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This document provides information on races and edges for characters in a Lord of the Rings roleplaying game. It summarizes the abilities of Elves, Dwarves, Hobbits, and Humans. It also lists many new edges that provide additional abilities, including some that are specific to certain races like Elven Archer or Dwarven Axeman. The document introduces new arcane backgrounds like Wizard and Ranger that allow characters to have magical abilities. It also includes a section for the Dungeon Master with unspecified information.
This document provides information on races and edges for characters in a Lord of the Rings roleplaying game. It summarizes the abilities of Elves, Dwarves, Hobbits, and Humans. It also lists many new edges that provide additional abilities, including some that are specific to certain races like Elven Archer or Dwarven Axeman. The document introduces new arcane backgrounds like Wizard and Ranger that allow characters to have magical abilities. It also includes a section for the Dungeon Master with unspecified information.
This document provides information on races and edges for characters in a Lord of the Rings roleplaying game. It summarizes the abilities of Elves, Dwarves, Hobbits, and Humans. It also lists many new edges that provide additional abilities, including some that are specific to certain races like Elven Archer or Dwarven Axeman. The document introduces new arcane backgrounds like Wizard and Ranger that allow characters to have magical abilities. It also includes a section for the Dungeon Master with unspecified information.
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) Version 21.12.2006 - Page 1 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.