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A virtuous Dunadain gains the protection of the Valar. Virtue in the eyes of the Dunadain consists of those qualities of learning, knowledge and understanding that make a good leader and king. The traits that are needed for virtue are: Chaste, Modest, Forgiving, Merciful, Temperate. If all of these are at 16 or higher, the character gains +3 natural armour. If they are all at 18 of higher, the character gains +6 natural armour. If all of them are at 19, the character gains +12 natural armour. |
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A good Gondorean is in harmony with the world. Harmony in the eyes of the Gondorean consists of respect for the past and a sense of conservation and preservation. The traits that are needed for harmony are: Proud, Temperate, Just, Valourous, Chaste. If all of these are at 16 or higher, the character gains +2 to healing rate. If they are all at 18 of higher, the character gains +4 to healing rate. If all of them are at 19, the character gains +8 to healing rate. |
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Honour 9, Hospitality 10, Love Cynn 12, Loyalty to Lord 12 Plus 1 to 3 of: Hate Easterlings 10, Hate Dunlendings 10, Hate (other Rohirrim family) 10, Fear Woses 10, Fear Fangorn 10. A mighty Rohirrim gains benefits in combat. Might in the eyes of the Rohirrim consists of those qualities that make someone a great warrior and leader. The traits that are needed for might are: Generous, Energetic, Indulgent, Proud, Valourous. If all of these are at 16 or higher, the character gains +1d3 damage. If they are all at 18 of higher, the character gains +1d6 damage. If all of them are at 19, the character gains +2d6 damage. |
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A virtuous Easterling gains benefits in combat. Virtue in the eyes of the Easterling consists of those qualities that make someone a great warrior and leader. The traits that are needed for virtue are: Generous, Energetic, Indulgent, Proud, Valourous. If all of these are at 16 or higher, the character gains +1d3 damage. If they are all at 18 of higher, the character gains +1d6 damage. If all of them are at 19, the character gains +2d6 damage. |
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A influential Haradrim gains benefits in his dealings with others. Influence in the eyes of the Haradrim consists of those qualities that make someone feared and respected. The traits that are needed for virtue are: Suspicious, Vengeful, Arbitrary, Lustful and Deceitful. If all of these are at 16 or higher, the character gains +10 in all coummunication skills. If they are all at 18 of higher, the character gains +20 in all communication skills. If all of them are at 19, the character gains +40 in all communication skills. Communication skills include Fast Talk, Orate, Persuade, Bargain. |
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Chose or roll a homeland and culture for your character. Roll for your father's class. |
Roll for position in the family. Roll to determine how many older siblings you have.
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Roll 3d6 for the left hand of each of your pairs of personality traits. Fill in the other trait with the reciprocal number.
Modify your traits based on your cultural background.
You may now add a total of up to six points to any of your traits to amend your personality, remembering to alter the reciprocal trait to any trait you alter.
All characters start with a Love Family (or equivalent) passion at 2d6+6. They will also have a Loyalty (Leader) passion at 2d6+6. At this point you may want to decide who your leader or lord is.
Augment or add any passions from your background.
All of these are generated on 3d6 except SIZ which is 2d6+6.
Modify your characteristics for culture and background.
Generate your distinctive features. The Distinctive Features Table below shows the number of distinctive features that you have, based on your APP. For each distinctive feature, roll 1d6 and look on the Distinctive Features Details Table to see what type of feature each one is. You may then chose the exact nature of the feature.
| Distinctive Features Table | Distinctive Features Details Table | ||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Total hit points are equal to CON + SIZ. Once a character reaches 0 hit points he is dying.
If a character takes damage from a single blow that exceeds his CON, he has received a Major Wound, which will probably incapacitate him.
If a character is hit by a blow whose damage before armour deductions exceeds his SIZ, he is Knocked Down.
If a character falls below 1/4 hit points, he falls unconscious.
The amount of damage inflicted by a character is determined by his SIZ and STR. (SIZ + STR) / 6 gives the number of damage dice that the character rolls. The type of dice depends on the weapon used:
| Damage Dice | Weapons |
|---|---|
| d4 | Daggers |
| d6 | Short Sword, Spear, Lance, Mace, Bow |
| d8 | Longsword, Battle Axe, Longbow, Crossbow |
| d10 | Great Axe, Great Sword |
Hit location is used to determine where a blow lands for the purposes of the amount of damage that is absorbed by armour and where any scars or heroic wounds are taken. It doesn't affect the amount of damage taken and individual loactions don't have their own hit points, to keep book-keeping to a minimum. Each wound should however be recorded seperately, so that the healing from each wound can be tracked seperately.
Crushing weapons such as Maces only reduce their damage by half the armour value.
Slashing weapons such as Axes and Greatswords will always do minimum damage even if the armour absorbtion should have reduced the damage below this point.
Thrusting weapons such as Spears, Lances and thrusting swords will do double damage if they score a Critical sucess.
| Armour Type | Points of Damage Absorbed | Available to |
| None or Clothing | 0 | Any |
| Leather with padding | 4 | Any |
| Hard Leather | 6 | Any |
| Steel Chain | 10 | Gondor, Rohan, Harad, Mordor, Dwarves |
| Steel Plate | 14 | Gondor |
| Mithril Chain | 30 | Dwarves |
| Mithril Plate | 42 | None |
The player and GM each roll a d20 against the skill, trait or passion being used. The current score in that trait, skill or passion is the target number. A 1 is a Critical sucess, a 20 is a Fumble. A roll equal to or under the target number is a Sucess, over the target number is a Failure. If both people suceed, the one with the lower score has a Sucess, the other has a Marginal Sucess. If the target number is 20, a roll of 20 is still a Fumble.
Some people have skills or passions that are beyond the normal range of expertise - they are heroic figures. This is represented by skills or passions greater than 20. Rather than expressing a skill of 21 as 21 however, it is expressed as 1m1. A skill of 22 would be 2m1, up to 20m1 for a skill of 40. A skill of 41 would become 1m2, etc. When making a roll against a skill that you have mastery in, roll against the first number as normal. This means that it is actually more difficult to make a skill roll against 21 (1m1) than 20 (rolling equal to or under 20 is a lot more difficult than rolling equal to or under 1). But, each level of mastery that you have over your opponent allows you to increase the degree of sucess by 1. So a Fumble becomes a Failure, a Failure becomes a Sucess and a Sucess becomes a Critical. Thus if you have a skill of 20, the possible outcomes are: 1 (Critical), 2-19 (Sucess), 20 (Fumble). If you have a skill of 1m1 (21), the possible outcomes are: 1 (Critical), 2-19 (Sucess), 20 (Failure). If your skill is 2m1, the outcomes are 1-2 (Critical), 2-19 (Sucess), 20 (Failure). If your skill reaches 1m2 (41), the outcomes are 1-19 (Critical), 29 (Sucess), which is pretty good by anyone's standards.
If both people have mastery, then you only apply those levels of mastery that are greater than your opponents. Thus if you are 4m2 in Sword and your opponent is 18 is Shield, you are going to hurt him a lot. If however he is 6m2 in Shield as well, it is going to be a much more balanced fight.
| Critical | The character gains +/-10 added to an appropriate skill |
| Success | The character gains +/-5 added to an appropriate skill |
| Failure | The character loses a point in the passion |
| Fumble | Something terrible happens |