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Lord of the savage Rings

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Races of middle earth v Very Attractive (N)


v Beast Bond (N)
Note that these races are somewhat more
powerful than the normal starting races. v Beast Master (N)
v Berserk (N)
Elves v Block (S)
v Immunity to disease v Improved Block (V)
v Unaging and no death due to old age v Brawny (N)
v Agile (Agility d6) v Charismatic (N)
v Low Light Vision v Combat Reflexes (S)
v Unimpeded by terrain v Command (N)
v Common Bond (N)
Dwarves v Connections (N)
v Greedy (Minor) v Danger Sense (N)
v Low Light Vision v Dead Shot (S)
v Strong (Strength d6) v Dodge (S)
v Tough (Vigor d8) v Improved Dodge (V)
v Free starting Edge v Fervor (V)
v First Strike (N)
Hobbits v Improved First Strike (H)
v Small (-1 Toughness) v Fleet-Footed (N)
v Lucky (+1 benny) v Florentine (N)
v Spirited (Spirit d8) v Followers (L)
v Stealthy (Stealth d6) v Frenzy (S)
v Free starting Edge v Improved Frenzy (V)
v Giant Killer (V)
Humans v Hard to Kill (N)
v Lucky (+1 benny) v Harder to Kill (V)
v 3 free starting Edges v Healer (N)
v Hold the Line! (S)
Available edges v Inspire (S)
Note: The bold edges are recom- v Jack-of-all-Trades (N)
mendations for picks during character v Level Headed (S)
generation. v Improved Level Headed (S)
v Acrobat (N) v Luck (N)
v Alertness (N) v Great Luck (N)
v Ambidextrous (N) v Mighty Blow (S)
v Arcane Resistance (N) v Natural Leader (N)
v Improved Arcane Resistance (N) v Nerves of Steel (N)
v Attractive (N) v Improved Nerves of Steel (N)
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v New Power (N) New professional edges
v Noble (N)
v Power Points (N) Dwarven Axeman
v Power Surge (S)
Prerequisites: Strength d10, Vigor d10,
v Professional (L) Fighting d8, Dwarf
v Expert (L) When not moving, the AP value of a
v Master (L) wielded axe is increased by 2.
v Quick (N)
v Quick Draw (N) Dwarven Smith
v Rapid Recharge (S) Prerequisites: Smarts d6, Repair d8,
v Improved Rapid Recharge (V) Notice d8, Dwarf
v Rich (N) The character is a well-trained dwarven
smith. The character gains +2 on all repair
v Filthy Rich (N)
rolls involving ironworks. Also, with a roll
v Scholar (N) of Notice(-3), the character can recognize
v Sidekick (L) magical items. On a raise, he can deter-
v Steady Hands (N) mine some or all of its abilities.
v Sweep (N)
v Improved Sweep (V)
Elven Archer
v Strong Willed (N) Prerequisites: Agility d8, Shooting d8,
v Thief (N) Elf
v Tough as Nails (L) The elven archers are masters of the bow
and can perform amazing feats with it.
v Improved Tough as Nails (L)
Range penalties when firing bows are
v Trademark Weapon (N) reduced by 1 and the maximum range of a
v Improved Trademark Weapon (V) bow is increased by 50%.
v Two-Fisted (N)
v Weapon Master (L) Elven Sage
v Master of Arms (L) Prerequisites: Smart d8, Knowledge
v Woodsman (N) (History) d8, Elf
Elven sages gain +2 on all checks of
general knowledge and Knowledge
New edges (History).

Family Heirloom Rider of Rohan


Prerequisites: Spirit d6, Riding d8,
Prerequisite: Starting Edge
Fighting d8, human of Rohan
The character has inherited an item of
The Rider of Rohan is a master of mounted
power. Pick one from the list:
combat. He does not need to make a
v Mirthil Chain Mail (+3 armour, covers
Riding check when he or his mount is
torso, arms, legs) shaken. The check required when either is
v Magical Weapon (damage increased by wounded is made with a +2.
1)
v Magical Weapon, Orcbane (damage Warrior of Gondor
increased by 2 against orcs only) Prerequisites: Strength d6, Fighting d8,
v Elven cloak (+2 on stealth) Shooting d8, human of Gondor

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Warriors of Gondor are well-trained in the Arcane backgrounds
art of fighting against the spawn of
Mordor. They gain +2 on melee damage
Wizard
rolls against orcs and trolls, as well as +1
to parry against these foes. No mortals can ever hope to match the
power of Maias such as Gandalf and
Osgiliath Veteran Saruman. However, a subtle form of magic
Prerequisites: Spirit d8, Fighting d8, Guts is available to those willing to learn.
d8, Warrior of Gondor, Seasoned Arcane Skill: Spellcasting (Smarts)
While some warriors of Gondor progress Starting Power Points: 10
to become noble knights, others become Powers: 3
self-reliant fighters less focused on Drawback: On a spellcasting roll of 1, the
nobility than on survival. Osgiliath character becomes shaken.
Veterans gain +2 on their Guts rolls and Allowed Powers:
+1 to attack rolls against orcs. v Armour (invisible armour)
v Beast Friend
Knight of Minas Tirith v Boost/Lower Trait
Prerequisites: Spirit d6, Strength d8, v Detect/Conceal Arcana
Riding d8, Fighting d8, human of Gondor, v Dispel
Seasoned v Environmental Protection
The Knights of Minas Tirith are mounted v Fear
warriors that defend the white city against
v Light
the forces of Mordor. The knights gain +2
on riding checks to be made when either v Speak Language
they or the mount are wounded or shaken.
Also, a charge with a lance deals +6
Ranger of the North
damage instead of the normal +4. Rangers such as Aragorn have a very
subtle form of magic that involves healing
Esgarothian Merchant and combat against evil creatures.
Prerequisites: Smarts d6, Persuasion d8, Arcane Skill: Ranger Lore (Spirit)
Notice d8, human from Esgaroth Starting Power Points: 10
The merchants from the city of Esgaroth Powers: 2
are known for their great ability to haggle Drawback: Some spells require a materi-
and to organize merchandise. If an item is al component as described below.
not unique, the merchant may purchase it Allowed Powers:
for 20% off. v Beast Friend
v Boost/Lower Trait
Hobbit Shirriff v Healing (requires healing herbs to be
Prerequisites: Smarts d6, Spirit d10, found with a Survival(-1))
Tracking d8, Notice d8, Hobbit v Greater Healing (requires fresh Athelas
Shirriffs are the law enforcers and protec- - Survival(-3) to find)
tors of the Shire. These brave hobbits gain v Smite (requires a torch to be wielded
a +2 on tracking checks, as well as +1 on as one of the weapons and affects only
checks to Notice lies. supernatural evil creatures)

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Master of the Rings
DM's Section

Introduction Elven Boots


Elven boots grant a +1 bonus on Stealth
This section contains material for the DM
rolls.
or "Ring Master" as I like to call him.
Elven Longbows
Magical Items
This longbow has a strength requirement
Middle Earth is a world full of magic, even of d6, a range of 20/40/80 and deals 2d6+2
though its subtle nature might not make it damage. Some of the best have a ROF of 2
look so. The main sources of magic are the in the hands of skilled archer (Shooting
dwarves, elves, and the forces of darkness. d10+).
Please make sure that each of these items
has a unique history and name, which the Elven Blades
PCs should find out over the time. Many Bladed weapons made by elves are
items will be quite old, dating back to especially keen, which gets them an AP
other ages. increase of 1 or, in rare cases, 2. The best
of these blades are very light and grant a
Dwarven Items +1 on Fighting and parry.

Dwarven Plate Dark Items


This excellent suit of armour grants a +4
armour bonus but decreases pace by 2. Lesser Ring
A lesser magical ring contains one spell
Mithril Armour
and 10 power points which regenerate a 1
Mithril armour's value is increased by 1 for point per hour. The spell is cast with a skill
a typical item. Masterwork suits made of level of d4 to d8, depending on the ring.
mirthil are also more effective against However, on a roll of 1, the ring attracts
armour piercing effect. Treat the bonus the attention of the forces of evil, normally
increase as a bonus to toughness instead of in the form of a lesser spirit.
armour, thus making it immune to AP
effects. New Properties
Mithril Weapons
Light Sensitive
The damage of a Mithril weapon is
increased by 1 per die. Masterwork Mirthil Light Sensitive creatures gain -1 on all
weapons also increase their AP by 1 and rolls when in daylight.
grant a +1 on fighting rolls and parry.
Creature of Stone
Elven Items Each round in daylight requires a Vigor
roll to avoid turning to stone permanently.
Elven Cloaks
Elven cloaks grant a +2 bonus to Stealth Pounce (X/Y)
rolls, adapting to the surrounding terrain. The creature may attack with a sudden
burst of speed. It adds X to its pace and at
the end of its movement (min. 4") it makes

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an attack that deals Str+Y damage. If the Skills: Climb d12, Fighting d8, Guts d6,
target is at least shaken, it will also fall to Intimidate d6, Notice d8, Shooting d8,
the ground. Stealth d10, Tracking d6
Pace: 4 Parry: 6 Toughness: 5/7
Creature Catalogue Gear: scale armour (+2), bow (12/24/48,
This section describes several creatures 2d6 damage), short sword (d6+2)
that are iconic for the LotR setting. Special Properties:
v Small: toughness -1
Orcs v Brawny: toughness +1
v Night Vision
Goblin Slave (Snaga) v Light Sensitive
These creatures are the lowest of the low v Level Headed: draws 2 cards and picks
in the ranks of the forces of darkness. best
Attributes: Agility d6, Smarts d4, Spirit
d4, Strength d4, Vigor d4 Orc Warrior
Skills: Climb d12, Fighting d4, Guts d4, This is the standard orc encountered all
Notice d6, Shooting d6, Stealth d10 over Middle Earth. While they are decent
Pace: 4 Parry: 4 Toughness: 3 fighters, orcs are generally cowards and
Gear: none only attack if they fear their leader more
Special Properties: than the enemy.
v Small: toughness -1 Attributes: Agility d6, Smarts d6, Spirit
v Night Vision d6, Strength d8, Vigor d6
v Light Sensitive Skills: Climb d6, Fighting d6, Guts d4,
Intimidate d6, Notice d6, Shooting d6,
Goblin Warrior Stealth d4, Tracking d4
Slightly above the slaves, these creatures Pace: 6 Parry: 6 Toughness: 6/8
can actually become a threat when Gear: scale armour (+2), bow (12/24/48,
encountered in large numbers. 2d6 damage), axe (d8+2) or long sword
Attributes: Agility d8, Smarts d6, Spirit (d8+3)
d4, Strength d4, Vigor d4 Special Properties:
Skills: Climb d12, Fighting d6, Guts d4, v Brawny: toughness +1
Notice d6, Shooting d6, Stealth d10 v Night Vision
Pace: 4 Parry: 5 Toughness: 3/4 v Light Sensitive
Gear: leather armour (+1), bow (12/24/48,
2d6 damage), short sword (d4+2) Uruk-Hai
Special Properties: The Uruk-Hai are the elite of the dark
v Small: toughness -1 side's foot soldiers and as such are
v Night Vision rightfully feared.
v Light Sensitive Attributes: Agility d6, Smarts d6, Spirit
d8, Strength d10, Vigor d8
Goblin Champion Skills: Climb d6, Fighting d8, Guts d8,
These are elite warriors. If used as Intimidate d8, Notice d6, Shooting d8,
chieftain, consider making the character a Stealth d4
wild card. Pace: 6 Parry: 5 Toughness: 7/9, 11 rgd.
Attributes: Agility d8, Smarts d6, Spirit Gear: scale armour (+2), longbow
d6, Strength d6, Vigor d6 (15/30/60, 2d6 damage), great axe (d10+4,
AP 1, parry -1) or long sword (d8+3) and

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shield (+2 parry, +2 armour vs. ranged Attributes: Agility d6, Smarts d4, Spirit
attacks d8, Strength d12, Vigor d10
Special Properties: Skills: Climb d4, Fighting d8, Guts d12,
v Brawny: toughness +1 Intimidate d12, Notice d6, Throwing d8
v Night Vision Pace: 7 Parry: 6 Toughness: 8/10
v Frenzy: 2 attacks at -2 Gear: huge club (d12+4)
v Combat Sense: +2 to recover from Special Properties:
v Huge: toughness +1, reach 1
being shaken
v Creature of Stone
Isengard Uruk-Hai v Natural armour +2
These Uruk-Hai are as powerful as their v Night Vision
Mordor brethren but are even better v Frenzy: 2 attacks at -2
equipped due to Saruman's smithies. v Fear
Attributes: Agility d6, Smarts d6, Spirit
d8, Strength d10, Vigor d8 Olog-Hai
Skills: Climb d6, Fighting d8, Guts d8, These trolls have been given cunning and
Intimidate d8, Notice d6, Shooting d8, resistance to the sub by Sauron.
Stealth d4, Tracking d6 Attributes: Agility d6, Smarts d6, Spirit
Pace: 8 Parry: 5 d10, Strength d12, Vigor d12
Toughness: 7/10, 12 rgd. Skills: Climb d4, Fighting d10, Guts d12,
Gear: full plate armour (+3), longbow Intimidate d12, Notice d6, Throwing d8
(15/30/60, 2d6 damage), great axe (d10+4, Pace: 7 Parry: 7 Toughness: 9/14
AP 1, parry -1) or long sword (d8+3) and Gear: huge morning star (d12+4, AP 1),
shield (+2 parry, +2 armour vs. ranged plate mail (+3)
attacks Special Properties:
Special Properties: v Huge: toughness +1, reach 1
v Brawny: toughness +1 v Natural armour +2
v Night Vision v Night Vision
v Frenzy: 2 attacks at -2 v Frenzy: 2 attacks at -2
v Combat Sense: +2 to recover from v Combat Sense: +2 to recover from
being shaken
being shaken
v Fleet Footed: d10 running bonus v Fear-1
Trolls Spirits
These vile beasts live at the roots of the
The undead of the world of Middle Earth
mountains. Their main weakness is their
range from ghosts to the mighty Nazghl.
low intelligence and the fact that sunlight
turns them to stone. The Olog-Hai, Barrow Wight
Sauron's elite, does not share these These undead were unfortunate enough not
weaknesses though. to make it into the movies.
Cave Troll Attributes: Agility d8, Smarts d6, Spirit
d10, Strength d8, Vigor d8
This is the kind of troll typically
Skills: Fighting d10, Guts d12, Intimidate
encountered beyond the borders of
d10, Notice d8, Stealth d12
Mordor. While they understand spoken
Pace: 5 Parry: 7 Toughness: 8/9
language, these beasts are unable to talk
Gear: none
themselves.
Special Properties:

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v Undead: +2 toughness, +2 to recover Attributes: Agility d6, Smarts d4, Spirit
from shaken, no called shots, half d6, Strength d8, Vigor d6
damage from piercing attacks Skills: Fighting d8, Guts d8, Notice d10,
v Claws (Str+2) Tracking d12
v Paralyzing touch: rolls to recover from Pace: 10 Parry: 6 Toughness: 6
shaken results causes by the wight are Gear: none
at -2. Special Properties:
v Fear -2 v Large: toughness +1, no reach
v Natural armour +1 v Bite: Str+1
v Pounce: movement bonus d6, damage
Nazghl d8+4
Bound to Sauron by the rings, these
Giant Spider
monsters cannot be killed, only be
banished for some time, reforming their While not nearly as powerful as Shelob,
bodies in the dark tower. All ringwraiths her children are nevertheless a threat to
are Wild Card characters. most characters.
Attributes: Agility d10, Smarts d10, Spirit Attributes: Agility d8, Smarts d4, Spirit
d12, Strength d10, Vigor d12 d6, Strength d8, Vigor d6
Skills: Climb d6, Fighting d12+1, Guts Skills: Climb d10, Fighting d8, Guts d8,
d12, Intimidate d12, Notice d8, Riding d8, Intimidate d8, Notice d10, Stealth d8
Stealth d8, Throwing d8 Pace: 6 Parry: 6 Toughness: 6/9
Pace: 6 Parry: 8 Toughness: 10/12 Gear: none
Gear: evil long sword (d10+3, AP 3, Special Properties:
wounds do not heal naturally) v Large: toughness +1, no reach
Special Properties: v Natural armour +3
v Undead: +2 toughness, +2 to recover v Bite: Str+1 and poison (Vigor(-2) or be
from shaken, no called shots, half paralyzed for 1d6 hours)
damage from piercing attacks
v Can only be harmed by magic attacks
v Fear -3
v Natural armour +2
v Blind - do only react to sound and
smell
v Improved Frenzy: 2 attacks
v Combat Sense: +2 to recover from
being shaken
v Trademark Weapon (Evil Long Sword)
Beasts
These are monstrous creatures, more or
less intelligent, that roam Middle Earth.
Warg
Wargs are not the most dangerous
creatures but they are fast and thus often
gain the first attack on their foes.

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