Contents
Character Definition
Traits

Each character has 11 pairs of traits which define the character's personality. Each trait is scored on a 1-19 scale and each complementary set of traits always adds up to 20. Thus if you have a trait of Generous 12, you must have a trait of Selfish 8. If Generous increases by 1 because of an experience check, Selfish automatically decreases by 1 to compensate.

Traits can be rolled against on a d20 to see if a character qualifies for a certain status. For example a sword which could only be carried by a hero might require a character to roll under their Valourous trait in order to wield it.

If a character consistently behaves in a certain way, then his trait will tend to increase to match this behaviour. This may give the character benefits, depending on the traits and culture - see under Trait Benefits in the Character Backgrounds section. If a character acts contrary to strongly held traits, then they will lose points in that trait, which may then cause them to lose benefits.

The other use of traits is if the character is in a situation where they do not have full rational control over their actions, for instance if they are insane, befuddled, ill, poisoned or bewitched. In these cases they may need to make trait rolls to see if they can undertake certain actions.

The twenty-two traits are:

Chaste Lustful
Energetic Lazy
Forgiving Vengeful
Generous Selfish
Honest Deceitful
Modest Proud
Just Arbitrary
Trusting Suspicious
Merciful Cruel
Temperate Indulgent
Valourous Cowardly

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Passions

As well as traits, Middle Earth characters are defined, driven and constrained by their Passions. The main passions are:

Loyalty Normally to leige or ruler, but also to vassals or followers
Love To family, wife, kinsmen or land, or for a particular person
Hate Of enemies, this can fuel vendettas that will last generations
Fear Either of natural things, such as heights, or of creatures such as dragons and Nazgul

Passions over 15 generate Glory for the character each year, as he becomes noted for the depth of his devotion to his Lord, his love for his family or his hatred for his enemies.

Passing Passion rolls can augment the character's abilities as he reaches greater heights of effort driven on by his love, loyalty, fear and hatred. The only passion roll that normally will need to be taken to force a character to do things against his or her will is the Fear passion, which can cause even the bravest hero to run. Often the passion of Fear will be opposed to the trait of Valourous under the occasions.

If a character acts against a passion, the GM may be justified in asking for a Passion roll or else apply penalties. For example, if Thengen the Rohirrim (Passion: Hate Easterlings 15) needs to negatoate with Ulughai the Easterling, his natural hatred will make this difficult. The GM calls upon him to make a Passion roll against his hatred, which he suceeds in. The GM then rules that his hatred is obvious to Ulughai, despite his attempts to hide it, so he gets -5% on his bargaining skill. If instead he had acted true to his nature and attacked Ulughai, he would now be getting +5% to his sword skill. If he had failed his hatred Passion roll under these circumstances where he is resisting his Passion, his passion would have dropped by 1, indicating that actually he had discovered that he didn't really dislike Easterlings that much after all and they weren't so bad really.

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Characteristics

Characters have the following characteristics: STR, SIZ, CON, DEX, & APP. All of these are generated on 3d6 except SIZ which is 2d6+6, and are then modified for culture and background.

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Character Backgrounds
Dunadain
Characteristic changes
  • +6 SIZ
  • -3 DEX
  • +3 CON
Trait Benefit - Virtue

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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Gondorean
Characteristic changes
  • +3 CON
  • +3 APP
Trait Benefit - Harmony

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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Rohirrim
Characteristic changes
  • +3 SIZ
  • -3 DEX
  • +3 STR
Cultural Traits
  • +5 Generous
  • +3 Proud
  • +3 Reckless
  • +3 Indulgent
  • +2 Honest
  • +1 Energetic
  • +1 Valourous
Cultural Skills
  • +10 Spear
  • +10 Riding
Cultural Passions

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.

Trait Benefit - Might

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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Easterling
Characteristic changes
  • -3 SIZ
  • +3 DEX
  • -3 APP
Trait Benefit -

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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Haradrim
Characteristic changes
  • -3 SIZ
  • +3 DEX
  • -3 CON
Trait Benefit - Influence

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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Character Generation
Step 1 - Personal Details

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.
Dunadain 2d4-5
Gondorean 2d6-7
Rohirrim, Easterling 2d8-9
Haradrim 2d10-8

Step 2 - Personality Traits

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.

Passions

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.

Characteristics

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
APP Value Number of Features
1-4 3
5-8 2
9-12 1
13-16 2
17-21 3
d6 roll Distinctive Feature
1 Hair colour, length or presence
2 Body shape or stature
3 Expression
4 Speech
5 Facial feature
6 Limbs

Hit points and damage

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

Armour and hit Locations

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

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Game Mechanics

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Opposition Rolls

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.

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Mastery

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.

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Passion effects

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

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