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Statistics cannot rise out of the Level in which the character begins without massive amounts of external additional assistance (i.e.: blessing, magical aid, etc.) Freebie Points follow in progression. First Age (1), Second Age (S), Third Age (T), and Fourth Age (F). Items marked with an asterisk "*" indicate that few, if any, of that particular race would remain and that if any are around, you should use the preceding value for that Age. Freebie Points are also cumulative. A Noldor Elf born in the First Age and still active in the Fourth Age (rare as can be!) would have 160 Freebie Points to allot (beginning Characters only) [50+40+35+35=160.] If only one value is listed, that value is used for all Ages.
Attributes:
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6 16 16 6 20 11 12 60 80
Average Human Average Elf Average Dwarf Average Hobbit Average Ent Average Orc Average Troll Average Maia Average Valar
The range from zero to nine is known as Ordinary, or O-level. It is roughly equivalent to Amber's Human ranking. The range from ten to nineteen is known as Exceptional or E-level. It is roughly equal to Amber's Chaos level. The range from twenty to seventy-four points is known as Supernatural, or S-level, and is more or less equivalent to player-character Amber ranks. The range of 75 and above is known as Mythic or M-level. It is the same as the level of Elder Amberites.
Power
This is the equivalent of the Amber Psyche Attribute. Power is the attribute to buy if you plan to use magic of any sort. Only a very few beings in Middle-Earth still (late 3rd age) have noteworthy power. They are, in order: The Valar. Only Ulmo is remotely likely to make any appearance whatsoever. Such Maiar as remain East of the sea. Tom Bombadil. Gandalf. Sauron. Saruman. Radagast. Goldberry. PCs will meet them only seldom. The Noldor. The Noldor that remain in Middle-Earth are all exceptionally powerful, since they have the power of Aman in them. GMs should be reluctant to allow a Noldor PC. Other Elves have power of a lesser degree, the Sindar more than the Silvan Elves, because the former were taught by the Noldor in the remote Ages of the world, while the latter were not. The Nmenrians. These high men have power, though rarely Spells or Shapeshifting, and are known to be both Crafters and Farsighted. Dwarves. The Dwarves know their Craft, but rarely have any other abilities. Men, Orcs, and Hobbits occasionally prove to be Farsighted or to be able to bless and curse. Power as a whole has declined over the long years of Middle-Earth. Where before, perhaps, many of the Noldor could have stood alone against a Bolrog, by the time of the War of the Rings, their number had shrunk to almost none. And where the men of Nmenor had the strength to oppose Sauron at the height of the Second Age, by the Third, he was all but invincible. Even the colors and beauty of the land had shrunk, to become something more mortal, less Elvish.
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Reading Thoughts
A Power may also try to read the thought of a victim, but only after the latter's resistance is overcome. The latter is inevitable, should the victim be unable to move, and the captor has even a slight superiority. Otherwise, a significant superiority is needed to keep the victim's will enthralled. This use also requires an S-level Power or greater.
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Power as Vision
Then suddenly, as before under the eaves of the Emyn Muil, Sam saw these two rivals with other vision. A crouching shape, scarcely more than the shadow of a living thing, a creature now wholly ruined and defeated, yet filled with a hideous rage and lust; and before it stood stern, untouchable now by pity, a figure robed in white, but at its breast it held a wheel of fire. Out of the fire there spoke a commanding voice. "Begone, and trouble me no more! If you touch me ever again, you shall be cast yourself into the Fire of Doom." The Return of the King (922) "I thought I saw a white figure that shone and did not grow dim like the others. Was that Glorfindel then?" "Yes, you saw him for a moment as he is upon the other side: one of the mighty of the Firstborn. He is an Elf-lord of the house of the princes." Frodo and Gandalf, The Fellowship of the Ring (217) In addition to his or her "radar" senses, a powerful character can also peep into the symbolic world and the wraith world. In these visions people appear strangely: Glorfindel as a glowing figure, the Ring as a wheel of fire, Aragorn as a man with a magical crown, Saruman as a striking snake, etc. O- and E-level characters can never initiate these visions of their own (though they will be more frequent for E than O), but for S-level characters these function constantly, even if sometimes there is nothing to see in the other worlds. Interpreting such visions is often difficult. They may show a truer aspect of Middle-Earth, or simply one hidden from mortal eyes.
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is that once the controlling Power is removed, the army will fall apart. If these rules seem to trample on the preserve of Warfare, too bad, cuz it's the way things work.
Levels of Power:
Ordinary Power provides only the barest protection against invasive spells and magic. Magical abilities lie mostly dormant at this level, or work only sporadically. A character with Ordinary power will only be able to sense the most overpowering forces in the area (10-20 miles), and then only dimly. Merry, Pippin and Sam all had O-level Power. Exceptional Power Characters with Exceptional power will be able to use freely whatever magical abilities they purchase. Their defense at this point is stronger, and they can usually detect uses of power nearby (10-15' radius) or directed against them. If they concentrate, they can detect the general feel of an area or person: good or evil, powerful or weak, etc, and discern far-off workings of Power. (Provided the other does not hide itself,) Occasionally, they will see with a second sight or into the wraith-world. Legolas had E-level Power. Supernatural Power puts a whole range of extra-ordinary senses at the command of the character. They can detect the nature of any being, see through magical disguises and invisibility, even read the surface-thought of an adversary, through a simple power-contest. Only an extraordinarily subtle creature can hide their intrinsic power or nature, or work magic nearby (5 miles or so) without being sensed. By climbing to a high place or by concentrating, a being with Supernatural level Power can descry things happening far away in other parts of the world, or engage in power contests (usually indecisive) with a distant foe. Upon concentrating (1 to 2 minutes) they will be aware of all powers in the area. S-level Powers can also perceive the invisible or penetrate magical disguise. The latter requires a contest of power. Two or more supernatural Powers may open themselves to the minds of others in the same room or area, and hold a silent "conference call" with each other. Gandalf, Elrond and Galadriel had S-level Power. Mythic Power is all that Supernatural Power is and more. Even speaking the name of a being with Mythic Power is dangerous. Sauron had M-level power.
Strength
Ordinary Strength allows characters to do all the things a normal, everyday, human can do. Since we are all normal humans (well, most of us), I won't much time elaborating O-level Strength. O-level strength can lift a big rock with both hands, but not throw it. It might or might not indicate knowledge of wrestling techniques. Sam had Ordinary Strength. Exceptional Strength is the level of an Arnold Schwartzenegger. E-level strength can heft and throw a big rock, or lift one end of a Volkswagen off the ground. It includes a good knowledge of wrestling and punching. If it tries hard, it might be able to bend a medium-sized metal bar. Eomer had E-level strength. Supernatural Strength is one notch up. S-level strength could heft and throw a Volkswagen
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Rabbit. It almost certainly gives a natural fluidity to boxing and wrestling. S-level strength could bend a good-sized iron bar or sword. Mythic Strength is scary. M-level strength could chuck a good-sized train-car, or tear a Volkswagen apart with brute force. M-level strength doesn't box it pulverizes. Smaug the Dragon had M-level strength.
Endurance
Ordinary Endurance is the endurance of any normal human being. O-level Endurance could jog for perhaps a few hours, out and out run for maybe a quarter of that. It could sword-fight for maybe twenty minutes straight. One good sword blow would put it out of the action. Barliman Butterbur had Ordinary Endurance. Exceptional Endurance is the endurance of a good athlete and then some. E-level endurance could jog for a day without stopping, or run full-pace for an hour. It could sword-fight for 40 minutes without growing tired. It would take a couple of good wounds to put an E-level person out of action. Frodo had E-level Endurance; and so did Gimli. Supernatural Endurance, quite frankly, is beyond the real structural capacity of the human body. Someone with S-level Endurance could jog for a week without stopping, or run all-out for a day. They could fight for maybe 20 hours without growing tired. You could hack a limb off a person with S-level Endurance and they'd live with or without medical treatment. You'd have to really whack them with a sword to kill them. Legolas had S-level Endurance. Mythic Endurance doesn't get tired, or not that you'd notice. You might be able to hurt it, if, say, you dropped a mountain on it. Morgoth had Mythic Endurance.
Warfare
Ordinary Warfare is cannon fodder. They can point the sharp end at the enemy, they might even be quite good at technique, or a knight back home, but against any sort of hero, they're toast. Sam had Ordinary Warfare. Exceptional Warfare stands out in the crowd. They're as good or better than the best real life human fencer. They could hold their ground against fifteen to twenty Ordinary foes, or clean out half that number. An E-level leader who goes to one area of a battlefield can usually carry the day in that area, even if the whole battle is lost. Eomer had Exceptional Warfare. Supernatural Warfare is as good or better than the hero in a modern movie. They can hold their ground against an indefinite number of lesser foes. If they command on the battlefield bet that their side will win. The King of the Ringwraiths (possibly) or Aragorn (even more possibly) had Supernatural Warfare. Mythic Warfare. Think Benedict. Think Morgoth. Think Tulkas. Maybe not even Sauron had Mythic Warfare.
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As a general rule, players may not purchase more than 3 points of either. And you may not purchase points on both sides, you are either a Good Stuff wielder or a Bad Stuff wielder, not both. The Stuff you have comes into play in combat and in general luckiness. For players, its usually good to have some stuff, bad or good, but thats up to them and the GM. Bad Stuff luck allows you to find things and influence people that assist you in your evil adventures; Good Stuff luck allows you to find things and influence people that assist you in your pursuit of defeating the Dark Lord.
Magical Abilities:
Crafting (15 pts.) Greater Crafting (35 pts.) & Master Crafting (50 pts.)
Crafting, the ability to make magical items, is by far the most common magical power found in Middle-Earth. It is also the most characteristic. From the elf-smiths to dwarf masons, from the Silmarils to One Ring, Crafting is the power that shapes Middle Earth. Basic Crafting allows the forging of items with magical properties. Simply take the number of points such an item would cost as a Bought Item (see below) and that is the number of weeks a Crafter requires making the thing. (Naturally, the smith needs a forge and tools and proper material, as well.) Items with properties marked GC, represent a more advanced art and need a more skillful hand. They require the Greater Crafting ability. Properties marked LS require a living subject and can not be given directly by Crafting. (Perhaps another power, Breeding, is required.) They can, however, be given indirectly through Conferring. [Basic and Greater Crafting items cost no points to create (though they can later be bought, if the player wishes)]. Master Crafting allows the creation of utterly new Things of Power. Things of Power are always special, are not part of the lists, and always cost points, though they do not thereby become Bought Items. See the discussion of Things of Power below.
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Blessing is the ability to attach a little piece of Good Stuff to another character and send it with them when they leave you. Blessing never works in the presence of the caster, because the mobile Good Stuff is considered a kind of substitute for the Blesser himself. Blessing is only moderately tiring, but too much of it might tax even a great wizard's strength or make the crucial difference later. Cursing works much like cursing in Amber. You say you're cursing so-and-so, and you gain 10 points (or more!) of bad stuff, which goes out from you to make the curse "stick." The greater your power, the more effective such cursing will be. It helps, too, if you've been greatly wronged by the party in question, even better if they have just mortally wounded you.
Shapeshifting (Varies)
"He is a skin-changer. He changes his skin: sometimes he is a huge black bear, sometimes he is a great strong black-haired man with huge arms and a great beard. I cannot tell you much more, though that ought to be enough." Gandalf, The Hobbit (116) Only a very few people in Middle-Earth have shapeshifting. Of them, the Beornings are the most likely to be PCs. The base-cost for shapeshifting is 15 points. For 15 points the character can change into one specific animal-shape. This "skin" is an individual, not a generic beast, so the shifter will always become the same bear or wolf or what-have-you. Changing shape takes perhaps a minute. Extended Shapeshifting is also possible. To extend one's basic form to birds, the cost is an extra 5 points; to reptiles or insects, an additional 10. To be able to change into different individuals of a species costs another 10. To this base-cost, one may then buy multipliers. Named and numbered species (up to 6) costs *2,
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many more species (up to 30) costs *3, unlimited species *4. Base cost and multipliers may be mixed and matched. For instance, Findulias wants to be able to change into a bear, a wolf, a badger, and an eagle. She pays 15 for basic animal shape-shift, then multiplies it by *2 to buy named and numbered animals: the bear, the wolf, and the badger. But she also wants to change into an eagle. This is 5 more points for the one bird form. So her total is 15 *2 = 30 + 5 = 35 points. Maiar Shapeshifting Now the Valar took to themselves shape and hue; and because they were drawn into the World by love of the Children of Ilvatar, for whom they hoped, they took shape after that manner which they beheld in the Vision of Ilvatar, save only in majesty and splendor. Moreover their shape comes of their knowledge of the visible World, rather than of the World itself; and they need it not, save only as we use raiment, and yet we may be naked and suffer no loss of our being. The Silmarillion (11) The Shapeshifting of the Valar and the Maiar is a different kind of thing altogether. Basically, any Valar or Maiar can body or disembody themselves at will. Thus, killing their body does not kill them. Nor can you be sure their shape will ever be the same twice. Yet, somehow, Middle-Earth itself wears away this capacity, even in good Maiar like Radagast and Gandalf. The existence and cost of Maiar shapeshifting remains the mystery and province of the Game Master. [Note: as a general rule, I attribute a cost of 100 points for Maiar Shapeshifting.]
Illusions
"I will come," said Gimli. "I wish to see him and learn if he really looks like you." "And how will you learn that, Master Dwarf?" said Gandalf. "Saruman could look like me in your eyes, if it suited his purpose with you. And are you yet
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wise enough to detect all his counterfeits?" The Two Towers (562) A Spell caster can make himself appear as someone else or to make one object appear as another. Or, as Gandalf does, he can keep people from recognizing him for who he really is, until he wants. Legolas gave a great shout and shot an arrow high into the air: it vanished in a flash of flame. "Mithrandir!" he cried. "Mithrandir!" "Well met, I say to you again, Legolas!" said the old man. . . . At last Aragorn stirred. "Gandalf!" he said. "Beyond all hope you return to us in our need! What veil was over my sight? Gandalf!" The Two Towers (483 - 4)
Enhance Nature
"There's more behind this than sun and warm air," [Sam] muttered to himself. "I don't like this great big tree. I don't trust it. Hark at it singing about sleep now! This won't do at all!" The Fellowship of the Ring (114-5) Spell casters can make any natural process happen very quickly in a very short burst. They can, for instance, make a hot tongue of flame as Gandalf does. Or make wood rot. Or weaken stone. This goes in reverse, too. He can make a fire go out. Or stop a cracking beam. They can also interfere in the processes of a living body. So they could put someone to sleep by turning on their body's natural sleep cycle. Or kill them by stopping their heart. The only thing they can't do is make continual changes in the order of nature. As soon as they stop concentrating, the interference will stop. Now, if they've set wood on fire, it will continue to burn. If they've put someone to sleep, they'll stay sleeping. If they've killed them, they'll stay dead. Spellcasting can also enhance the function of any object. A door, for instance, is supposed to shut. So a shutting spell will make it stay shut. It's also supposed to open. So an opening spell will make it open. A battering ram is supposed to crush, so an aiding spell will make it crush harder. "I could think of nothing to do but put a shutting-spell on the door. I know many; but to do things of that kind rightly requires time, and even then the door can be broken by strength." Gandalf, The Fellowship of the Ring (318-9)
Make Light
Gandalf struck a blue light on the end of his staff, and in its firework glare the poor hobbit could be seen kneeling on the hearth-rug, shaking like a jelly that was melting. The Hobbit (27) Big deal, you say. But you never have to go without a torch. And you can read in bed.
Limitations on Spellcasting
"If Gandalf would go before us with a bright flame, he might melt a path for you," said Legolas. The storm had troubled him little, and he alone of the Company remained still light of heart.
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"If Elves could fly over mountains, they might fetch the Sun to save us," answered Gandalf. "But I must have something to work on. I cannot burn snow." The Fellowship of the Ring (284) We've gone over this before. A recap: Effects cannot be continuous. They have to happen once and then stop. Any results will remain, but your interference must end. You cannot effect things at a distance. You can set the tree next to you on fire, but not the one in Sauron's garden a hundred miles away. All contests become Attribute contests. If you try to put someone to sleep and they don't want to sleep, you must beat their Power. If you try to hit them with a falling rock, and they dodge, you must beat their Warfare.
Items:
Bought Items
Just like in an Amber campaign, characters can buy any item they wish. They may either design it themselves or buy whatever magic goodies come their way in the course of the story. Such a bought item then becomes part of their portfolio, and coincidence will act to keep it from being lost or destroyed. If, however, such an unfortunate thing happens, the points return to the character. In either case, the item becomes an important part of the story. For example, let us look at what happens to the four barrow-swords. After the interlude with Tom Bombadil, the GM decides it's Advancement Point time. Merry, Pippin and Sam decide to buy the swords they've found. Frodo feels it would be better to purchase more Power and Endurance. Now watch the swords as the campaign continues: Frodo looses his almost immediately. The Ringwraiths break it as a kind of a slap-in-the-face, right before they try to grab him. Oh well, if Frodo wanted it, he should have paid for it. Merry looses his sword, but not until book 5. He gets the points back, and since he helps to kill the Nazgl with it, it becomes a permanent part of his story. We'll never forget that sword. Pippin keeps his sword all the way to the end of the LOTR book 6 and beyond. It gets remarked on from time to time, and he kills a troll with it. Sam looses his sword in Book 4. But it doesn't leave the story. Gandalf steals it from the Messenger in Book 5, and Sam gets it back by Book 6. The moral? Bought items are hard to get rid of. Un-bought items are far too easily destroyed.
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Able to Alter Size and Weight [3 pts.] The item can become heavier or lighter by about 50% and can expand or contract by about 25%. Thus a ring could slip on or off a finger, or a set of clothes could change to fit the wearer. Supernatural Strength [5 pts.] GC This gives the item a Strength of 20. Supernatural Warfare [5 pts.] GC This gives the item a Warfare of 20. Supernatural Endurance [5 pts.] GC This gives the item an Endurance of 20. Shape-change [2 pts. times modifier] LS The item can change form into one or more shapes. The base cost is 2, multiplied by standard multipliers, e.g. Named and Numbered, Horde, etc. Conferring [15] GC The item confers ability onto its owner or wearer. This includes abilities marked LS.
Things of Power
Things of Power are different from Bought Items. Things of Power are the ultimate expression of magic in Middle-Earth. Anything, a river, a ring, a sword, or a jewel can be a thing of power. Items of Power break the limitations of Power, Spell Craft or Shapeshifting. Specifically: They can function over a great distance or wide area. They can communicate instantaneously. They can function continuously. Three numbers describe things of Power: its Cost, its Power, and its activation Cost.
Cost
The cost of a Thing must be worked out between the player and the GM. Typically, it is 30 points at a minimum. The more powerful the thing will be, the more it will cost. Players are not limited to spending free points and stuff on a Thing. They may sell any attribute down or loose any magical power to pay for the cost. These points go into the Thing and if it is ever lost or destroyed, they DO NOT return to the spender. (A carefully constructed Thing may be deliberately unmade by its creator to regain points, but only at the GM's discretion and only under special circumstances.) Don't complain, though. It's what killed Sauron.
Power
This number is usually the same as the item's Cost, though sometimes it is greater or lesser (GM's discretion). If the Thing acts on its own, then its uses only its own Power in attribute contests. If it is wielded, then its adds its Power to that of its master. (Yes, Virginia, this means you can sell down your attributes to build a Thing of Power and become more powerful with it than before you started. That's why people make them).
Activation
The wielder of a Thing has to have at least this much Power to make the item work for him. This cost is usually one third to one half of the total Power of the item.
Combat of Arms:
Step #1: Compare the Highest Warfare to the Lowest Warfare, the Highest Warfare is the Aggressive, and is considered to have the Initiative (choice to act first), after the Aggressive acts
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(or chooses not to) the roles are reversed. The player with the highest Warfare has the option to either strike first or to allow his opponent that option, if he defers, then he automatically receives +5 points to his Warfare (for this combat). Step #2: Modify the Aggressors Strength as listed on the chart (see below). Step #3: If the modified Strength value exceeds the defenders Endurance value, apply damage. If the defenders Endurance exceeds the modified Strength value, then no damage is applied. Step #4: For every fifteen (15) modified Strength points above the defenders Endurance, the damage done is increased by one level. Step #5: Things (like armor) that have the power of Resistance to damage levels reduce the damage done in levels by following this progression: Resistance to Extra Hard Weapons: Resistance to Double Damage Weapons: Resistance to Deadly Damage Weapons: -1 -2 -3
Stuff Points modifies placement in the below chart by one positive column shift per point and Zero Stuff does nothing.
Damage is applied in the following manner: Extra Hard Weapons: will die within level of damage is Power. Chance of weapons belong here. Double Damage Weapons: will die in level of damage is Power. Chance of The Defending Character takes significant damage and 2 days without medical or magical assistance. This inflicted by magic wielded by people with O-level unconsciousness is 20%. Fists and other blunt The Defending Character takes Major bodily damage and 24 hours without medical or magical assistance. This inflicted by magic wielded by people with E-level unconsciousness is 40%. Most non-magic and low-level magic weapons fit in here
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(Orcrist and Glamdring, for example). Deadly Damage Weapons: within level of damage is Power. Chance of weapons. Destructive Damage: damage is Power. Really weapons effects. The Defending Character takes a mortal wound and will die 2 hours without medical or magical assistance. This inflicted by magic wielded by people with S-Level unconsciousness is 60%. This covers most mid to high-level magic The Defending Character is killed outright. This level of inflicted by magic wielded by people with M-Level powerful magic weapons are here (Grond, Anguriel, etc.) These render smoking pits in the ground, and have all sorts of secondary
For every six (6) wounds taken at a given damage level the overall damage level is increased by one (from Extra Hard to Double, from Double to Deadly, from Deadly to Destructive). Damage levels may never go above Destructive but may go below Extra, the level below Extra is incidental. If you wish to "gang up" on someone, either by physical armed combat or ranged combat, to figure out the benefit gained simply take the highest Warfare of those doing the ganging up and shift it one column to the right (making them better) for each doubling of the assistance, thusly: # of people helping in the gang: 2-3 4-7 8-15 16-31 ... Positive (right) column shifts: 1 2 3 4 ...
The progression is easily figured out. You apply this only to the "main" character in the gang, not to everyone, and you only apply the effects to whatever this leader can do. (This is fine since the main character is usually the most powerful, and you'd want to use that character's abilities anyway.) This is why (in the novels) Boromir was defeated and killed by multiple Orc attackers, even though he was the superior fighter: they had benefit of numbers (and arrows.) If there are multiple combatants on each side, it's best to break it down to a one-by-one battle. Initiative: the character with the highest Warefare has initiative, which he/she may relinquish to the opponent in receipt of any one of the following: +5 Warefare for this combat, +1 column shift in protection from damage from the opponent's strikes, +5 Endurance for determining damage from the opponent's strikes; or +1 column shift in damage that this character will inflict in his/her strikes. You should choose one of these effects to apply once Initiative is surrendered.
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Heres an example: Sauron and Legolas engage in a nasty one-on-one battle! Saurons statistics are thus: Strength 40, Endurance 40, Warfare 40 and his Sword does Deadly Damage, and he has 6 Bad Stuff points. His Black Scale Armor is Resistant to Deadly Damage Weapons. Legolas (our hero) has: Strength 18, Endurance 25, Warfare 25 and his sword is Extra Hard and he has 2 Good Stuff points. His Shield is Resistant to Extra Hard Weapons. Saurons Warfare 40 (plus his 6 column shifts because of his Bad Stuff points) puts him in the 70 column [not on the chart!]. Legolas receives a 2-column shift in his favor when comparing things on the chart). Legolas has 25 Warfare normally, but with the 2 column shift bonuses; this puts him in the 31 to 35 column. Comparing these values gives Sauron a result of S+9, which makes Saurons modified Strength 49. Saurons 49 (modified Strength) minus 25 is 24, which is greater than 15, but not a multiple of 15, so Sauron will receive only one shift up in damage he does to poor old Legolas. Legolas shield will protect him for one shift down in damage that he will suffer from Sauron. (This evens out things). Legolas receives Deadly Damage from Saurons first blow and will die in 2 hours without aid. Most likely, Legolas is also now unconscious and doomed anywaythats what you get for challenging The Lord of the Rings to a fight! (It could be worse, that had Legolas not had his shield, Saurons blow would have produced Destructive Damage and killed Legolas instantly). This combat lasted only a single blow.
Conceptions
It helps, when reading or GMing Tolkien, to rid yourself of many of the conceptions of fantasy and FRPG. Fantasy has the misfortune of being science fiction's sibling. I'll not deny the similarities, or the fruitful cross-fertilization, but the application of science-fiction principles to fantasy often maims the latter, especially the main theory of science-fiction criticism. Briefly put, much science-fiction criticism assumes the fictional world to be ruled by laws, which may or may not match our own in every detail but do in bulk. Science fiction then tinkers with the laws and creates stories about worlds where this or that variation of natural law is true. Science fiction is "hard" when its rules match scientific theory closely or exactly, "soft" when they do not. (E.g., 2001 is "hard", Star Trek, "soft.") Fantasy fits in at the far end of the scale, as very "soft" indeed. Now, there is not inherent disagreement between this and Tolkien's own theory of sub-creation. Indeed, it is Tolkien's theory of sub-creation, with the religious aspect scrubbed away. However, people hardly ever noticed how very unlike our own physical laws are to that of Middle-Earth, and so the elves and what not are warped to fitting an essentially modern view of the world. Elves first: Elves no longer connote -- to role-players and fantasy-readers, thank God! -- tiny winged midgets . Even Fairies, now spelled Faeries, have lost their Victorian coyness. But we have not returned to the raw medieval -- or even earlier -- view. Instead, I woouuuld feign, we think of Elves as something like Mr. Spock: human with pointy ears. Since both of us are basically fellow animals, we might best call elves another species or subspecies of humanity (and people have). Elves might be better sorcerers, or have stronger "magic" genes, or longer life, but, otherwise, they're no different from us than ET (or Spock).
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Wrong. Elves are not so much like aliens as they are like Angels. Now, both words are wrong, but, if I had to choose one or the other, Angels is better. Tolkien's elves, as far as I can gather, are inherently magical. They are not just stronger and longer-lived in scale, but their bodies are better than ours are in kind. They are almost (in a Platonic sense) more real. (Not that I think Tolkien had much truck with Plato.) They are part of the same "class" of super-human beings beginning with the Valar and the Maiar and working its way down. The Valar are sometimes called "gods", the Maiar, then, are just little gods. What does that make the elves? Little, little gods, and, hence, in these terms, not so hard to imagine as different in kind to us mere humans. Because Elves and Men mingle so often in the LOTR this point is often missed in the mundane act of watching, for instance, Legolas eat or talk or banter, but the difference is there. It comes out clearer, I think, in The Silmarillion. The second trap we are likely to blunder into is in thinking about magic in too modern a way. Science-fiction assumptions the some set of physical law governs the secondary world. So what is magic? The usual options are: 1) that magic is a capacity to suspend the laws of the secondary world by the power of the mind; that 2) magic is a kind of physics practiced by people in pointy hats; or 3) magic is a kind of psi-power. Again, none of these options are logically troubling. Tolkien admits in the Letters that his world uses options 2) and 3). The problem is in the imaginative facility of the reader. To a mind raised on sci-fi, or just plain sci, is to assume the existence of modern "physics" unless explicitly rejected. Thus the tendency to assimilate Middle-Earth to another planet (when it is our own) to make its elves into aliens (when, in fact, they reincarnate and fade and do many other odd things) to ignore, indeed, its mythic, pre-scientific nature. Superstition is a far better guide to the way things work in Middle-Earth than science. Talking Beasts, ancient curses, restless ghosts, unlucky names, etc. are all part of Arda -and DNA is nowhere to be found. Role-playing encourages similar fallacies. Levels, for instance, strike me as a rather poor way of describing a world where power is either inherent or absorbed (from Valinor or the Rings). Gandalf or Bombadil did not get their power by adventuring. They got it by being who they are. So systems where all PCs start out the same (albeit with differently weighted attributes) and work their way up the ladder, seems to me fundamentally misleading. And magic, in role-playing, is often treated as a kind of exceptional "juice" attracted to or produced by certain people, who can then burn some of it up to cast spells, but which is hardly a natural part of the world. Not that any of this is a reason to alter the RPG unless you want to. But the discrepancy between "world" on one hand and "game mechanics" on the other should at least be noted. The Game-Master can then take care that s/he describes the "world" (or not), even if following the "game mechanics" in questions of rules. It is, after all, the verbal descriptions of the Game Master which convey the illusion of being there, and not the dice-rolling.
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complained about German tourists, etc. Because Corwin speaks to us in our own post-radio, post-television, mass-market speech, we can forget that Corwin is a nasty, ruthless, superhuman creature. No authorial style could be more different from Tolkien's. Perhaps I have erred in not writing this entire guide in a Tolkienian style, but that would have been difficult, if not impossible. Tolkien's preferred mode was sonorous, after old patterns, in old words. He was never a smart-ass. The closest he got, as far as I can see, is the ironic or the bitter. The most Zelaznian thing he ever wrote was in The Hobbit, where he said the trolls "began to call each other all sorts of perfectly true and applicable names." And I imagine he later thought the sentence a failure of tone. (I must be careful what I write about him, though: he had little tolerance for opinionated idiots.) The hobbits, in so far as they are the link between modernity and the world of the LOTR, are not smart-assess either. They can be rustic, and they can be irreverent, but hardly ever cynical. And they had no connection to modern media (radio or television) nor referenced any technology which couldn't have been manufactured by, say, 1600. They are modern, but they are not all that modern. If you want a surface veneer of Tolkien remove all references to things recent. If you want to say something is big, it might be tempting to say, "big as a pickup-truck" or "big as Volkswagen Rabbit," (as I did) but you probably shouldn't. Think of some thing in the right size range that is a natural object, like, for instance, an oak tree or a horse. And try to keep some dignity, at least. Tolkien is reserved (not prudish) in a way seldom found in American college-students. If you wouldn't say it to your grandmother, don't say it as the GM. We never see Frodo urinating (unlike Corwin -- on his tomb, no less!) and there's hardly anything bawdy or lustful in the whole trilogy. Vocabulary, too, must be carefully pruned and not just the 4-letter variety of words, either. Zelazny can use any word he wants, and his words usually gain, not loose, by being yanked screaming out of their natural habitat. This is not so with Tolkien. His vocabulary remains throughout the trilogy very basic, with preference given to native English. Get rid of Latin and Greek. No elf could ever say "internal combustion engine" or "telephone" and not just because the concepts are foreign. (Interestingly, Palantr ( = that which sees from afar ) is not so different from television (= far sight ) of the German fernseher ( = far-see-er) in meaning, but the difference between Elvish roots and Greek (or German) ones lets us tell TVs from crystal-balls.) Anything ending in -tion or -sion should be immediately suspected, as are -ive and -ius. Words with the prefixes re-, pre-, and post-, too. What Romance language Tolkien lets in usually comes through the French, and is old enough to be naturalized. Not that there aren't exceptions, but they are rare, and usually where native equivalents don't exist. T.A. Shippey's The Road to Middle-Earth has an excellent discussion of these issues, particularly the words "rabbit", "tobacco", "potato" and, of course, "hobbit."
Names
Anyone who names his or her Elf Fred should be shot. The same fate if the name chosen is Polonius, Nero, or Xergaphon. The Road to Middle Earth insists, correctly, I think, the sheer centrality of names and their relationship to the depth of Tolkien's work, as a whole, should be evident. To those who have not, I can only say that names carry with them a sense of identity with the thing named, and their own inherent English-ness or Welsh-ness or, whatever, suggest qualities of the thing named. So naming a character something stupid, is not, as it would be in an Amber campaign, a minor fault, but a cardinal blasphemy. Unfortunately, though the appendices to the Lord of the Rings give an excellent account of the names and name-origins of the LOTR, they are not much help in creating new ones or in naming either PCs or NPCs. GMs and players have options:
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Use the genealogies. These contain a cross-section from each culture described, and, if you look, you'll see that names are often repeated, so that if your character is named Turin or Helm, it's likely in honor of the other, more famous Turin or Helm. (The names of great heroes from The Silmarillion are always cropping up as names in Gondor, for instance.) Just make sure that you choose from the right culture's chart and that you won't be stealing the name of someone really famous, still living, or recently dead. (Or a king, with Al- or Tar- in the title.) A Boromir or Aragorn would get old really fast. Use The Silmarillion. The Silmarillion has elvish roots printed in the back. It would not be impossible (in theory) to shove them together as a new name for an elf or a High man. Unfortunately, you might be ramming together Quenya and Sindaran in your ignorance or ignoring some important sound change. (Not that it matters much for the purposes of a game, but you'd hate to make Tolkien spin in his grave, wouldn't you?) Do some research. Tolkien took names from other languages (living and dead.) The dwarves are from the Icelandic Poetic Edda. The Rohirrim use Old English. Even orcish has an (unfortunate) similarity to Arabic. So with some digging around, you can often cook up lists of names from the right language. Use an ICE book. This is best of all. ICE has put together lists of appropriate names in most of its regional books just for this purpose. Mirkwood, for instance, has a list of names for Woodmen and Lake-men (if I remember rightly). And the MERP books often have new Elves, Dwarves, etc, with new names created (authentically I hope) from Tolkien's own principles. Or, you have the option of taking the benefit of the etymological meaning of a name and applying that to your new character. Simply visit http://www.uib.no/People/hnohf/elfnam.htm
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The Mirror of Galadriel (20 points) Cost: 20 points Power: 20 Activation: 15 Power Effects: Anyone who wields the Mirror can cause it to see into other places or into possible futures. If its sight lands on another Power, and that Power becomes aware of the wielder's gaze, an instant Power contest in engaged. The contest may be broken if the wielder has strength enough to look away. The Mirror cannot look into lands under the Shadow or other types of magical protection. Alternatively, the wielder may cause the Mirror to show (apparently) random images. These often prove prophetic or bearing on such troubles as the gazer is having. The wielder can also allow third parties to see in the vision instead of themselves.
Mount Doom (50 points) Mount Doom does a lot of different stuff. It is a perfect example of a sustained, ranged Thing of Power. In addition to its obvious function of controlling the weather, it also served to forge the One Ring. Cost: 50 points Power: 50 Activation: 30 Power and the would-be-wielder must first beat Sauron in a Power Contest Effects: Mount Doom can spew out clouds over an area reaching from Mordor to the Western Sea. In addition to making the land beneath dark, it also puts a spell of despair on Sauron's enemies and heartens his own troops. Mount Doom can shoot fire into the air. This property can be used as a signaling device between Barad-dr and Minas Morgul. Mount Doom acts as an aid to Crafting, if the Crafting is done inside the Chambers of Fire. Mount Doom adds 50 points to the Power of the wielder, if he or she stands inside the Chambers of Fire.
The One Ring (100+ points) Cost: 100 or more, perhaps including Sauron's independent existence. Power: 100 Activation: 35 Power Effects: Anyone who puts the One Ring on becomes invisible, even if they do not wield it. If they beat the activation cost and become its wielder, they may alternatively forgo the invisibility or make the Ring invisible instead of themselves. Anyone who wields the One Ring has an instant mental connection to the wielders of the Seven, the Nine, and the Three. With a simple Power contest, the wielder may then read the thoughts or control the wills of all the lesser wielders.
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The wielder of the One Ring controls the Nazgl, providing he or she can defeat the current controller of the Nazgl. If he or she cannot, the Nazgl remain under the control of the previous wielder (that is to say, Sauron). The wielder of the One Ring controls all the Things of Power made or enhanced by Sauron after he created the One, provided the new Wielder can defeat Sauron or the current controller in a Power contest. If the One Ring is ever destroyed, every work made by Sauron or any other Ring is destroyed as well. The One Ring has limited intelligence and can respond to the will of Sauron, its current or previous wielder, or an agent thereof. The One Ring acts always to corrupt the will of anyone possessing it or in its vicinity. Anyone who succumbs to it must attempt to wield it, something which Sauron, if he is awake and in range, will immediately sense. Anyone who becomes the wielder of the One Ring will eventually turn to evil. In Mordor, the Ring becomes even more active. Whether it gains in Power is debatable, but, certainly, its activation cost rises and it is easier to sense. When carried near or in Mordor, and not wielded, it becomes excessively heavy to its holder. Anyone who wields the One Ring gains 100 points of Power. Anyone who carries the One Ring but does not wield it gains limited unconscious access to its powers. The operation of these proxy powers is up to the GM. If the One Ring is heated in a fire, upon the inside of the ring can be read the in the Human tongues is thus: One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the Darkness bind them.
The Silmarils Cost: 330 (for all three) Power: 100 (each) Activation: 50 Effects: Points: Numbered Naturally, there are 3 Silmarils. Resistant to Deadly Damage Weapons 3 Indestructable. Irreplacable. Double Damage 2 *2
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This happens every turn to any wielder with Bad Stuff (i.e: a servant of evil), and becomes more frequent in pain and suffering proportionate to the number of Bad Stuff points the wielder has. Illumination 5 Glows with the light of the Two Trees combined. Brightness is in relation to the whim of the wielder, But is always at least that of a brightly-lit lamp. Additional Abilities/Powers: Dwarves and Noldo Elves who see a Silmaril must resist versus the power of the Silmaril (100) or be consumed with lust for the stone and will fight even to the death for it. If a Silmaril was broken (difficult or perhaps impossible) it would be capable of restoring the Two Trees to life or the power contained in the stone could be used for practically any purpose, from the manufacture of whole new items of power (without cost), to granting of immortality, or beyond. (at GM discretion). The light of a single Silmaril was capable of burning away to mystical mist that hid Aman from travelers, thus allowing Earendil to find Aman and plea to the Valar for assistance. Possession of a Silmaril grants the wielder Spellcasting powers beyond the scope described in the magic section without restriction. Spells cast by a possessor of a Silmaril will not fail, nor can they be redirected, canceled, or interrupted.
Characters:
Character name: Race: Dunadan Aragorn II (AKA: Strider) Sex: MALE Height: ??
High Man
Weight: ??
Ability:
5*
Strength:
23 / S
13
Endurance:
23 / S
13
Warfare:
36 / S
26
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Power:
20 / S
15
Total Points: Possessions & Items: "The Star of Elendil"* Confers +5 Good Points to Aragorn. Anduril Deadly Damage Mithril Mail Armor Resistant to Double Damage Cloak Of Valacirya Resistant to Extra Hard Weapons War Helm Resistant to Double Damage Ring of Barahir If held before a Dragon, the Dragon must successfully resist a Power vs. Power struggle against the ring's Power of 45 or flee. Power: 45 Activation: 15
150
Points Spent: 10
Points:
20
45
Ability:
Strength:
10 / E
Endurance:
21 / E
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Warfare: Power:
12 / E 12 / E
7 12 Total Points: Possessions & Items: "Sting" Double Damage Glowing (w/Danger Sense) Danger Sense (w/Glowing) Mithril Mail Shirt Resistant to Double Damage Elven Cloak Resistant to Extra Hard Weapons Phial Of Galadriel Illumination Double Damage to allies of Morgoth The One Ring (temporarily) 42
Points Spent:
Points Spent:
Hobbit
Weight:
??
Ability:
Strength:
18 / E
13
Endurance:
23 / E
Warfare:
15 / E
10
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Total Points: Power: Skills & Abilities: 5/O Points Spent: 5 Possessions & Items: The One Ring (temporarily)
38
Points Spent:
Maiar-Istar
Weight:
??
Ability:
Strength:
23 / S
Endurance:
24 / S
Warfare:
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Resistant to Double Damage Spellcasting 35 "Glamdring" - The Foe Hammer Double Damage Glowing 5
Farsighted
10
Blessing/Cursing
15
Maiar-Istar
Weight:
??
Ability:
Strength:
23 / S
Endurance:
40 / S
Warfare:
80 / M Points Spent: ** Possessions & Items: Robes of Aman Resistant to Double Damage "Glamdring" - The Foe Hammer Points Spent: 2
Spellcasting
35 5
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Farsighted
10
Blessing/Cursing
15
Maiar
Weight:
??
Ability:
Strength:
40 / S
Endurance:
40 / S
Warfare:
80 / M Points Spent: 50 Possessions & Items: The One Ring Points Spent: 100+
35
The Black Sword Mormegil Deadly Damage Black Scale Armor Resistant to Deadly Damage
Dysfunctional
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50
Half-Elf
Weight:
??
Ability:
Strength:
19 / E
Endurance:
28 / S
13
Warfare:
28 / S
40 / S Points Spent: 35
30 Possessions & Items: Vilya - Ring of Air Activation: 25 Power: 50 Cost: 50 Sword "Helkaluine" Glowing Deadly Damage Mantle Of Doriath Points Spent: 50
Farsighted
10
45
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Sindar Elf
Weight:
??
Ability:
Strength:
18 / E
Endurance:
25 / S
Warfare:
25 / S
5 Total Points: 30
16 / E Points Spent: 10
1 Possessions & Items: Bow Double Damage Shield Resistant to Extra Hard Weapons Sword Extra Hard Points Spent: 2
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High Man
Weight:
??
Ability:
Strength:
17 / E
Endurance:
16 / E
Warfare:
20 / S
10 Total Points: 35
12 / E Points Spent:
Shield 2 Resistant to Double Damage Weapons Helm Resistant to Extra Hard Weapons 1
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