23

1 year 2 years 3 years

Acrobatics +2, Climb +2, Ropecraft +2 Acrobatics +2, Climb +2, Ropecraft +2 Acrobatics +1, Climb +2, Ropecraft +2

Courtesan Apprentice

39

2 years

Journeyman Master

40 40

3 years 4 years

Requisite: Literate (page 153); Monthly Income: variable; Urban: 99% Act +2, Dance +2, Etiquette +2, Musician +2*, Persuade (Seduction) +2, Services: Prostitute +3, Sing +3 Act +2, Dance +1, Etiquette +1, Musician +1, Persuade +2, Services +2, Sing +2 Act +1, Dance +1, Etiquette +1, Musician +1, Persuade +2, Services +2, Sing +1

Embalmer† Apprentice Journeyman Master

21 28 22

3 years 4 years 5 years

Requisite: Literate (page 153); Monthly Income: 70 cp; Urban: 95% Alchemy: Perfumes +1, Culture Lore +3, Embalm +2, Region Lore +2, Woodcraft +1 Alchemy +1, Culture Lore +2, Embalm +2, Region Lore +2, Woodcraft +1 Alchemy +1, Culture Lore +1, Embalm +1, Region Lore +1, Woodcraft +1

Glassworker† Apprentice Journeyman Master

16 20 23

3 years 4 years 5 years

Requisite: Literate (page 153); Monthly Income: 60 cp; Urban: 90% Alchemy: Stains +1, Glassworks +2, Pottery +2 Alchemy +1, Glassworks +2, Pottery +1 Alchemy +1, Glassworks +2, Pottery +1

Hideworker Apprentice Journeyman Master

15 18 16

2 years 3 years 4 years

Clothworks +1, Knife +3, Leathercraft +3 Clothworks +2, Knife +2, Leathercraft +2 Clothworks +2, Knife +1, Leathercraft +2

Innkeeper Apprentice

26

2 years

Journeyman Master

28 29

3 years 4 years

Requisite: Literate (page 153); Monthly Income: 55 cp; Urban: 35% Cook: Food (Meals) +2, Cook: Potables (Beer) +2, Inquire +2, Language: Average +2, Steward (Household) +2, Wordsmith (Jests) +2 Cook: Food +2, Cook: Potables +2, Inquire +1, Language +2, Steward +1, Wordsmith +1 Cook: Food +2, Cook: Potables +2, Inquire +1, Language +1, Steward +1, Wordsmith +1

Jeweller Apprentice Journeyman Master

20 26 32

3 years 4 years 5 years

Requisite: Literate (page 153); Monthly Income: 80 cp; Urban: 99% Appraise (Gems) +2, Goldsmith +2, Locks (Fine Mechanics) +2, Stonecraft (Mining) +1 Appraise +2, Goldsmith +2, Locks +1, Stonecraft +1 Appraise +2, Goldsmith +2, Locks +1, Stonecraft +1

Litigant Apprentice

39

3 years

Journeyman Master

42 41

4 years 5 years

Requisite: Literate (page 153); Monthly Income: 70 cp; Urban: 95% Debate (Negotiate) +1, Discern +2, Etiquette +2, Inquire +2, Language: Average +2, Law +2, Persuade (Oratory) +2 Debate +2, Discern +1, Etiquette +1, Inquire +1, Language +2, Law +2, Persuade +1 Debate +1, Discern +1, Etiquette +1, Inquire +1, Language +1, Law +2, Persuade +1

Locksmith Apprentice Journeyman Master

20 24 29

3 years 3 years 4 years

Requisite: Literate (page 153); Monthly Income: 55 cp; Urban: 95% Blacksmith +1, Devise: Locks +2, Goldsmith +1, Locks +2, Woodcraft +1 Blacksmith +1, Devise: Locks +1, Goldsmith +1, Locks +2, Woodcraft +1 Blacksmith +1, Devise: Locks +1, Goldsmith +1, Locks +2, Woodcraft +1

Mason Apprentice Journeyman Master

24 27 30

3 years 4 years 5 years

Requisite: Literate (page 153); Monthly Income: 90 cp; Urban: 60% Devise: Architecture +2, Draw (Plans) +1, Reckon +1, Stonecraft +2, Woodcraft +2 Devise: Architecture +1, Draw +1, Reckon +1, Stonecraft +2, Woodcraft +1 Devise: Architecture +1, Draw +1, Reckon +1, Stonecraft +2, Woodcraft +1

OCCUPATION

SKILLS AND SKILL RANKS Monthly Income: 60 cp; Urban: 30% Blacksmith +1, Clothworks +1, Leathercraft +2, Woodcraft +3 Blacksmith +1, Clothworks +1, Leathercraft +1, Woodcraft +2 Blacksmith +1, Clothworks +1, Leathercraft +1, Woodcraft +2

Monthly Income: 50 cp; Urban: 75%

Monthly Income: 55 cp; Urban: 40%

*: Ranks may be distributed among any number of applicable skills, but one half (rounded down) should go into a single skill. †: The skill Inkcraft (Aw/De/Wt, basic cutback –5, Average learning difficulty) covers the arts of producing ink and writing in neat. The skill Embalm (Bg/De/Vi, basic cutback –7, Hard learning difficulty) allows to preserve corpses against deterioration and conveys knowledge about burial and cremation customs. Glassworks (Aw/De/Vi, basic cutback –7, Hard learning difficulty) and Pottery (Aw/De/De, –4 basic cutback, Average learning difficulty) handle the creation of glassware and pottery items, respectively. Results are limited by the quality of materials and equipment.

325

APPENDIX A: OCCUPATIONS

OCCUPATION

PICK COST

TIME TO ACQUIRE

Merchant Apprentice

38

3 years

Journeyman Master

45 45

3 years 4 years

Act +1, Appraise Law +1, Persuade Act +1, Appraise Act +1, Appraise

Miller† Apprentice Journeyman Master

23 23 25

3 years 3 years 4 years

Requisite: Literate (page 153); Monthly Income: 80 cp; Urban: 10% Blacksmith +1, Devise: Mills +1, Gardener +2, Miller +3, Stonecraft +2, Woodcraft +2 Blacksmith +1, Devise +1, Gardener +1, Miller +2, Stonecraft +1, Woodcraft +1 Blacksmith +1, Devise +1, Gardener +1, Miller +2, Stonecraft +1, Woodcraft +1

Miner Apprentice Journeyman Master

22 26 28

3 years 3 years 4 years

Monthly Income: 80 cp; Urban: 1% Appraise: Veins +2, Blacksmith +1, Devise: Tunnels +2, Stonecraft +2, Woodcraft +1 Appraise +1, Blacksmith +1, Devise +1, Goldsmith +1, Stonecraft +2, Woodcraft +1 Appraise +1, Blacksmith +1, Devise +1, Goldsmith +1, Stonecraft +1, Woodcraft +1

Minstrel Apprentice Journeyman Master

35 42 41

3 years 4 years 5 years

Requisite: Literate (page 153); Monthly Income: 40 cp; Urban: 80% Culture Lore +2*, Inspire +1, Musician +5*, Sing +3, Wordsmith +2 Culture Lore +2*, Inspire +2, Musician +3*, Sing +2, Wordsmith +2 Culture Lore +2*, Inspire +2, Musician +2*, Sing +2, Wordsmith +1

Ostler Apprentice Journeyman Master

17 21 23

2 years 3 years 4 years

Monthly Income: 75 cp; Urban: 75% Beastmaster: Horses +3, Leathercraft (Saddler) +2, Ride: Horses +2 Beastmaster +2, Leathercraft +2, Ride +2 Beastmaster +2, Leathercraft +1, Ride +2

Physician Apprentice Journeyman Master

24 26 31

3 years 4 years 5 years

Requisite: Literate (page 153); Monthly Income: 70 cp; Urban: 75% Alchemy: Potions +1, First Aid +3, Herbcraft +2, Physician +2 Alchemy +1, First Aid +2, Herbcraft +1, Physician +2 Alchemy +1, First Aid +2, Herbcraft +1, Physician +2

Pilot Apprentice

32

4 years

Journeyman Master

43 42

4 years 5 years

Requisite: Literate (page 153); Monthly Income: variable; Urban: 95% Draw (Maps) +2, Reckon +1, Region Lore: Own (Coast Line) +2, Seafaring (Pilot) +2, Shipwright +1, Signal +2, Weather-sense +2 Draw +1, Reckon +1, Region Lore +2, Seafaring +2, Shipwright +1, Signal +2, Weather-sense +2 Draw +1, Reckon +1, Region Lore +2, Seafaring +2, Shipwright +1, Signal +1, Weather-sense +1

Salter Apprentice Journeyman Master

15 21 26

2 years 2 years 3 years

Monthly Income: 45 cp; Urban: 30% Cook: Food (Preserve) +2, Fish +2, Stonecraft +1, Survival +2 Cook +2, Fish +1, Herbcraft +1, Stonecraft +2, Survival +1 Cook +2, Fish +1, Herbcraft +1, Stonecraft +2, Survival +1

Seaman Apprentice Journeyman Master

33 40 39

2 years 3 years 4 years

Monthly Income: 45 cp; Urban: 90% Climb +3, Club +2, Dagger +2, Fish +2, Seafaring +2, Shipwright +1, Weather-sense +2 Climb +2, Club +2, Dagger +2, Fish +1, Seafaring +2, Shipwright +1, Weather-sense +1 Climb +1, Club +1, Dagger +1, Fish +1, Seafaring +2, Shipwright +1, Weather-sense +2

Shipwright Apprentice Journeyman Master

28 33 32

3 years 4 years 5 years

Requisite: Literate (page 153); Monthly Income: 85 cp; Urban: 90% Blacksmith +1, Reckon +1, Seafaring +2, Shipwright +3, Woodcraft +2 Blacksmith +1, Reckon +1, Seafaring +1, Shipwright +2, Woodcraft +2 Blacksmith +1, Reckon +1, Seafaring +1, Shipwright +2, Woodcraft +1

Tailor Apprentice Journeyman Master

24 24 28

3 years 3 years 4 years

Requisite: Literate (page 153); Monthly Income: 55 cp; Urban: 95% Appraise +2, Clothworks +3, Draw +2, Leathercraft +2, Reckon +1 Appraise +1, Clothworks +2, Draw +1, Goldsmith +1, Leathercraft +1, Reckon +1 Appraise +1, Clothworks +2, Draw +1, Goldsmith +1, Leathercraft +1, Reckon +1

Tentmaker Apprentice Journeyman Master

12 14 14

2 years 3 years 4 years

Monthly Income: 60 cp; Urban: 95% Clothworks +2, Leathercraft +1, Ropecraft +2, Woodcraft +2 Clothworks +2, Leathercraft +1, Ropecraft +1, Woodcraft +1 Clothworks +2, Leathercraft +1, Ropecraft +1, Woodcraft +1

Thief Novice Apprentice Journeyman Master Grand Master

29 33 34 39 42

1 year 2 years 3 years 4 years 5 years

Monthly Income: variable; Urban: 75% Dagger +2, Hide +2, Legerdemain +1, Locks +1, Observe +2, Search +2, Sneak +2, Streetwise +2 Acrobatics +1, Dagger +1, Hide +1, Legerdemain +1, Locks +1, Observe +2, Search +2, Sneak +1, Streetwise +1 Acrobatics +1, Dagger +1, Hide +1, Legerdemain +1, Locks +1, Observe +1, Search +1, Sneak +1, Streetwise +1 Acrobatics +1, Dagger +1, Hide +1, Legerdemain +1, Locks +1, Observe +1, Search +1, Sneak +1, Streetwise +1 Acrobatics +1, Dagger +1, Hide +1, Legerdemain +1, Locks +1, Observe +1, Search +1, Sneak +1, Streetwise +1

SKILLS AND SKILL RANKS Requisite: Literate (page 153); Monthly Income: variable; Urban: 90% +2, Dagger +1, Debate (Bargain) +2, Language: Average +2, +2, Reckon +2 +2, Dagger +1, Debate +2, Language +2, Law +1, Persuade +1, Reckon +1 +1, Dagger +1, Debate +2, Language +1, Law +1, Persuade +1, Reckon +1

*: Ranks may be distributed among any number of applicable skills, but one half (rounded down) should go into a single skill. †: The skill Miller (Aw/St/St, basic cutback –4, Easy learning difficulty) is used to operate and maintain mills, thus determining efficiency and yield when milling grain and the like.

326

APPENDIX A: OCCUPATIONS

PICK COST

TIME TO ACQUIRE

Weaponcrafter Apprentice

27

3 years

Journeyman Master

32 32

4 years 5 years

Monthly Income: 100 cp; Urban: 75% Appraise +2, Armoursmith +1, Blacksmith +2, Broadsword +2, Fletcher +2, Stonecraft (Mining) +1, Weaponsmith +2 Appraise +1, Armoursmith +2, Blacksmith +1, Broadsword +1, Fletcher +1, Stonecraft +1, Weaponsmith +2 Appraise +1, Armoursmith +1, Blacksmith +1, Broadsword +1, Fletcher +1, Stonecraft +1, Weaponsmith +2

Woodcutter Apprentice Journeyman Master

24 29 29

3 years 3 years 4 years

Monthly Income: 75 cp; Urban: 10% Hatchet +2, Survival: Forests +2, Weather-sense +2, Woodcraft (Woodcutter) +3 Hatchet +2, Survival +1, Weather-sense +2, Woodcraft +2 Hatchet +2, Survival +1, Weather-sense +1, Woodcraft +2

OCCUPATION

SKILLS AND SKILL RANKS

TABLE A.4: NOBLE OCCUPATIONS PICK COST

TIME TO ACQUIRE†

Bachelor/Squire Apprentice Journeyman Master

21 21 24

3 years 4 years 5 years

Bailiff Apprentice Journeyman Master

26 25 26

Gentry Apprentice

21

2 years

Journeyman

28

2 years

Master

32

3 years

42

2 years

Journeyman

40

3 years

Master

40

4 years

30

3 years

Journeyman

36

4 years

Master

42

5 years

41

4 years

Journeyman

46

5 years

Master

52

6 years

Tribal Chieftain Apprentice

27

3 years

Journeyman

34

4 years

Master

33

5 years

OCCUPATION

Herald Apprentice

Lady Apprentice

Lord Apprentice

SKILLS AND SKILL RANKS Recommendation: Military training as a knight (see pages 333–335); Urban: 30% Dance +1, Debate +1, Etiquette +2, Heraldry +3, Inquire +2, Musician +1, Sing +1 Dance +1, Debate +1, Etiquette +1, Heraldry +1, Inquire +1, Musician +1, Sing +1 Dance +1, Debate +1, Etiquette +1, Heraldry +1, Inquire +1, Musician +1, Sing +1

Requisite: Literate (page 153); Recommendation: Military training as a knight (see pages 333–335); Urban: 5% 3 years Dance +1, Debate +1, Etiquette +2, Gardener +1, Heraldry +3, Law +2, Steward +2 4 years Dance +1, Debate +1, Etiquette +1, Gardener +1, Heraldry +1, Law +1, Steward +2 5 years Dance +1, Debate +1, Etiquette +1, Gardener +1, Heraldry +1, Law +1, Steward +1 Urban: 5% Culture Lore: Own +2, Debate +1, Gardener +1, Inquire +1, Intimidate (Majesty) +1, Language: Complex +1, Region Lore: Own +2, Steward +2 Culture Lore: Own +2, Debate +1, Gardener +1, Inquire +1, Intimidate (Majesty) +1, Language: Complex +1, Region Lore: Own +2, Steward +1 Culture Lore: Own +1, Debate +1, Gardener +1, Inquire +1, Intimidate (Majesty) +1, Language: Complex +1, Region Lore: Own +2, Steward +1 Requisites: Literate (page 153); Military training as a knight (see pages 333–335); Urban: 80% Culture Lore: Any Race +4*, Debate +2, Draw +2, Etiquette +3, Heraldry +4, Inspire +1, Language: Complex +2, Persuade +1 Culture Lore: Any Race +2*, Debate +2, Draw +1, Etiquette +2, Heraldry +2, Inspire +1, Language: Complex +1, Persuade +1 Culture Lore: Any Race +2*, Debate +1, Draw +1, Etiquette +1, Heraldry +2, Inspire +1, Language: Complex +1, Persuade +1 Urban: 30% Clothworks +2, Culture Lore: Own +2, Dance +2, Discern +1, Etiquette +3, Heraldry +2, Inquire +2, Persuade +1 Clothworks +1, Culture Lore: Own +2, Dance +1, Discern +1, Etiquette +2, Heraldry +1, Inquire +1, Persuade +2 Dance +1, Discern +2, Etiquette +1, Heraldry +1, Inquire +2, Persuade +2 Recommendation: Military training as a knight and officer (see pages 333–335); Urban: 30% Culture Lore +2, Dance +1, Debate +1, Discern +1, Etiquette +2, History +1, Inquire +2, Inspire +1, Intimidate (Majesty) +1, Language: Complex +2*, Region Lore +3*, Steward +2 Culture Lore +1, Dance +1, Debate +1, Discern +1, Etiquette +1, History +1, Inquire +1, Inspire +1, Intimidate (Majesty) +1, Language: Complex +1, Region Lore +1, Steward +2 Culture Lore +1, Dance +1, Debate +1, Discern +1, Etiquette +1, History +1, Inquire +1, Inspire +1, Intimidate (Majesty) +1, Language: Complex +1, Region Lore +1, Steward +2 Requisite: Equivalent expertise in a suitable military package (see page 335); Urban: 0% Culture Lore: Own +2, Debate +1, Discern +1, Lead +1, Inspire +1, Intimidate +2, Region Lore: Own +2, Steward +2 Culture Lore: Own +2, Debate +1, Discern +1, Lead +1, Inspire +1, Intimidate +1, Region Lore: Own +2, Steward +1 Culture Lore: Own +1, Debate +1, Discern +1, Lead +1, Inspire +1, Intimidate +1, Region Lore: Own +1, Steward +1

*: Ranks may be distributed among any number of applicable skills, but one half (rounded down) should go into a single skill. †: Noble packages may be acquired simultaneously with any military packages. Use the longer of any two respective training time periods.

327

CHAPTER NINE: ADVENTURING

MILITARY CAREERS

A

Hobbit shirrif patrolling the peaceful Shire and delivering letters, a Galadhrim sentinel guarding the borders of Lothlórien, a staunch rider of Rohan, or a Dwarfwarrior wielding his mighty axe—these are all examples of characters who have enlisted in some type of military unit. A military career provides good weapon skills, useful social contacts, and a good opportunity for advancement in society. Of course, it might also be dangerous and limits a character’s freedom of action for quite a long time. Consult with your Turambar before joining up as a soldier. NOTE: The terms ‘apprentice’, ‘journeyman’, and ‘master’ are only retained as game terms for this category of occupations and may have little impact on a character’s military rank. You should also heed that the below guidelines on various topics such as recruitment or unit organisation provide ‘generic’ information only. Depending on a character’s nationality, these suggestions will need to be changed (see the article on Gondorian Warcraft on this and the following pages for a detailed example).

RECRUITMENT Characters can be admitted to a military unit during character creation, or later in the course of play. Most units let characters enlist at the beginning of their adult age category (for example, at age 16 in case of a Middle Man), and discourage those near the end of that age category (Middle Men over 30, for example). Interested characters must contact a unit. The recruiting officer will ask about the character’s

background and martial experience. A recommendation from someone in the unit might be helpful, and some units (noted in italics) require applicants to be noble. For each unit type, a factor denoting a character’s chance of being accepted as a new member is given. Multiply your character’s Stamina score by the indicated chance of recruitment and roll 1d100. If the roll is equal to or less than the given multiple of his Stamina, he is accepted. The Turambar may modify the roll to reflect the character’s family connections and power of persuasion, the military situation, bribes, and the like: CONDITION Good referral Equipped for that unit Per year of military experience High military demand Low military demand Per year of age over 30 (see text) Persuade (Fast Talk)

MODIFIER +10 +10 +5 +10 –10 –5 +TSB

NOTE: It is possible for a character to undergo the training for several unit types. However, unlike civilian occupations, the skill ranks bestowed by multiple military occupations do not stack if they go into the same skill or skill specialty. Instead, the character must choose the package from which he wishes to receive the ranks for any duplicate skill (i.e., the one that grants the most ranks in a particular skill). For example, an Arnorian apprentice yeoman who later becomes a master medium infantryman only has 6 ranks with his Spear, not the aggregate 8 ranks. Therefore, it is usually better to buy a package for only one unit type and acquire any other skill(s) through normal training or practice. The only general exception to this rule are basic military packages: the skill ranks provided by such a package do stack with the ranks gained for any other package(s), including civilian occupations.

GONDORIAN WARCRAFT* WARRIORS AND KNIGHTS The heart of Gondorian warcraft was the ohtar (Q. ‘warrior’, pl. ohtari). Serving in his hîr’s (S. ‘warleader’, pl. hírath) boronas (S. ‘warband’, pl. berenais) in the dagorwaith (S. ‘host’) of the king or steward, the ohtar won battles against incredible odds, campaigned in foreign lands, and defended his own shores and borders for over three thousand years. The ohtar came from the prosperous and numerous agricultural freeman class of Gondor. Originally of pure Dúnadan stock, more and more mixed-blooded Gondorians served over time. Every five households were required by custom, tradition, and law to provide one man to muster for military service when called by the local hîr at the king’s command. Since the same individual usually served over and over again, ohtari tended to be experienced and well-trained. Training, when not mustered, took place at least once every season. These sessions, sometimes called ‘weapon-takes’, lasted two to three days and took place under the guidance of the local hîr’s full-time warriors, the roqueni (Q. ‘knights’, sing. roquen). An ohtar trained with the spear, eket (shortsword), and steelbow, wore body-mail, a conical helm (often decorated with the gull wings of Gondor) and carried an oval shield. The weapons and armour were the property of the crown, made by the Royal Guild of Weaponsmiths, and stored in armouries at havens and fortresses or in the hîr’s hall when not in use. On campaign, ohtari carried two days’ rations, a ‘need-wallet’ of emergency supplies, a personal kit, a sleeping bag and spare clothes. One baggage pony per twenty men was typically furnished to carry extra supplies. While mustered for war, ohtari received a royal stipend of coins, rations, and materials through the hîr. When not mustered for war or training, an ohtar was to be supported by the five households he was recruited from, allowing him to continue his training. Ohtari and their families often farmed their own lands and served as key men in their communities, due to their access to the local structures of governance. The roqueni who led and trained the ohtari were full-time, professional warriors maintained by the hírath as personal retainers, estate managers, or officials during times of peace. Roqueni were semi-hereditary, for their sons had to serve first as ohtari, proving *: This text is based on an article by Lance R. Blyth which was first published in issue 33/34 of Other Hands (July 2001, pages 6–8). Additional new and other published material—the latter mainly adopted from ICE’s Arnor (MERP #2005) and Southern Gondor: The People (MERP #2020)—has been added by the authors of this book.

328

APPENDIX A: OCCUPATIONS

CONSCRIPTS In some realms—like those of the Dúnedain of the North under the siege of Angmar—all able-bodied males of a certain draft-age class are subject to military service by law. Similarly, in most other regions a lord will mobilise all ablebodied men to the militia in case of a serious threat. Such an organised militia force or yeomanry is usually badly equipped because the recruits must provide themselves with weapons and armour. If there is no separate yeomanry package provided for a given race, treat their unit as Light Infantry for the purpose of assessing the skills picked up by militia-men.

Most units require a one year contract at the end of which a re-enlistment incentive may be offered to sign up for another twelve months. Irregular units have less formal contracts, most likely just a handshake or an oath, but the game routine is the same:  Beginning with the second year of service, roll once per year on Table A.5 (i.e., roll three times after four years of service). Ignore all results except ‘Promotion one rank’. A character’s current military rank can be determined as described on page 331.  Roll once more on the same table to determine the incentive offered (if any) to re-enlist for another year.  The character may now choose to re-enlist or musterout from the army.

PERIOD OF SERVICE Per default, the typical period of service for a freshlymustered soldier is assumed to be four years. However, note that the minimum number of years a soldier actually has to sign on for may vary drastically from army to army. For each level of proficiency (i.e., apprentice, journeyman, or master) a character acquires as a soldier, he is further assumed to have spent about two years in service. Yet, this basic time to acquire a level in a military occupation will be adjusted by the Turambar according to the character’s race and the unit’s type. Table A.7 on page 333 suggests typical training times.

TABLE A.5: RE-ENLISTMENT INCENTIVES 1d100

INCENTIVE OFFERED

01–20 21–50 51–80 81–90 91–00

None 10 day furlough 10 day pay bonus Promotion one rank Roll two more times, adding the results

RE-ENLISTMENT

MODIFIERS +10 –10 +TSB

Having completed their four (or more) years of service, characters may now elect to continue their military career or muster-out of the army to follow some other occupation.

Characters mustering-out generally do not leave with their weapons and armour, unless they provided them in the first place.

High military demand Low military demand Best weapon skill

themselves before ascending to their fathers’ positions. An especially valiant or competent ohtar could expect to be made a roquen. Roqueni used the same arms and armour as the ohtari, but of finer quality and with the addition of a macil (a longsword, often considered the symbol of their rank) and round shield with their own personal symbol. In contrast to the ohtar, a roquen received support from his hîr even while not mustered for a campaign (through a salary, by a bequest of lands, or by living in the hîr’s household). During times of war, the Crown provided a stipend to each roquen (as it did to each ohtar, but of greater quantity and quality).

THE WARBAND Ohtari and roqueni served their hîr in his boronas (S. ‘warband’, pl. berenais), the basic unit of Gondorian warcraft. The strength of a boronas typically consisted of several hundred men (usually 200 to 500). Some berenais, especially those of kings and princes, could be over 1,000 strong, though numbers often were less during a long campaign. Each boronas was led by a hîr (or his kin) who had received lands from the king for the express purpose of providing his boronas whenever the king demanded it. Each roquen typically led a tulkarim (‘squad’, pl. tulkairim; lit. ‘steadfast men’) of twenty ohtari in order to provide the internal articulation needed to perform battlefield manoeuvres. The spear and shield dominated the armament of the boronas, but normally only one bow was carried per twenty men. When on detached service or serving on a ship, a boronas carried one bow for every five men; when serving in a fortress, every ohtar had a bow. The boronas practised two basic tactical formations: the thangail (S. ‘shield wall’) and the dírnaith (S. ‘spearhead’). The thangail was a defensive formation, meant to get as many spear points forward as possible. Typically, each roquen arrayed his ohtari in two lines, with himself in the centre of the front line and any archers in the second. If terrain allowed, the ohtari in the first line could plant their spears and use their eketi. The second line would then fight over their sword-arms with spears. Normally the entire boronas would fight in a single thangail. The dírnaith served as the primary offensive formation. In it, each roquen arrayed his ohtari in a wedge behind him, and then took position at the spearhead of his squad. The boronas was arrayed in a wedge, too, with it’s leader in the formation’s second line. Beginning initially at a slow walk, then a trot, and then, finally, a run with the ohtari throwing their spears and closing in with eketi, the dírnaith was a formidable foe.

329

CHAPTER NINE: ADVENTURING

INFANTRY

UNIT TYPES Armies are made up of soldiers, and soldiers are organised into units. In game terms, a unit is a group of warriors of the same race who all have the same sort of arms and armour and perform the same function on the battlefield. For example, a unit of Dwarven Heavy Infantry is composed of Dwarves, outfitted with heavy arms and armour (like warmattocks and Dwarf-chainmail), and expected to engage the enemy on foot. It is important to note that ‘unit’ is a term used by players. Characters within the world of Middle-earth use terms like host, legion, and company to describe collections of soldiers, and the precise definitions of such terms vary widely. Use these terms colourfully when talking in character, but remember that ‘unit’ is a game designation. Likewise, a Dwarf who was accepted into the Heavy Infantry of his people’s stronghold should be described as a member of the King’s Guard, not simply as a ‘heavily armoured warrior’. Unit Type is a description of the military formation, such as ‘Rohirric Medium Cavalry’ or ‘Elven Light Archers’. It defines the unit’s race (such as Rohirric or Elven), arms and armour (such as light, medium, or heavy), and battlefield function (such as infantry, cavalry, or archers). It is important to note that all units of a given type receive the same occupational training. Medium Dúnadan Infantry from Gondor start off with the same amount of skill ranks as Medium Infantry from Arthedain.

Infantry are foot soldiers who engage the enemy directly and usually make up the front line of any battle. YEOMEN: These are unarmoured foot soldiers, most often found in militia formations. Such troops wear ordinary clothing and may be equipped with homemade weapons. Most realms require all males over a certain age to serve in the yeomanry for some time. LIGHT INFANTRY: Typical light footmen wear incomplete leather armour and are equipped with a spear, shield, and a knife or dagger. Light infantry is the fundamental troop type and forms the bulk of most standing armies. The majority of most city watch corps consists of light footmen; the rest are usually medium infantrymen. MEDIUM INFANTRY: Medium foot soldiers have better weapons, most likely a spear, shield, and axe or sword. They also have better armour, perhaps some scale- or chainmail, and are nearly always better trained and more experienced. HEAVY INFANTRY: The only permanent heavy foot soldiers found among the Free Peoples of North-western Middle-earth are Dwarven warriors who serve in their King’s Guard, and the valiant Dúnadan knights. They carry heavy weapons like a greataxe or a macil (longsword) and are customarily armoured with chainmail and quilt.

THE ARMY There was no standing Gondorian dagorwaith (S. ‘host’). It had to be mustered, organised, and trained for each campaign. The king (or, later, the steward) called upon specific hírath to bring their berenais to the muster point, usually a fortress or haven which could protect the muster, and from which the campaign force could draw supplies. These royal fortresses were defended by a boronas mustered specifically for that duty. Traditional mustering points developed: Osgiliath or Minas Anor for campaigns to the north, and Pelargir or Umbar for southern campaigns. Usually 30 to 35 berenais were mustered for a campaign on or over the borders. The resulting dagorwaith of 10,000 to 12,000 men was all that could be logistically supported in such sparsely-settled regions. For major campaigns with intensive logistical preparation, a force of 20,000 to 25,000 could be supplied. In the rich settled regions of interior Gondor during the Kin-strife, even larger war-hosts were mustered by both sides, though command and control of more than 50,000 men proved nearly impossible. Once mustered, the dagorwaith was commanded by a member of the royal (or steward’s) household. The commander organised his force into a centre (led by himself), a right wing (whose captain was the dagorwaith’s second-in-command), and a left wing (often captained by a prominent noble). Each of these three cánor (Q. ‘captains’; sing. cáno) flew a banner as a signal device and rallying point for his wing. The centre usually held one half to two thirds of the muster, the remainder being split between the wings. On the march, Gondorian commanders utilised scouts who advanced ahead of the main body with units to improve roads, strengthen bridges and secure their rear and flanks. The entire force was expected to march, fully armed, eight leagues (24 miles) per day. This superior operational mobility allowed a Gondorian dagorwaith to manoeuvre in order to block an enemy advance at a critical point or quickly threaten an enemy force. Once the enemy force was engaged, Gondor preferred defensive battles anchored on terrain or fortifications. Allied or mercenary units were usually placed between Gondorian units in the line of battle, while cavalry (often Northman or Southron units) were usually assigned to the wings, though they often manoeuvred separately to strike an engaged enemy force unexpectedly. Early on, Gondorian armies counted upon the superior size and strength of the Dúnedain, but eventually came to rely on superior armament, logistical arrangement and forcing battle on their terms.

330

APPENDIX A: OCCUPATIONS

RANKS AND TROOPS

ARCHERS Archers are foot soldiers who stay away from the front line, usually behind the infantry, and assault the enemy with ranged weapons, usually bows. LIGHT ARCHERS: A light footman equipped with a bow, often bearing light melee weapons and a small shield. MEDIUM ARCHERS: A well-trained medium footman equipped with a bow, sword, and a small shield.

CAVALRY Cavalry are mounted soldiers who are faster than infantry and typically better armed. Cavalry are capable of striking swiftly and wheeling away from the front line, out of danger, to strike again, and provide a considerable tactical advantage. LIGHT CAVALRY: A light horseman is usually equipped with a lance or spear, shield, sword, and mostly leather armour. He can be used for intelligence gathering, courier service, and light skirmishing. In large numbers, light cavalrymen perform well in battle. MEDIUM CAVALRY: These riders are well-armoured in scale- or chainmail and carry a good assortment of weapons. In most realms, medium horsemen are invariably knights or squires. HEAVY CAVALRY: The heavy cavalryman has wellpadded chainmail from neck to foot and a plate helm. He carries lance, sword, and shield, and usually other weapons as well. Heavy horsemen are almost always noble and are primarily used as shock cavalry on the battlefield.

The military traditions of the Free Peoples of Northwestern Middle-earth are too varied to describe them each in this book. Therefore follows an exemplary overview of the military ranks and troop organisation prevailing throughout most of the history of the Númenórean Realms-in-Exile; more detailed information can be found in the essay on Gondorian Warcraft. If a player character from a different people wants to join the army of his realm, the Turambar may wish to make up a list of military ranks similar to the below one.

SOLDIERS (OHTARI) Three ranks of ohtari (Q. ‘warriors’, sing. ohtar) are in general use among the Dúnedain. These levy ranks are rarely filled by senior nobles, who would consider them beneath their station. OHTAR: The common mustered soldier. Most ohtari are medium infantrymen. Status and remuneration vary according to special skills and unit type. MACAR: A macar (Q. ‘corporal’, lit. ‘swordsman’; pl. macari) commands a cambarim (S. ‘hand’) of five men: himself and four ohtari. MAHTAR: The most senior ohtar in a squad of twenty men, the mahtar (Q. ‘sergeant’, lit. ‘warrior’; pl. mahtari) is the principal liaison between knights and men, and is often the ‘real’ commander of a tulkarim led by a freshly appointed roquen.

THE NAVY Gondor’s navy enjoyed a uniformly high level of morale and competence. Man for man, they were arguably the best afloat. The crews of the king’s warships were enlisted professionals. (In emergencies, they could be augmented by drafted men.) The sailor signed on for seven or fourteen years. Depending on rank, he could retire after twenty-one or twenty-eight years, receiving a small plot of land in a coastal area. During the first fourteen years after retirement, the sailor was eligible for draft in times of war. Although all crewmen were obligated to defend the ship, and were at least familiar with hand-to-hand combat, the bulk of the ship’s defence fell to trained marines armed with swords, small shields, and bows. They were well protected with a hardened leather breastplate and a steel helm, with strong leather sleeves and pants. Above all, it was ensured that armour could be quickly removed in the case of a marine gone overboard, and chainmail links were abandoned in the face of extreme missile fire. The rest of the sailors were armed with a shortsword, cutlass, or handy belaying pin, and—if they wore armour at all—relied upon leather jackets for protection.

HISTORICAL DEVELOPMENT During the time of the Pelargirean League (ca. S.A. 2350 – T.A. 754), berenais were the personal followings of nobles who had escaped Númenor with the Faithful. In order to secure the continued service of these forces, the kings of Gondor rewarded them with land-grants, making them hírath in return for their boronas’ service. These hírath were now able to reward followers with the use of land, leading to the rise of the roqueni as full-time warriors and retainers. The Ship-kings saw continual offensive and defensive warfare that necessitated fortresses and regular campaigns beyond the settled areas of Gondor. This led to the royal host consisting of berenais called up for regular campaigns and fortress-duty (alternating with only one out of three mustered at a time). The stresses of these continuing campaigns and fortress duty saw the one-third-rule constantly violated. This caused unrest among the southern hírath, contributing, in some part, to the Kin-strife. After the Kin-strife and during the time of ruling stewards, continuing border pressures led to the creation of a King’s Corps (later, Steward’s Corps) of mustered berenais and Territorial Corps of local hearth’s berenais for local offence and defence. This system slowly lost ground, so that the only forces that the stewards could muster were their guards and those berenais close to the borders. Berenais on fortress duty settled in and near their fortresses, ceasing to rotate with other units. This time also saw the rise of mercenaries, both as individuals and as complete units and armies. It was just such a force that mustered at Minas Tirith, joined with the muster of Rohan, to fight the final battle of the War of the Ring at the Morannon.

331

CHAPTER NINE: ADVENTURING

MILITARY WAGES

KNIGHTS (ROQUENI) Requisites: Command 1 or greater (see page 150), depending on the unit’s size. Also, to become a roquen one must first acquire a master’s level of proficiency as an ohtar. Roqueni (Q. ‘knights’, sing. roquen) are gentlemen and full-time warriors who act as officers fighting along with and commanding the mustered ohtari. A commoner rising to this rank is invariably knighted. However, even their sons have to serve first as ohtari, proving themselves before ascending to their fathers’ positions. Three ranks of roqueni exist: ROQUEN: A roquen commands a tulkarim (S. ‘squad’, lit. ‘steadfast men’) of twenty men: himself, one mahtar, two macari, and sixteen ohtari. EHTYAR: A senior knight, each ehtyar (Q. ‘spearman’; pl. ehtyari) acts as the deputy commander of a tirrim. CALLO: The most venerable of knights, a callo (Q. ‘heroic man’; pl. ‘callor’) leads a tirrim (S. ‘company’, lit. ‘guard-men’) of one hundred men.

WARLEADERS (HÍRATH) Requisites: Command 3 or greater (see page 150), depending on the unit’s size. Most hírath have also served as roqueni in their youth. All hírath (S. ‘warleaders’; sing. hîr) are members of the higher nobility, and most are also shining examples of personal bravery and tactical finesse. Joined together, their troops form the bulk of any Dúnadan army. HÍRION: Usually the son or another close relative of a hîr, a hírion (S., lit. ‘warleader’s son’) is the deputy commander of a boronas and an important adviser to his hîr. HÎR: Whenever the king or steward demands it, a hîr has to provide his boronas (S. ‘warband’; pl. berenais) of knights and mustered warriors. The overall strength of a lord’s warband typically consists of 200 to 500 men. CÁNO: As one of the three wing-captains of a dagorwaith (S. ‘host’), each cáno (Q. ‘captain’; pl. cánor) usually leads five to fifteen berenais into battle. The highest-ranking cáno belongs to the royal (or steward’s) household and appoints two prominent hírath as lesser cánor.

Military wages are traditionally paid quarterly (if they come in coins at all), but are listed monthly for comparison with other incomes. Considering the danger, the pay is low for common soldiers, but armies offer various other benefits, and sometimes deliver them. These include food and shelter, and the opportunity to collect booty. Elite units may get more, although some elite units in which men serve for honour may get less. It is not unusual for a professional soldier to work long stretches followed by long furloughs. Armies are generous with (unpaid) leave in peacetime. Mustered ranks are only remunerated for the time they actually spend in service, including reserve duty training sessions.

BOOTY Traditionally, a soldier may keep two thirds of the booty he collects, giving one third to the next highest rank, who gives one third to the next highest rank, and so on. High ranking officers can get very rich with this scheme.

PAY BONUSES Pay bonuses are sometimes given for long, distinguished service, or as a re-enlistment incentive. There is no typical amount, but a bonus would rarely exceed a month’s pay.

PENSIONS Armies typically offer land grants to full-time warriors after twenty-one years of service. Monetary pensions are rare, but a perpetual ‘half-pay for life’ might be awarded to a soldier who has served for at least twenty-eight years and distinguished himself in some way. When a soldier is maimed in the course of duty, he is discharged with a lump sum bonus rather than a pension. The amount is two to twelve months pay, depending on the nature of the injury and wealth of the unit. Few armies provide survivor benefits. A bonus of about six month’s pay might be provided to a widow in exceptional cases. More commonly, the deceased’s comrades will make a collection.

TABLE A.6: MONTHLY MILITARY WAGES RANK Soldier Corporal Sergeant Knight, junior Knight, senior

LIGHT INFANTRY

MEDIUM INFANTRY

HEAVY INFANTRY

LIGHT ARCHERS

MEDIUM ARCHERS

LIGHT CAVALRY

MEDIUM CAVALRY

HEAVY CAVALRY

20 cp 28 cp 40 cp — —

40 cp 56 cp 72 cp — —

— — — 144 cp 200 cp

32 cp 40 cp 56 cp — —

48 cp 64 cp 88 cp — —

64 cp 80 cp 108 cp — —

— — — 144 cp 200 cp

— — — 200 cp 288 cp

332

APPENDIX A: OCCUPATIONS

TABLE A.7: MILITARY OCCUPATIONS BASIC MILITARY PACKAGES* BASIC PACKAGE

PICK COST

TIME TO ACQUIRE

Soldier Apprentice Journeyman Master

12 12 12

— — —

Marine Apprentice Journeyman Master

16 19 21

+6 months +9 months +1 year

Officer† Apprentice Journeyman Master

24 26 30

+1 year +2 years +3 years

Sapper Apprentice

18

+6 months

Journeyman Master

25 24

+9 months +1 year

Blacksmith +1, Devise: Bridges/Fortifications/Siege Engines/or any other appropriate structure +1, Ropecraft +1, Siege Engines +2, Stonecraft +1, Woodcraft +2 Blacksmith +1, Devise +1, Ropecraft +1, Siege Engines +2, Stonecraft +1, Woodcraft +1 Blacksmith +1, Devise +1, Ropecraft +1, Siege Engines +1, Stonecraft +1, Woodcraft +1

Scout Apprentice Journeyman Master

15 22 21

+6 months +9 months +1 year

Disguise +1, Hide +2, Signal +2, Sneak +2 Disguise +1, Fake +1, Hide +2, Signal +1, Sneak +2 Disguise +1, Fake +1, Hide +1, Signal +1, Sneak +1

Stretcher-bearer Apprentice Journeyman Master

13 21 20

+3 months +6 months +9 months

First Aid +4, Herbcraft +1, Physician +1 First Aid +2, Herbcraft +1, Physician +2 First Aid +1, Herbcraft +2, Physician +1

SKILLS AND SKILL RANKS First Aid +2, Heraldry +1, Search (Forage) +2, Survival +2, Weaponsmith +1 First Aid +1, Heraldry +1, Search +1, Survival +1, Weaponsmith +1 First Aid +1, Heraldry +1, Search +1, Survival +1, Weaponsmith +1 Ropecraft +2, Seafaring +2, Shipwright +1, Weather-sense +2 Ropecraft +1, Seafaring +2, Shipwright +1, Weather-sense +1 Ropecraft +1, Seafaring +2, Shipwright +1, Weather-sense +1 Lead +2, Heraldry +2, Inspire +2, Steward +1, Warfare +1 Lead +2, Heraldry +1, Inspire +1, Steward +1, Warfare +1 Lead +1, Heraldry +1, Inspire +1, Steward +1, Warfare +2

*: Usually, a player may freely choose whether to pick a suitable basic military package or not. Basic packages can only be acquired simultaneously with one of the below packages, but picks must be expended as normal. Some civilian occupations like ostler or weaponcrafter are equally sought-after by any army and may thus qualify as basic military packages, too. However, such craftsmen are usually mustered and attached to non-fighting auxiliary units. The Turambar has the final word on which packages are available to a particular character, and how they may be combined. As a rule of thumb, any number of appropriate basic packages may be combined. †: To become an officer, one must at least have acquired a journeyman’s level of proficiency in one of the below packages. There is widespread belief that especially high-ranking officers must be noble, but not everywhere there is law to that effect. A sufficiently high level in the Command edge (see page 150) will be required at any rate, though.

ELVEN UNITS UNIT TYPE

PICK COST

Elven Medium Infantry Apprentice 27 Journeyman 35 Master 34

TIME TO ACQUIRE

SKILLS AND SKILL RANKS

variable variable variable

Chance of Recruitment: (Stamina x 3)% Armour +1, Dodge +1, Longknife +3, Shields +3, Spear +3 Armour +1, Dodge +1, Longknife +2, Shields +2, Spear +3 Armour +1, Dodge +1, Longknife +2, Shields +2, Spear +2

Elven Light and Medium Archers† Apprentice 24 variable Journeyman 29 variable Master 25 variable

Fletcher +2, Longbow +3, Longknife +2, Shields +2 Fletcher +2, Longbow +2, Longknife +2, Shields +2 Fletcher +1, Longbow +2, Longknife +1, Shields +1

Elven Light Cavalry Apprentice 37 Journeyman 43 Master 37

variable variable variable

Chance of Recruitment: (Stamina x 2)% Lance +2, Longknife +2, Ride +3, Shields +3, Shortbow +3 Lance +2, Longknife +2, Ride +2, Shields +2, Shortbow +2 Lance +1, Longknife +1, Ride +2, Shields +1, Shortbow +2

variable

Chance of Recruitment: (Stamina x 2)% Armour +3, Lance +2, Inspire +1, Lead +1, Longknife +1, Ride +1, Steward +1, Warfare +1

Elven Medium Cavalry* Knight

39

Chance of Recruitment: (Stamina x 4)%

*: To join this unit, one must be a noble and first acquire a master’s level of proficiency as a light cavalryman. Skills and ranks are cumulative. Knights should also have the skills and ranks listed for the Officer package at a master’s level, or acquire them as soon as possible. †: For a one-off payment of 5 picks, a medium archer adds 3 ranks to his Armour skill.

333

CHAPTER NINE: ADVENTURING DWARVEN UNITS UNIT TYPE

PICK COST

TIME TO ACQUIRE

SKILLS AND SKILL RANKS

Dwarven Light Infantry Apprentice 22 Journeyman 25 Master 25

2 years 2 years 3 years

Hatchet +2, Shields +2, Spear +3, Throw: Axes +2 Hatchet +2, Shields +2, Spear +2, Throw: Axes +1 Hatchet +2, Shields +2, Spear +1, Throw: Axes +1

Dwarven Medium Infantry Apprentice 30 Journeyman 31 Master 36

2 years 3 years 4 years

Chance of Recruitment: (Stamina x 3)% Armour +2, Battleaxe +3, Dagger +2, Shields +2, Spear +2, Throw: Axes +2 Armour +1, Battleaxe +2, Dagger +1, Shields +2, Spear +2, Throw: Axes +1 Armour +1, Battleaxe +2, Dagger +1, Shields +2, Spear +2, Throw: Axes +1

3 years 4 years 5 years

Chance of Recruitment: (Stamina x 2)% Armour +5, Dagger +2, Battleaxe +3, Shields +3, Warhammer +3 Armour +2, Dagger +1, Battleaxe +3, Shields +2, Warhammer +2 Armour +2, Dagger +1, Battleaxe +2, Shields +2, Warhammer +2

Dwarven Heavy I nfantry Apprentice Journeyman Master

34 34 33

Chance of Recruitment: (Stamina x 4)%

HOBBITS UNIT TYPE Shirrif Apprentice Journeyman Master

PICK COST

TIME TO ACQUIRE

24 30 23

2 years 2 years 3 years

SKILLS AND SKILL RANKS Chance of Recruitment: (Stamina x 3)% Inquire +1, Region Lore: Shire +2, Services: Postman +2, Shields +2, Shortbow +2, Spear +2 Inquire +1, Region Lore +1, Services +2, Shields +1, Shortbow +2, Spear +2 Inquire +1, Region Lore +1, Services +1, Shields +1, Shortbow +1, Spear +1

DÚNADAN UNITS UNIT TYPE Yeomanry Apprentice Journeyman Master

PICK COST

TIME TO ACQUIRE

SKILLS AND SKILL RANKS

8 17 16

6 months 1 year 2 years

Shields +2, Spear +2 Shields +2, Shortsword +2, Spear +2 Shields +1, Shortsword +2, Spear +1

2 years 2 years 3 years

Shields +2, Shortsword +2, Spear +3 Shields +2, Shortsword +2, Spear +2 Shields +2, Shortsword +2, Spear +1

Dúnadan Light Infantry Apprentice 17 Journeyman 21 Master 21

Chance of Recruitment: (Stamina x 6)%

Chance of Recruitment: (Stamina x 4)%

Dúnadan Medium Infantry (ohtari) Apprentice 23 2 years Journeyman 27 3 years Master 29 4 years

Chance of Recruitment: (Stamina x 3)% Armour +2, Run (Endurance) +2, Shields +2, Shortsword +2, Spear +3 Armour +1, Run +2, Shields +2, Shortsword +2, Spear +2 Armour +1, Run +2, Shields +2, Shortsword +2, Spear +1

Dúnadan Heavy I nfantry (roqueni )*

5 years

Chance of Recruitment: (Stamina x 3)% Armour +4, Inspire +1, Lead +1, Longsword +3, Ride +3, Shields +1, Steward +1, Warfare +1

Dúnadan Light and Medium Archers† Apprentice 19 2 years Journeyman 25 2 years Master 24 3 years

Chance of Recruitment: (Stamina x 4)% Composite Bow +2, Fletcher +2, Shields +2, Shortsword +2 Composite Bow +2, Fletcher +1, Shields +2, Shortsword +2 Composite Bow +2, Fletcher +1, Shields +1, Shortsword +1

Dúnadan Medium Cavalry (ohtari) Apprentice 21 2 years Journeyman 30 3 years Master 33 4 years

Chance of Recruitment: (Stamina x 2)% Armour +2, Lance +2, Longsword +2, Ride +2, Shields +2 Armour +1, Lance +2, Longsword +2, Ride +2, Shields +2 Armour +1, Lance +2, Longsword +1, Ride +2, Shields +2

Dúnadan Heavy Cavalry (roqueni )*

Chance of Recruitment: (Stamina x 2)% Armour +5, Inspire +1, Lance +1, Lead +1, Longsword +1, Ride +1, Shields +1, Steward +1, Warfare +2

Knight

Knight

45

42

5 years

*: To become a roquen (knight), one must first acquire a master’s level of proficiency as an ohtar . Skills and skill ranks are cumulative. Knights should also have the skills and ranks listed for the Officer basic package at a master’s level, or acquire them as soon as possible. †: For a one-off payment of 5 picks, a medium archer adds 3 ranks to his Armour skill. Medium archers are regular ohtari with a chance of recruitment equal to (Stamina x 3)%, whereas light archers usually are yeomen. If available, medium archers use steelbows.

334

APPENDIX A: OCCUPATIONS ROHIRRIC UNITS UNIT TYPE

PICK COST

TIME TO ACQUIRE

SKILLS AND SKILL RANKS

Rohirric Medium Infantry Apprentice 23 Journeyman 26 Master 30

2 years 2 years 3 years

Chance of Recruitment: (Stamina x 3)% Armour +3, Broadsword +2, Ride +2, Shields +2, Spear +2 Armour +1, Broadsword +2, Ride +1, Shields +2, Spear +2 Broadsword +2, Ride +1, Shields +2, Spear +2

Rohirric Light Cavalry Apprentice 26 Journeyman 29 Master 29

2 years 2 years 3 years

Chance of Recruitment: (Stamina x 4)% Broadsword +2, Ride +2, Shields +2, Shortbow +2, Spear +2 Broadsword +1, Ride +2, Shields +1, Shortbow +2, Spear +1 Broadsword +1, Ride +1, Shields +1, Shortbow +2, Spear +1

Rohirric Medium Cavalry Apprentice 25 Journeyman 33 Master 29

2 years 3 years 4 years

Chance of Recruitment: (Stamina x 3)% Armour +2, Broadsword +2, Ride +2, Shields +2, Spear +3 Armour +2, Broadsword +2, Ride +2, Shields +2, Spear +2 Armour +1, Broadsword +1, Ride +2, Shields +2, Spear +1

Rohirric Heavy Cavalry* Knight

39

4 years

Chance of Recruitment: (Stamina x 2)% Armour +4, Broadsword +1, Inspire +1, Lead +1, Ride +1, Shields +1, Spear +1, Steward +1, Warfare +2

*: To join this unit, one must first acquire a master’s level of proficiency as a medium cavalryman and earn knighthood. Add up skills and ranks. Knights should also have the skills and ranks listed for the Officer package at a master’s level, or acquire them as soon as possible.

TRIBAL UNITS* PICK COST

TIME TO ACQUIRE

Clansmen Apprentice Journeyman Master

18 18 18

1 year 1 year 2 years

Hatchet +2, Shields +2, Spear +2, Throw +2 Hatchet +1, Shields +1, Spear +2, Throw +1 Hatchet +1, Shields +2, Spear +1, Throw +1

Light Infantry Apprentice Journeyman Master

21 25 26

1 year 2 years 3 years

Hatchet +2, Shields +2, Shortbow +2, Spear +2 Hatchet +1, Shields +1, Shortbow +2, Spear +2 Hatchet +2, Shields +2, Shortbow +1, Spear +1

Medium Infantry Apprentice Journeyman Master

18 26 25

1 year 2 years 3 years

Chance of Recruitment: (Stamina x 3)% Armour +1, Battleaxe +3, Broadsword +2, Shields +2 Armour +1, Battleaxe +2, Broadsword +2, Inspire +1, Shields +2 Armour +1, Battleaxe +1, Broadsword +1, Inspire +2, Shields +1

Cavalry Apprentice Journeyman Master

23 31 25

2 years 2 years 3 years

Chance of Recruitment: (Stamina x 2)% Armour +1, Broadsword +2, Ride +2, Shields +2, Spear +3 Armour +1, Broadsword +2, Ride +2, Shields +2, Spear +2 Armour +1, Broadsword +1, Ride +2, Shields +1, Spear +1

UNIT TYPE

SKILLS AND SKILL RANKS Chance of Recruitment: (Stamina x 5)%

Chance of Recruitment: (Stamina x 4)%

*: The Turambar must make a ruling on what unit types actually exist in a specific tribal society. The Beornings, for instance, maintain no cavalry, whereas some Easterling tribes solely rely on mounted warriors. Weapon specialties also vary from tribe to tribe.

335

Appendix B

HERBS AND POISONS hile herbs of all kinds abound in Middle-earth, they do not always reveal themselves or yield their virtue lightly. Even the most learned apothecary may lack the ‘field-craft’ to locate an otherwise familiar herb in the wild, just as an eagle-eyed woodsman may yet be at a loss when asked to compound the herbs he has gathered into an obscure elixir requiring the erudition and equipment of an experienced druggist. To enjoy its full potency, a medicinal or poisonous plant must first be found, identified, and then properly prepared.

W

POISONS

D

uring their adventures, characters may be exposed to any number of deadly substances, from the venom of Shelob and her brood, to the poisons Orcs smear on the blades of their swords. The effects, onset time, and lethality of poisons can vary greatly. Use Table B.1 to construct any type of poison you need. Poisons are generally expressed in the following terms: TYPE: This refers to the poison’s method of delivery— inhaled, contact, injury, or ingested. ONSET TIME: This is the period of time between exposure to the poison and the onset of effects. Once this time passes, the victim makes a TN 15 or greater Stamina test to resist the poison’s primary effects. POTENCY: This is a measure of the poison’s toxicity, expressed as the TN of the Stamina test to resist the poison’s effect. TREATMENT: This is the TN of any Physician skill tests made to neutralise the poison. If the nature of the poison is unknown, have a healer first make a Physician (Diagnose) skill test to identify the poison (the Turambar sets the TN according to the origin of the poison and the character—the more unfamiliar a poison likely is to the healer, the greater the TN). If this is successful, the poison can be treated with a Physician (Treat Poisoning) test. If treatment succeeds before the onset time has passed, the poison is entirely neutralised, and it doesn’t affect the patient. Otherwise, a healer can only mitigate a poison’s effect to its secondary level (see page 234). Particularly nasty poisons can’t be treated at all. EFFECT: This is the poison’s primary effect, applied after the onset time if the victim fails a Stamina test to resist the poison. If the victim succeeds at the Stamina test, he suffers the secondary effect instead. Attribute reductions, such as a Vigour loss, are temporary. Once an attribute drops to 1, the character suffers 5 points of damage per point of attribute reduction instead. Characters recover from temporary attribute reductions as described under ‘Healing’ on page 233. SECONDARY EFFECT: This is the effect that the victim suffers if he succeeds at the Stamina test to resist the poison.

STAGES: Some poisons can affect a target over a longer period of time. This tells you the number of onset periods that the poison can affect its victim. With the passage of each onset period, apply the appropriate effect to the victim, depending on whether he made his initial Stamina test or not. Do not have him make another Stamina test each time. The result of the first test applies to all subsequent onset periods for a single exposure to a poison. Characters remaining in the area of effect of an inhaled poison continue to suffer effects until they leave. PREPARE TN: The TN a character needs to beat with an Alchemy: Poisons skill test to properly prepare the venom. See the skill’s description on page 82 on how to determine the Prepare TN of a poison constructed using Table B.1.

SAMPLE POISONS The following descriptions detail a few sample poisons; more bestial venoms are described in Appendix D, and the Turambar may make up additional poisons as needed using Table B.1 as a guideline. If applicable, a description also indicates the favoured environment of a venomous plant and the TNs to find and prepare it. See ‘Healing Herbs’, below, on foraging for plants and other specimens.

ORC BLADE-POISON Many Orcs smear foul poison on their blades, helping make even the slightest scratch from their weapons much more dangerous. TYPE: Injury; ONSET: 1 minute; POTENCY: TN 15; TREATMENT: TN 20; EFFECT: 2d5+5 damage; SECONDARY EFFECT: 1d5 + 2 damage; STAGES: 1; PREPARE TN: 20.

AËGLOTH Orcs sometimes gather this plant in the Dead Marshes to procure a most lethal poison. Aëgloth (Sindarin for ‘abhorrent bloom’) is a ghastly purple and white flower roughly the size and shape of a tulip. It is only found in the deepest and most dangerous part of the swamp, and it is so potent that if

336

APPENDIX B: HERBS AND POISONS

TABLE B.1: RANDOM POISON EFFECTS

it is mishandled (TN 15 Herbcraft test) the handler suffers the effects of the poison. TYPE: Injury; ONSET: 1 minute; POTENCY: TN 30; TREATMENT: TN 30; EFFECT: One full Health Level of damage; SECONDARY EFFECT: One-half Health Level; STAGES: 3; PREPARE TN: 35.

TYPE SELECT ONE Inhaled Contact Injury Ingested

RANDOM ROLL (d5)* 1 2 3–4 5

DEADLY SERPENT’S BITE

ONSET TIME

The bite of a viper can be lethal to even the heartiest warrior. TYPE: Injury; ONSET: 1 round; POTENCY: TN 30; TREATMENT: TN 35; EFFECT: One full Health Level of damage; SECONDARY EFFECT: One-half Health Level of damage; STAGES: 6.

SELECT ONE RANDOM ROLL (d10)* Immediately (as soon as introduced into system) 1 1 round (6 seconds) 2–3 1 minute 4–5 20 minutes 6–7 1 hour 8 6 hours 9 1 day 10

MORGULBLOOM POISON

POTENCY (BASE TN 15) SELECT ONE ±0 (TN 15) +3 (TN 18) +6 (TN 21) +9 (TN 24) +12 (TN 27) +15 (TN 30) +18 (TN 33) +21 (TN 36) +25 (TN 40)

The pale white flowers of the Morgul Vale are very dangerous, as they give forth a faint sickening charnel-smell, an odour of rottenness. Every hour walking through the valley, a company of heroes must make a Survival (Find Path or Protective Clothing) test against TN 18, rolled by the character with the best total skill bonus. Failure indicates the heroes have come too close to a glade of especially noxious flowers and need to make a Stamina test or fall subject to Morgulbloom poison. TYPE: Inhaled; ONSET: Immediate; POTENCY: TN 25; TREATMENT: TN 25; EFFECT: 1d5 Vigour loss and 1d5 Nimbleness loss. If the victim scores LoF –2 or worse on his Stamina test, he gains 1d10 Corruption points as well; SECONDARY EFFECT: 1d5 Wits loss; STAGES: 2.

RANDOM ROLL (d10)* 1 2 3–4 5 6 7 8 9 10

TREATMENT (BASE TN 15) SELECT ONE ±0 (TN 15) +5 (TN 20) +10 (TN 25) +15 (TN 30) +20 (TN 35) +25 (TN 40)

RANDOM ROLL (d10)* 1–2 3–4 5–7 8 9 10

THE WATERS OF MORGUL The waters of Minas Morgul are a baneful poison to the Free Peoples. They do not refresh thirst, except when death ends it forever. TYPE: Ingested; ONSET: 1 minute; POTENCY: TN 25; TREATMENT: TN 25; EFFECT: 1d5 Insight loss and 1d5 Awareness loss. If the victim scores LoF –2 or worse on his Stamina test, he gains 1d10 Corruption points as well; SECONDARY EFFECT: 1d5 Wits loss; STAGES: 2. NOTE: A TN 25 Survival (Find Water) test can be used to locate safe drinking water in Morgul Vale. In all likelihood, melting mountain snows from the Ephel Dúath and rain water provided for the people of the vale (such as Orcs) who needed to slake their thirst, though the inhabitants do drink the Morgul waters when they have to choose between sickness and death.

EFFECT/SECONDARY EFFECT SELECT ONE RANDOM ROLL (d10)* MINOR DAMAGE: 1d5 or more/No effect 1 NAUSEA: Reduce Vigour by 1/No effect 2 WEAKNESS: Reduce Strength by 1/No effect 3 BEFUDDLEMENT: Reduce Wits by 1/No effect 4 SERIOUS DAMAGE: 2d5 or more/1d5 or more 5 EXTREME NAUSEA: Reduce Vigour by 1d5/ 6 Reduce Vigour by 1 EXTREME WEAKNESS: Reduce Strength by 1d5/ 7 Reduce Strength by 1 EXTREME BEFUDDLEMENT: Reduce Wits by 1d5/ 8 Reduce Wits by 1 GRIEVOUS DAMAGE: One full Health Level, or more/ 10 One-half Health Level of damage, or more PARALYSIS: Cannot move for 1d5 minutes/ 9 Cannot move for 1 minute

THE WATER OF MORIA

STAGES SELECT ONE RANDOM ROLL (d5)* 1 1 1d3 2 1d6 3 1d10 4 2d10, or continuous while in area 5 (appropriate for inhaled poisons only) *: Random herb effects are the equivalent of poisons. Roll 1d5 or 1d10, respectively, once on each suitable sub-table above to determine all of a spoilt herb’s toxic effects.

All of the water found in Moria after its infestation, save for supplies sealed away in Dwarf-casks hundreds of years ago, has turned foul. Orcs, Trolls, and other servants of the Shadow can drink it without fear. However, the Free Peoples and natural animals grow sick, weaken, and eventually die should they consume it. TYPE: Ingested; ONSET: 6 hours; POTENCY: TN 15; TREATMENT: TN 25; EFFECT: 1d5 Vigour loss; SECONDARY EFFECT: Reduce Vigour by 1 point; STAGES: 6.

337

APPENDIX B: HERBS AND POISONS

HEALING HERBS

I

n the hands of a skilled naturalist a clump of weeds can draw out poisons, halt the progress of a disease, or remove the crippling fatigue of a long march. In game terms, characters use the Search (Forage) and Survival (Forage) skills to gather herbs, and the Herbcraft skill to identify, prepare, and apply the various plants described below.

FINDING HERBS To the untrained, herbs and medicinal plants may seem hard to find, especially when a particular variety is called for in an urgent situation. Alone in the wild—be this forest, grassland, or mountainous slope—the would-be herbalist quickly realises that even a familiar herb purchased in the marketplace and studied that morning is hard to pick out from a confusing array of similar-looking plants. Nevertheless, to the skilled eye, nearly every form of plant life harbours some sort of distinguishing mark. Searching for herbs is much like a hunt. For every hour that a group or individual searches in the most appropriate clime and terrain, a Search (Forage) or Survival (Forage) test may be attempted. The following procedure may be followed to determine the outcome: First, determine the TN for finding the herb in question. The Find TN represents the difficulty of finding enough of the herb for one dose, identifying it among similar plants, and properly harvesting it. A character searching for a herb where it does not grow automatically fails at the foraging test. Second, modify the TN of the foraging test by the following conditions: +10 TN if combing an area already searched within the last six months, –1 TN for each additional hour spent searching (to a maximum of –10), and –1 TN for every LoS each member of the group achieves with a Herbcraft (Herblore) or Nature Lore: Plants test against the Find TN of the herb (to a maximum of –5). If an individual has never seen that particular herb before (indicated, for example, by a failure on his Herbcraft or Nature Lore: Plants test, or the fact that he neither has a rank in the Survival nor the Region Lore skill pertaining to the foraged environment), he suffers a test result penalty of –20. A brief, but complete description by a knowledgeable source is all that is needed to cancel this penalty, however. Third, one of the group’s characters makes a foraging test of his choice against the modified TN. LoS +2 indicates that the searchers have found 1d5 doses of the herb in question; for each additional LoS, another 1d5 doses of the herb are found; LoS +1 means that only one dose is found; LSF ±0 allows to make another test at a +5 test result bonus after one more hour of searching; LoF –1 or –2 results in no herbs found; and LoF –3 or worse means that the searcher mistakes some other herb—determined by the Turambar—for the one sought. When a herbalist winds up preparing and applying this herb, roll on Table B.1: Random Poison Effects to find out what happens unless he achieves at least LSF ±0 on his prepare test.

Fourth, a group may decide to split into smaller groups (or individuals), allowing a separate test for each. These smaller search parties, however, must cover entirely separate areas for one or more watches (i.e., a four hour period), usually out of earshot.

PREPARING HERBS Once a herbalist has gathered a herb, he must make a Herbcraft (Herbal Remedies) test against its Prepare TN to ready the herb. Up to LoF –2, each LoF wastes one dose worth of the plants gathered but does no other harm. However, on LoF –3 or worse (or upon any LoF, if the foraging test resulted in LoF –3), things go wrong, but the herbalist fails to realise his mistake and must roll on Table B.1: Random Poison Effects to see what happens. The procedures used to prepare different herbs vary. Although the Turambar may wish to specify what is being done for narrative effect, there is no game difference between brewing a herb, crushing a herb, and so forth. Once a herb has been prepared, it can be applied for effect with a test of any Healing skill (TN 9). Failure always results in the loss of one dose. As with herb preparation, there is no mechanical difference between the various ways herbs can be applied or consumed, though the Turambar may wish to describe characters chewing on bark, inhaling vapours, applying poultices, and so on. The period of time between consuming a herb and the onset of its effects varies with its form of application and typically ranges from seconds or rounds if inhaled, to several minutes or even hours if ingested. The Turambar should normally make an arbitrary ruling depending on the exact circumstances of application, but may alternatively roll on Table B.1 to determine the herb’s onset time. Unless otherwise noted, consuming more than one dose of a given herb does not increase its effects. In fact, consuming extra doses requires Stamina tests (usually against a TN ranging from 20 to 30) to avoid sickness and nausea effects as described on Table B.1. Consuming more than one type of herb at once or consuming a second herb while a previously consumed herb is still active in one’s system requires a TN 25 Stamina test. (A herb is active in one’s system for four hours or until its effects wear off, whichever is longer.) If successful, the second herb takes effect as normal. If failed the second herb causes random effects per Table B.1. Consuming even more herbs past the second type is certainly possible, though each additional herb increases the Stamina test’s TN by another +5. It is possible to purchase, trade for, and receive as gifts doses of fresh or prepared herbs, but a herb will keep (in either state) for only a finite period of time, which varies from herb to herb. These periods are known as the fresh term and prepared term. Skilled herbalists can try to ‘revive’ a herb even after it is past its prime, which requires a Herbcraft test against a TN equal to 8 times the number of full or fractional terms that the herb is older than one. For example, if a given herb’s fresh term was one week, reviving a dose harvested three weeks ago would require a TN 16 test, because the herb is two full terms older than one term. On LoF –2 or worse, the herbal-

338

APPENDIX B: HERBS AND POISONS ist does not realise he has failed to revive the herb. If eventually consumed, these herbs cause effects determined by rolling on Table B.1.

SAMPLE HERBS The below list introduces a variety of sample herbs found throughout Middle-earth. Following these detailed descriptions, Table B.2 on page 341 presents a range of additional herbs in condensed form which the Turambar may use as a creative springboard if he wants to add more herbs to his game.

AELGUS Aelgus is a small, green, leafy fern that grows in thick patches. It is a common herb, and like athelas was originally grown and used by the Númenóreans. Shepherds and farmers consider it a nuisance and work to uproot and burn it. The knowledge of its use has been lost in the mists of time to all but the wisest herbalists; only those with 10+ ranks in either Herbcraft or Nature Lore: Plants know of its beneficial effects. LOCATION: Throughout Arnor. FIND TN: 12 PREPARE TN: 15 FRESH TERM: 1 week PREPARED TERM: 1 month EFFECT: Aelgus is used to treat poison. When properly prepared and eaten, it induces vomiting that cleanses the system and purges it of venom, rendering inactive any poison in the victim’s body.

ATHELAS Known to most folk as kingsfoil, and to the learned as asëa aranion, the herb athelas is rare, growing in the North only where the Dúnedain once lived and camped, and in the South in a few forests. LOCATION: Throughout Arnor, though only in the vicinity of Dúnadan settlements or their ruins, and in the forests growing on the southern slopes of the White Mountains. FIND TN: 25 PREPARE TN: 9 FRESH TERM: 1 week PREPARED TERM: 2 weeks EFFECT: Properly prepared, athelas leaves can have strong healing powers. The leaves smell sweet and strong when crushed. When this is done—or when the leaves are made into a tea—the scent will allow to recover one Weariness Level, cure a headache or relieve cold symptoms for one day. Only Dúnadan characters have any chance of using the ‘Westman’s Weed’ for greater healing effects. While their patients are exposed to the scent of athelas, they receive a bonus to their Healing skills, ranging from +3 to +9, depending on their proximity to the royal line of Númenor. If a noble Dúnadan also has the Healing Hands talent, he adds the bonus provided by this ability as well, and all who smell athelas prepared by such a character recover twice as quickly as normal from weariness and any injuries they have suffered.

BLUEREED Bluereed is—as its name implies—a tall, thin reed with a slight blue tinge. It is well known among the Rohirrim, who use it to sustain their scouts and messengers. LOCATION: Banks of the Entwash. FIND TN: 15 PREPARE TN: 18 FRESH TERM: 2 days PREPARED TERM: 3 months EFFECT: Valued by messengers, scouts, and others who must toil for hours at a time without rest, bluereed banishes sleepiness and allows those who take it to go a day without sleep. While this herb has no effect on a patient who is already exhausted, if taken as a preventive measure it staves off the need for sleep. For 24 hours after consuming a properly prepared dose of this herb, a character does not need sleep and suffers no penalties for going without it. After 24 hours have passed, though, fatigue’s toll returns and tests to resist weariness from lack of sleep are made as normal (see page 238) counting the full numbers of hours awake. Bluereed has no noticeable effect on Elves.

CARNESTAD This short, squat mushroom has a bright red cap and a thick, brown stem. When collected and properly prepared, carnestad (Sindarin for ‘red healing’) neutralises diseases, breaks fevers, and clears up the bothersome symptoms of most sicknesses. The Elves of Mirkwood jealously guard the areas where carnestad flourishes. Many intruders such as Men and Orcs venture into Mirkwood to recover as many of the mushrooms as possible. While the Men do so to sell them or make use of their healing properties, the foul Orcs seek only to deny others access. The giant spiders of Mirkwood commonly build nests above patches of these mushrooms or lurk near them, eager to fall upon those who seek to gather them. LOCATION: Mirkwood FIND TN: 20 PREPARE TN: 12 FRESH TERM: 1 month PREPARED TERM: 4 months EFFECT: After taking a dose of this herb, a character may immediately make a Stamina test (TN 25) to recover from any diseases he currently suffers. If this test fails additional doses have no effect on the existing diseases. Recovery is a gradual process which takes place over the course of 1d5 days.

EATER ’S LEAF Greatly valued in the Shire, this herb strengthens and fortifies the digestive system, allowing those who take it to consume great quantities of food and alcohol without suffering gastric distress or becoming ill. The Brandybucks gather it for sale across the Shire, though the daunting prospect of entering the Old Forest prevents this trade from becoming too widespread. Still, young, adventurous Hobbits have been known to brave the forest to gather eater’s leaf on a dare.

339

APPENDIX B: HERBS AND POISONS LOCATION: Old Forest. FIND TN: 20 PREPARE TN: 12 FRESH TERM: 1 week PREPARED TERM: 2 weeks EFFECT: Consuming this leaf prior to a meal protects the

digestive system from distress and the (unpleasant) effects of alcohol. Additionally—although the Hobbits do not realise it—eater’s leaf gives a +6 bonus to Stamina tests against any poison for four hours after it is consumed.

EQUIAL Equial, also known in Sindarin as sídhroch (‘horse-rest’), is a hardy, thick-stemmed weed that is difficult to find because many wild animals feed on it for its mildly narcotic properties. It is valued by the Men of Rohan as a mild anaesthetic that calms their horses’ nerves and allows beasts to relax under even the most trying circumstances. LOCATION: Eastern slopes of the Misty Mountains. FIND TN: 15 PREPARE TN: 15 FRESH TERM: 1 week PREPARED TERM: 1 month EFFECT: Well-suited to calming animals, equial has no effect on humanoid creatures or fell beasts. For 2d10 hours after consuming a dose of this plant, a creature benefits from a +5 bonus to resist the effects of fear or panic. During that time, horses and other mounts are also easier to ride; their riders receive a +3 bonus to all Ride tests. Using this herb too frequently can prove deadly, however. For each dose past the third consumed in a single week, the creature must make a TN 25 Vigour test. Failure results in the loss of 1d5 points of Vigour. A creature reduced to 0 Vigour by equial perishes.

FRESH DEW Fresh dew—known as amrúnan, or ‘sunrise-gift,’ in Sindarin—is a small, leafy plant with a tough, white, woody stem and small, circular leaves that develop purple bruises when handled. When crushed, fresh dew creates a pungent, invigorating odour. Fresh dew grows too high in the mountains for anyone but an experienced woodsman or tracker to reach it. The Houses of Healing in Minas Tirith sponsor a yearly expedition to recover stores of this herb, despatching a small band of warriors, scouts, trackers, and herbalists to find sufficient quantities for the coming year. LOCATION: High in the Misty Mountains near regions where snow remains on the ground throughout the year. FIND TN: 25 PREPARE TN: 15 FRESH TERM: 1 week PREPARED TERM: 1 month EFFECT: A single dose of fresh dew immediately removes all shock effects, including unconsciousness and severe nausea, caused by critical injuries. Additionally, it can be administered to one who has fallen to the Exhausted Weariness Level; doing so immediately returns the subject to spent.

HWANESTAD A thin, pale green fungus. Its name means, literally, ‘healing fungus’ in Sindarin. LOCATION: This mould grows only upon the Ents of Fangorn Forest. The smell and feel of its growth pleases most Ents and makes them loath to allow its harvest, but it is not unheard of for Ents to gift those in need with it. FIND TN: 20 PREPARE TN: 18 FRESH TERM: 1 year PREPARED TERM: 1 decade EFFECT: Hwanestad is a powerful antidote to most poisons. When consumed, it grants a +6 bonus to resist poison effects for the next 24 hours and immediately cures half the damage caused by any poisons in the last 1d10 rounds.

GWATHLAS Gwathlas (Sindarin for ‘shadowleaf’) is a leafy plant whose thick, round root can be compressed to produce an oily fluid that is consumed. In Gondor, this plant is associated with the forces of the Shadow, whose greatest servants use it to fortify themselves against their rivals and improve their ability to study their master’s dark lore. It was first cultivated by the Black Númenóreans, who were taught its virtues by Sauron himself. In Gondor, possessing, extracting, or consuming gwathlas is a crime punishable by death. LOCATION: Eastern reaches of the White Mountains. FIND TN: 15 PREPARE TN: 20 FRESH TERM: 3 weeks PREPARED TERM: 1 year EFFECT: When consumed, this noxious drink sharpens the mind and gives speed to thoughts and ideas, increasing one’s Wits score by 3 for two hours.

NAURANT Naurant (Sindarin for ‘red-vein’) is a large, leafy fern with bright red veins running throughout its leaves. It is used by the healers and herbalists of Gondor as a sedative. LOCATION: Gondor, east of the Sirith River. FIND TN: 12 PREPARE TN: 20 FRESH TERM: 3 days PREPARED TERM: 2 months EFFECT: A single dose of naurant causes drowsiness, resulting in a –3 penalty to all tests until the character goes to sleep. This effect can be resisted with a TN 25 Stamina test, though a character may choose to forgo this test and accept the herb’s effects. Once asleep, the character recovers lost Weariness levels at double the normal rate.

NORROG A puffy, brown fungus with a gritty, dusty taste. Because of its taste, it is easy to hide poisons within the prepared fungus. Many an Orc-chieftain has achieved his office by slip-

340

APPENDIX B: HERBS AND POISONS ping a dose of poison into his former leader’s supply of these mushrooms. LOCATION: In deep underground caverns throughout Middle-earth. FIND TN: 20 PREPARE TN: 15 FRESH TERM: 1 month PREPARED TERM: 1 year EFFECT: A mere handful of norrog (one dose), even unprepared, can sustain a Man for a day. In addition, when properly gathered and prepared, norrog’s natural virtue to lend vigour to those who consume it is amplified. After eating prepared norrog a character gains a +3 bonus to all Vigour-based tests for a number of hours equal to his injury threshold #1.

SOLDIER ’S ROOT One of the rarest and most treasured herbs in all of Middle-earth, soldier’s root is a small, stringy plant whose stem and leaf are no larger than a clover. The plant’s orange, pulpy root is greatly valued for its ability to lend strength to those who eat it. It is known as dagorthond (‘battle-root’) among the Elves at Imladris. LOCATION: Among the rocks alongside the Loudwater near Rivendell. FIND TN: 25 PREPARE TN: 25 FRESH TERM: 1 hour PREPARED TERM: 1 week EFFECT: When prepared by a herbalist, a dose of soldier’s root imparts a +3 bonus to one’s Strength score for 24 hours. Soldier’s root has one serious drawback that leads most cap-

tains to forbid its use and the Elves of Rivendell to purge the plant when they find it. Anyone who consumes soldier’s root must make a Will test (TN 30) or be affected as with the Battle-fury 3 flaw, for the duration of the herb’s effect. Furthermore, in a stressful situation, those under the herb’s influence must make a Will test (TN 25) or resort to violence to resolve any problem that presents itself.

SPIRIT FIRE The Men of the region surrounding the Lonely Mountain risk many dangers to gather this tall, thin reed, as it has a tremendous ability to lift spirits and impart renewed vigour to weary limbs. Spirit fire is highly sought-after throughout Middle-earth, and the Men of Lake-town rely on its trade for much of their income. Competition for prime gathering areas is both vicious and intense. Business rivals have been known to resort to swords when their jealousy and resentment grow too strong for words. The Orcs of the Misty Mountains also use spirit fire in their foul liquors. Bands of those creatures frequently sally forth to gather supplies of the herb, making an already dangerous trade more perilous. LOCATION: The shores of the Long Lake. FIND TN: 18 PREPARE TN: 20 FRESH TERM: 1 week PREPARED TERM: 1 month EFFECT: A single dose of spirit fire halves test penalties due to weariness. (Apply any modifiers to a character’s Weariness penalty before halving it.) It also allows to add +3 to the basic number of weariness points each Weariness Level can hold. Both effects last until the one who consumed it sleeps.

TABLE B.2: ADDITIONAL HERBS HERB

AREA/FIND TN

FORM/PREPARATION

Aloe Arnuminas Bursthelas Cusamar Delrean Fek

t-H-20 m-S-12 c-F-25 c-H-30 c-C-12 h-O-30

Leaf/apply Leaf/apply Stem/apply Flower/ingest Bark/apply Root/apply

Kelventari Latha Mirenna Oiolairë Suranie Thurl

t-T-15 t-F-20 s-B-25 m-O-40 t-F-15 t-D-9

Berry/apply Moss/apply Lichen/brew Leaf/brew Berry/ingest Clove/brew

Veldurak Vinuk Yavethalion

h-O-25 h-J-30 m-O-25

Kelp/apply Leaf/ingest Fruit/ingest

EFFECT Doubles healing rate for burns and minor cuts Doubles healing rate for sprains and cartilage damage Doubles healing rate for fractures Heals 1d5 wounds within an hour and another 2d10 within two days Repels any insects. Smells foul Stops bleeding by clotting wounds within 2d10 rounds. Patient must not move quickly before one day has passed, or the wound opens Heals 1d10 wound points from 1st and 2nd degree burns Cures fever from a common flue or cold, or lowers heavy fever Doubles the Weariness recovery rate for 2 hours. Usable once a day Restores any attribute reductions other than those from age Relief of 1 round of stun. Eating more than 3 doses per day causes sickness Heals 1 wound. Patient must throw up after a number of doses equal to his Vigour attribute score and cannot drink more Thurl for a day Cures frostbite and heals 2d10 wounds resulting from cold Relief of 1d10 rounds of stun. Usable once per hour. Prepared term 10 days Heals 1 wound per hour for 4d10 hours

AREA/FIND TN: The first letter gives the climate a plant prefers: a = arid and hot; c = cold; f = frigid (everlasting cold); h = hot and humid; m = mild temperate; s = semi-arid; t = cool temperate. The second letter closer indicates a plant’s typical environment: B = Breaks/wadis; C = Coniferous forest; D = Deciduous/mixed forest; F = Freshwater coasts & banks; G = Glacier/snowfield; H = Heath/scrub/moor; J = Jungle/rain forest; O = Ocean/saltwater shores; M = Mountains; S = Short grass; T = Tall grass; U = Underground; V = Volcanic; W = Waste; Z = Desert. The number is the Find TN for the Search (Forage) or Survival (Forage) skill test. FORM AND PREPARATION: Brew—Effective when drunk 3 minutes (30 rounds) after water is boiled. Herbcraft (Herbal Remedies) TN 15 test required; Ingest—Immediately usable and may be eaten, chewed, drunk, or inhaled, whichever is appropriate. Herbcraft (Herbal Remedies) TN 9 test may occasionally be required; Apply—Requires 2d10 rounds to prepare. Herbcraft (Herbal Remedies) TN 20 test required. Herb is then applied directly onto injured area.

341

Appendix E

BY YOUR OWN DESIGN A

bstract here: creating NPCs of enemy races and fell beasts

Guidelines on creating (characters of) enemy species: - create characters according to average population rules (i.e., all attributes should normally have the average basic score of 11, as if 99 buy points were used) - do not use occupational packages (unless one perfectly fits an individual character) when creating racial templates; - preferably, only acquire talents and edges that closely fit the character’s race (e.g. some kind of Forest-training for Forest-breed Orcs); per default, only a few selected talents are racial abilities (e.g., Night-eyed for Orcs) while any edges representing the species’ upraising should be acquired with picks; - therefore, the vast majority of picks should be spent on skills; - create well-balanced characters, i.e., not single-minded fighting machines, even if this would fit the species’ culture (think about a real, colourful culture!) generally, any high-“level” NPCs, as well as the character archetypes, are created with the following rules/guidelines/ options applying: - 130 buy points are used for generating attribute scores - genetic limits are determined assuming a set series of rolls: 8, 9, 10, 11, 11, 12, 12, 13, 14 – these results are allotted to the various basic attributes as the Turambar sees fit - pick costs of talents and edges increase according to the number of previously chosen abilities within the same category, as described in the options boxes in Chapter Five (also, picks gained from flaws decrease by a similar amount)

Decipher’s LotR to AQ conversion guidelines - generally speaking, 1 AQ “level” (as described on page 75) roughly equals 2 to 3 LotR advancements (based on a basket of typical edges, attribute increases, and skills of varying learning difficulty and pick costs) - as stated in the box on page 208, only one third of the picks gained for such an AQ “level” may be spent on increasing attributes and acquiring edges, and only one edge (or improvement in an edge) can be acquired per “experience level” - be aware, though, that any AQ characters will have a far broader array of skills than their LotR equivalents (OTOH, there are about twice as many skills in AQ than in LotR); generally speaking, AQ characters will be better balanced and have greater bonuses in skill categories which are rather “alien” to their LotR brethren – but their most important skills (those with the greatest number of ranks) should be on a roughly equal scale, and spellcasters may have approximately the same number of spells

xyz

TABLE C.1: ENEMY RACES ATTRIBUTE ADJUSTMENTS RACE

DE

NI

ST

VI

AW

WL

BG

IN

WT

ORCS Common Forest-breed Mountain-breed Uruk-hai

+1 +1 +0 +0

+0 +2 +0 +1

+0 –2 +1 +2

+1 +1 +2 +3

+1 +2 +0 +1

+2 –1 +1 +2

–2 –2 –1 +0

–3 –2 –3 –2

–2 –1 –2 +0

TROLLS Hill-trolls Snow-trolls Cave-trolls Ettens Olog-hai

–2 –3 –2 –1 –2

–2 –1 –2 –3 +0

+12 +12 +15 +10 +14

+4 +5 +4 +3 +4

–1 –1 –1 +1 +0

–2 –1 –2 –3 –1

–2 –2 –1 +0 +0

–2 –2 –3 +1 –2

–3 –3 –4 +0 –1

348

APPENDIX E: CREATURE DESIGN

Jump Run Swim Combat Armour Dodge Melee, Class A* Melee, Class B* Ranged, Class A* Ranged, Class B* Warfare Craft Any skill‡ Armoursmith Goldsmith Seafaring Shipwright Stonecraft Weaponsmith Healing First Aid Herbcraft Physician Lore Any skill‡ Culture Lore† History Language* Nature Lore Region Lore† Outdoor Any skill‡ Ride Survival Teamster Perception Observe Search (Forage) Track Social Any skill‡ Intimidate Lead Stealth Any skill‡ Hide Locks Sneak Traps

STATURE (HEIGHT)

OLOG-HAI

Table C.3 shows the average height (in inches) and the corresponding average Stature score of some of the most common breeds of Orcs and Trolls: ETTENS

CAVE-TROLLS

SNOW-TROLLS

HILL-TROLLS

URUK-HAI

MOUNTAIN-BREED ORCS

FOREST-BREED ORCS

ATTRIBUTES

COMMON ORCS

SKILL Artistic Any skill Athletic Acrobatics Climb

LEARNING DIFFICULTY

TABLE C.2: ENEMY RACES YOUTH SKILL DEVELOPMENT

TABLE C.3: HEIGHT AND STATURE RACE ORCS Common Forest-breed Mountain-breed Uruk-hai

MALE

FEMALE

52” (8) 46” (7) 56” (9) 65” (11)

50” (8) 44” (7) 54” (9) 62” (10)

144” (27) 150” (28) 168” (32) 142” (26) 165” (31)

132” (24) 138” (26) 142” (26) 132” (24) 140” (26)

Varies

Varies

2

2

2

2

1

1

1

1

1

Ni/Ni/St De/Ni/St

Hard Average

2 2

4 5

3 4

2 2

0 3

0 2

0 2

0 2

0 1

Ni/Ni/St Ni/St/Vi

Easy Easy

3 4

3 4

3 5

3 5

2 3

2 2

2 2

2 3

2 2

Ni/St/Vi

Average

0

0

0

0

0

0

0

0

0

Ni/St/St Aw/Ni/Ni

Easy Hard

3 2

2 3

3 2

4 3

0 1

0 1

0 1

0 1

3 1

Varies Varies

Varies Varies

4 2

3 2

4 2

5 2

4 2

4 2

5 2

3 1

6 3

Varies Varies

Varies Varies

2 1

3 1

1 1

3 1

2 0

2 0

1 0

2 0

1 0

In/Wl/Wt

Hard

1

0

0

2

0

0

0

0

2

Varies De/St/Vi

Varies Average

4 1

4 1

4 1

4 1

2 0

2 0

2 0

2 0

2 1

Aw/De/Wl De/Ni/St

Hard Average

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

GIRTH (WEIGHT)

De/St/Wt Aw/De/St

Hard Average

0 3

0 2

0 4

0 0

0 1

0 0

0 2

0 1

0 1

De/St/Vi

Average

1

1

1

1

0

0

0

0

1

Aw/De/Wt Aw/De/Wt

Easy Hard

2 2

2 2

2 2

2 2

1 1

1 1

1 0

1 1

1 0

Bg/In/Wt

Hard

2

2

2

2

0

0

0

0

0

Varies In/Wt/Wt

Varies Easy

0 4

0 4

0 4

0 4

0 4

0 4

0 4

0 4

0 4

To determine the weight (in pounds) of a specific character, subtract the average height of his race (as given in Table C.3 above) from his adjusted height and multiply this figure by a race factor: x 4 for an Orc, x 10 for a Troll. Then add (2d10 + basic Strength – 22) x 2 to that number. Read the final result as pounds added to the average weight of the character’s race as given in Table C.4 below:

In/Wt/Wt Aw/Bg/Wt

Hard Varies

0 3

0 3

0 3

0 4

0 3

0 3

0 3

0 3

0 3

TABLE C.4: WEIGHT AND GIRTH

Aw/In/Wt Aw/Wt/Wt

Hard Easy

3 4

4 5

3 5

3 4

3 5

2 4

0 3

3 5

0 3

Varies Bg/In/Ni

Varies Average

3 2

3 3

3 1

3 2

3 0

3 0

2 0

3 0

1 0

Aw/Wl/Wt Average Aw/De/Ni Average

2 0

5 0

4 0

3 0

4 0

6 0

4 0

3 0

1 0

Aw/Aw/Aw Aw/In/Wt

Easy Easy

3 2

3 3

3 3

3 1

3 2

4 3

2 2

5 3

4 1

Aw/Aw/In

Average

1

3

1

1

3

2

1

3

2

Varies Bg/Bg/Wl Bg/In/Wl

Varies Average Hard

1 1 0

1 1 0

1 1 0

1 2 2

1 4 0

1 4 0

1 4 0

1 3 0

1 5 3

Varies Aw/Ni/Wl Aw/De/De

Varies Easy Average

1 2 0

1 4 0

1 3 0

1 1 0

1 1 0

1 1 0

1 0 0

1 1 0

0 0 0

Aw/Ni/Ni Aw/De/Wt

Average Average

2 0

3 0

4 1

1 0

1 0

1 0

0 0

1 0

0 0

TROLLS Hill-trolls Snow-trolls Cave-trolls Ettens Olog-hai

If you need to find the adjusted height of a specific Orc or Troll, add the result of the following equation to the average height of his race: (basic Vigour + 2d10 – 22) ÷ 2. The beast’s Stature score is then determined by dividing its (height in inches –10) by 5; round off the result.

RACE MALE ORCS Common 92 lbs. (7) Forest-breed 70 lbs. (5) Mountain-breed 110 lbs. (8) Uruk-hai 150 lbs. (12) TROLLS Hill-trolls 740 lbs. (42) Snow-trolls 800 lbs. (43) Cave-trolls 1,020 lbs. (48) Ettens 720 lbs. (41) Olog-hai 980 lbs. (47)

FEMALE 88 lbs. (7) 68 lbs. (5) 102 lbs. (8) 140 lbs. (11) 650 lbs. (40) 710 lbs. (41) 760 lbs. (42) 640 lbs. (39) 740 lbs. (42)

The Girth score of an Orc is determined by dividing his weight in pounds by 13, and rounding off the result. Trolls, like any beasts weighing more than 260 pounds, use a different formula to determine their Girth score: 20 + √lbs. −260 (round off the result).

*: See the description of the character’s race in Chapter Three on culturally appropriate weapons or languages. If no ranks can be acquired in a ‘Class B’ weapon skill during a character’s youth, he may learn the skill during his apprenticeship (Turambar’s discretion). †: Normally, a character may only learn a skill pertaining to his own culture of origin or homeland. ‡: Any skill within the category, except for the ones listed below.

349

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF