Professional Documents
Culture Documents
2
Assumptions......................................................................2
Original MERP..............................................................2
Magic.............................................................................2
Generating A Character.....................................................2
Option Points.....................................................................3
Birth Attributes..................................................................3
Race/Culture [Choice]...................................................3
Sex [Choice]..................................................................3
Birth Date [Choice].......................................................3
Talent [Choice]..............................................................3
Birthplace [Choice].......................................................3
Social Class [Choice]....................................................3
Family Development.........................................................4
Parent [1d100]...............................................................4
Estrangement [1d100]...................................................4
Clanhead [1d100]..........................................................4
Appearance Attributes.......................................................4
Height [by Species].......................................................4
Frame [3d6]...................................................................4
Weight [Derived]..........................................................4
Comeliness [3d6]..........................................................4
Physical Attributes............................................................4
Strength [3d6] Key Attribute........................................4
Stamina [3d6] Key Attribute.........................................4
Dexterity [3d6] Key Attribute.......................................4
Agility [3d6] Key Attribute...........................................4
Eyesight [3d6]...............................................................4
Hearing [3d6]................................................................4
Smell [3d6]....................................................................4
Voice [3d6]....................................................................5
Personality Attributes........................................................5
Intelligence [3d6] Key Attribute...................................5
Aura [3d6] Key Attribute..............................................5
Will [3d6] Key Attribute...............................................5
Morality Choice or [3d6]..............................................5
Deity [Choice]...............................................................5
Piety Choice or [3d6]....................................................5
Assignment of Skills.........................................................5
Automatic Skills........................................................5
Option Skills..............................................................5
Improving Skills........................................................5
Background Options..........................................................6
Options..............................................................................6
Traits Instead Of Morality.............................................6
1. Chaste/Lustful.......................................................6
2. Forgiving/Vengeful...............................................6
3. Generous/Selfish...................................................6
4. Honest/Deceitful...................................................6
5. Modest/Proud........................................................6
6. Just/Arbitrary.........................................................6
7. Trusting/Suspicious...............................................7
8. Merciful/Cruel.......................................................7
9. Prudent/Reckless...................................................7
10. Temperate/Indulgent...........................................7
Imposed Tests............................................................7
Casual Tests:.............................................................7
List of Tables.....................................................................9
Introduction
The use of HarnMaster rules in Middle-Earth is likely to
cause problems for some Middle-Earth fundamentalists.
These people take a view of Middle-Earth that is governed
by what is written in Tolkien’s books and refuse to see
allow anything that was not referred to in the books. Since
that view must include such activities as going to the toileti
I would advise them to stop reading at this stage. Unless the
players are always rerunning the ‘The Lord of The Rings’
or The Hobbit as their campaigns then they miss out on the
rest that the world has to offer. In my opinion such narrow,
fundamentalist views are not reconcilable with role-playing
games based on Middle-Earth.
Assumptions
Original MERP
As close as possible these rules build on what came from
the MERP 1st edition rules. It uses the same races and builds
on the descriptions of their physical appearance and cultural
make-up. Only very rarely have I gone beyond those
values, and those represent my personal view of Tolkien’s
world rather than trying to fit Harnic values into Middle-
Earth.
Magic
Magic is an important part of Tolkien’s world. Without it
Middle-Earth would become only a pale version of our own
medieval world. However MERP and Rolemaster went, in
my opinion, over the top. So I personally think that magic
needs to be scaled back.
Sex [Choice]
Choose Gender. The only effect will be on height and weight.
Birth Date [Choice]
Choose Birth Date according to the standard calendar. Where appropriate the
GM should provide birth dates for characters using their native calendar as
well.
There are 365 days in a calendar year, or 366 days every fourth year (the
extra day being the 31st of Gwirith).
Roll 1d12 for the month in which a PC was born, and then roll either 1d30 or
(1d30+1d2-1) for the day:
1 Narwain 1d30+1d3-2
2 Ninui 1d30
3 Gwaeron 1d30+1d3-2
4 Gwirith 1d30+1d2-1 (*) ii
5 Lothron 1d30
6 Norui 1d30+1d3-2
7 Cerveth 1d30+1d3-2
8 Urui 1d30+1d3-2
9 Ivanneth 1d30
10 Narbeleth 1d30
11 Hithui 1d30
12 Birithron 1d30
Choose a Talent from Table 7. Each character may choose one Talentiii.
Birthplace [Choice]
This is largely determined by race and culture. Discuss with your GM before
choosing.
Based on the characters choice of Race/Culture from Table 2. There are seven
generic cultural types: Primitive, Barbarian, Feudal, Feu/Imp, Imperial,
Elven, Khuzdul, Sauronic.
Parent Occupation/Social Class [Choice]
Social Class is an indicator of the Character’s or Character’s Family’s rank in
the race and culture from which they come. Largely driven by Race and
Culture this is best handled in discussion between the player and the GM.
To determine the social classes available cost you must first establish the
Cultural Type for your Race/Culture. These are given in Table 2. Now look at
the available Social Classes for that Cultural Type in Table 4. Each Social
Class has an OP cost.
As HarnMaster.
.2 Parent [1d100]
As HarnMaster.
Estrangement [1d100]
As HarnMaster.
Clanhead [1d100]
As HarnMaster.
Appearance Attributes
.1 Height [by Species]
See Table 5.
.2 Frame [3d6]
Use racial/cultural/gender modifiers from Table 5.
.3 Weight [Derived]
Use Weight table with Frame modifiers from HarnMaster or use Optional
Frame modifiers from Table 6.
.4 Comeliness [3d6]
Use racial/cultural modifiers from Table 5.
Physical Attributes
.1 Strength [3d6] Key Attribute
Use racial/cultural modifiers from Table 5 and Weight modifiers from
HarnMaster rules.
.5 Eyesight [3d6]
Use racial/cultural modifiers from Table 5.
.6 Hearing [3d6]
Use racial/cultural modifiers from Table 5.
.7 Smell [3d6]
Use racial/cultural modifiers from Table 5.
.8 Voice [3d6]
Use racial/cultural modifiers from Table 5.
Personality Attributes
.1 Intelligence [3d6] Key Attribute
Use racial/cultural modifiers from Table 5.
.5 Deity [Choice]
And its associated attribute, Piety, is largely redundant in Middle-Earth
simply because Eru and the Valar choose not to intervene directly in the
affairs of Middle-Earth. In the case of Morgoth he cannot intervene at all
given that he has been cast out into the eternal Darkness. Generally a person
would worship either Eru and the Valar or Morgoth, however the name or
aspect will vary according to their locale. Review this with the GM as
appropriate to a character’s race, culture and location.
Assignment of Skills
Automatic Skills
1. All characters begin with Automatic Skills as per HarnMaster
2. All characters receive their Native Language at an OML according
to Skills 11 in the HarnMaster rules. The language they receive is
shown in Table 8.
3. Character may receive the ability to write their Native Language as a
Script skill at an OML of 70+SB. Whether they do get it shown in
Table 8.
4. All Characters MUST spend OP’s to purchase each of the spoken
language skills listed as Compulsory Option Languages. If they open
the skill at the OML based on the SB multiple listed in Table 9 it
costs 1 OP. If the SB multiple is greater than 2 they can choose to
open the skill at the SB-2 for 0.5 Option Points.
5. All Characters MUST spend OP’s to purchase each of the skills
listed as Compulsory Option Skills. One point is spent for each new
skill. The skills open at the OML based on the SB multiple listed in
Table 10.
Option Skills
2. Characters MAY spend OP’s to purchase any or all of the spoken
language skills listed as Option Languages. One point is spent for
each new skill The skills open at the OML based on the SB multiple
listed in Table 9.
3. Characters MAY spend OP’s to purchase Script skills for any or all
of the spoken language skills purchased in any of the previous step.
One point is spent for each new skill. The skills open at the OML
based on the SB multiple listed in Table 9.
4. Characters MAY spend OP’s to purchase any or all of the skills
listed as Option Skills. One point is spent for each new skill. The
skills open at the OML based on the SB multiple listed in Table 10.
Improving Skills
As Character 19
Background Options
Any OP's not spent may be used to purchase from the Background Option
table – other skills, additional SB, stat bonuses, +1 talent bonuses, money,
good equipment
Options
.1 Traits Instead Of Morality...
The following optional system replaces Morality (Character 7) with traits and
is recommended if players are interested in developing their characters'
personalities. Traits are not only entertaining, but also useful since they act as
guidelines as to how the character should behave in certain situations. Each
trait is considered to be a virtue in at least one major religion, and a
worshipper who displays significant behaviour in the virtuous traits will be
rewarded. Traits are not fixed, and will change as a campaign progresses.
Traits are dualistic personality factors existing in every individual, and they
define a person's feelings and tendencies. Each character has 10 pairs of
personality traits, which are presented in opposed pairs, with the total value of
each pair always equalling 20 at the beginning of a character's adventuring
career. When one trait increases the opposite normally decreases by the same
amount. No trait may ever be higher than 15, or lower than 5, at the beginning
of a campaign, but the scores may change as the character develops. The
personality traits should be listed as whole numbers, each to one side of a
slash (e.g. Modest 14 / 6 Proud).
Any trait with a value between 5 and 15 is considered normal, while those
less than 5 and greater than 15 are excessive and deserve to be noticeable.
Some extraordinary characters have a trait of 20, or perhaps more! They
always have 0 for the opposite trait and are known for their unrelenting,
fanatical behaviour.
1. Chaste/Lustful
To be chaste is to be monogamous and decorous. It does not always
require virginity; a man being faithful to his wife is being chaste. A
fanatically chaste person is celibate and probably virginal.
Lustful describes sexual desire, and implies activity, often without
personal commitment between the persons involved. Excessive
promiscuity is called lechery, wantonness, and bawdiness.
2. Forgiving/Vengeful
To be forgiving means that a character can take insult without injury,
and that he/she is unlikely to seek revenge for injuries intended or
done to him/her. Extremely forgiving people are called meek.
Vengeful indicates a character's propensity to seek revenge, perhaps
petty, but possibly sweeping and grandiose, for wrongs done to
him/her. This trait also includes spitefulness.
3. Generous/Selfish
To be generous includes the impulse, learning, or desire to share.
Extremely generous persons are called unselfish, magnanimous, and
big-hearted.
Selfish is the desire to possess, keep, and further accumulate things
for oneself. Greed is usually a component of selfishness. Possession
could be of material property, with the character being known as a
miser, or of credit, like hogging attention. Very selfish persons are
labelled both stingy and self-seeking.
4. Honest/Deceitful
To be honest is to deal truthfully in matters of importance or triviality,
no matter what the consequences. Persons of extreme honesty are said
to have integrity and to be trustworthy, scrupulous, and reliable.
Deceitful means that a person is likely to distort truth to his/her own or
other end. Very deceitful people are called liars, frauds, and false-
hearted.
5. Modest/Proud
To be modest implies that the character is quiet and does not seek
excessive attention in the recitation of his/her deeds. He/she is glad to
bask in the mere doing of the deeds, rather than in the repeated glory of
hearing about them. Very modest people are called humble and
reserved, perhaps even shy.
Proud means that a character receives pleasure from hearing and/or
boasting of his/her deeds. Excessive pride implies arrogance, and likely
a boastful nature.
6. Just/Arbitrary
Just means that a character is capable of telling what is right and wrong,
and is desirous of making a judgment on that information. A very just
person is called fair and impartial.
Arbitrary means that the character has no concerns for what is right or
wrong, and uses other information in his/her decision-making. Very
arbitrary people are labelled unjust, unfair, wrongful, and probably
biased and partial, perhaps even psychopathic.
7. Trusting/Suspicious
To be trusting is to believe information without inclination to suspect its
falsity. An excessively trusting person is gullible and credulous.
Suspicious indicates that a person is unlikely to believe what he/she
hears unless proof is offered. An extremely suspicious person is called a
sceptic or doubter. This also includes the aspect of jealousy, for
jealousy cannot exist without suspiciousness.
8. Merciful/Cruel
Merciful means that a character is willing to extend unusual pity or aid
to others. This includes sparing an enemy, giving money to the poor,
helping the weak, and any other act which is not expected of one's rank
and station. A very merciful person is called compassionate.
Cruel indicates a disregard for the feelings and needs of others, or lack
of sympathy. Extreme values indicate the character even enjoys others'
discomforts and troubles.
9. Prudent/Reckless
Prudent means that a character gives thought to what he/she does before
acting. Such a character is called cautious, and excessively prudent
people are slow to act or are thoughtful.
Reckless means that the character acts before thinking. Generally this is
without concern for anything but the immediate consequences. An
extremely reckless character is called careless and rash.
10. Temperate/Indulgent
Temperate means that a character takes only what he/she needs of food
and drink. He/she is frugal and abstains from excess. Extreme
temperance indicates abstemiousness.
Indulgent means that a character takes pleasure in food and drink, both
in quality and quantity. Extremes of this indicate gluttony, drunkenness,
and extravagance.
Imposed Tests
Roll against the tested trait (after any modification) x 5 on 1d100. The
multiple has a maximum of 95 and a minimum of 5. Refer to the following:
Casual Tests:
This is used when a player does not know what his/her character would do
under specific circumstances. In such a situation, the player should simply
roll 1d20 to determine behaviour. If the number rolled is equal to or less than
the trait number to the left of the slash, then the character does that type of
action. If the number rolled is greater than the left hand value, then the
character does what is shown on the right. There is no CS or CF in this
circumstance. A modifier may be applied if the situation warrants one.
Characters never receive experience checks for the casual use of traits.
Sometimes the traits are tested in absolute values. For example, a magical
sword might always resist a wielder with a Just trait of less than 15. Such
traits are usually virtues.
List of Tables
Table 1 Birth Month and Dates............................................................................................................................................3
Table 2 Race/Culture Culture Types..................................................................................................................................10
Table 3 Race/Culture Aging and Lifespan.........................................................................................................................11
Table 4 Social Class OP Cost.............................................................................................................................................12
Table 5 Racial/Cultural Attribute Modifiers......................................................................................................................13
Table 6 Optional Weight Modifiers Based On Frame........................................................................................................14
Table 7 Talent List..............................................................................................................................................................15
Table 8 Racial/Cultural Starting Languages.......................................................................................................................16
Table 9 Racial/Cultural Additional Languages..................................................................................................................17
Table 10 Racial/Cultural Additional Skills........................................................................................................................18
Table 11 Occupation List...................................................................................................................................................19
Table 12 Troll Strength Bonuses........................................................................................................................................20
Table 13 Olog-Hai Strength Bonuses.................................................................................................................................20
Table 14 Skill List..............................................................................................................................................................21
Race Culture Cultural Type OP Cost
Slave - 0 0 0 - - 0
Serf - - 0 - - - -
Unguilded 0 1 1 1 1 1 1
Guilded - 1 1 2 2 2 2
Noble 2 2 3 3 3 3 3
Culture
Height: Male
Height: Female
Frame
Comeliness
Strength
Stamina
Dexterity
Agility
Eyesight
Hearing
Smell
Voice
Intelligence
Aura
Will
Morality
Poison Testvi
Disease Testvii
viii
Hobbit Harfoots 24+2d6 24+2d6 -4 +2 +3 +3 +2 +1 +1 -1 -3 +30 +15
Stoors 29+2d6 29+2d6 +3ix -4 +2 +3 +3 +2 +1 +1 -1 -3 +30 +15
x
Fallohides 36+2d6 34+2d6 -4 +2 +3 +3 +2 +1 +1 -1 -3 +30 +15
Umli 41+3d6 40+3d6 +3 +2 +2 -1 -1 +2 +5 +5
Dwarf 41+3d6 40+3d6 +3 +2 +3 -1 -1 -2 +3 +10 +10
Man Beornings 62+4d6 53+4d6 +1 +1 +1
Black Numenoreans 62+4d6 56+4d6 +1 +2 +1 +1 +1 +2 +5 +5
Corsairs 61+4d6 55+4d6 +1 +2 +1 +1 +1 +1 +5 +5
Dorwinrim 55+4d6 48+4d6 +1 +30
Dunedain 61+4d6 56+4d6 +1 +2 +1 +1 +1 +5 +5
Dunlendings 56+4d6 52+4d6 +1 +1
Easterlings 52+4d6 47+4d6 +1
Eriadorians, Rural 56+4d6 50+4d6
Eriadorians, Urban 56+4d6 50+4d6
Gondorians, Rural 56+4d6 50+4d6
Gondorians, Urban 56+4d6 50+4d6
Haradrim, North 51+4d6 46+4d6 -1 +1
Haradrim, South 61+4d6 59+4d6 -3 +1
Lossoth 51+4d6 49+4d6 +2 +1
Rohirrim 59+4d6 51+4d6
Variags 55+4d6 49+4d6 +1
Woodmen 57+4d6 51+4d6
Wose 50+4d6 44+4d6 +1 +2 +2 +3 -1 +2
Half-Elf 61+4d6 57+4d6 -1 +1 +1 +1 +1 +2 +2 +1 +2 +1 +5 +50
Silvan Elf Eastern 58+4d6 55+4d6 -4 +2 +2 +2 +6 +6 +3 +1 +10 +100
Western 58+4d6 55+4d6 -4 +2 +2 +2 +6 +6 +3 +1 +4 +1 +10 +100
Sindar Elf 63+4d6 59+4d6 -3 +2 +1 +2 +2 +6 +6 +3 +2 +4 +2 +10 +100
Noldor Elf 65+4d6 61+4d6 -2 +2 +2 +3 +2 +6 +6 +3 +3 +4 +3 +10 +100
Half-Orc 55+4d6 +1 -2 +1 +1 -1 +1 -1 -2 +2 +10
Orc 34+4d6 33+4d6 +2 -9 +1 +1 -1 -4 +1 +3 -2 -4 +20 +5
Uruk-Hai 50+4d6 47+4d6 +3 -9 +2 +3 +1 +2 -2 -4 +2 +20 +5
Half Troll 70+4d6 +3xi -6 +2 +2 -1 -1 -2 +1 +1 -1 -2 +1 +15 +5
Troll 102+5d6 +7xii -10 xiii
+3 -2 -2 -9 +1 +3 -2 -5 -4 +3 +30 +10
Olog-Hai 102+5d6 +6xiv -10 xv
+3 -3 -1 +1 +1 -2 -2 -4 +3 +20 +10
01 -25%
02 -22%
03 -20%
04 -17%
05 -15%
06 -12%
07 -10%
08 -7%
09 -5%
10 -2
11 +2
12 +5%
13 +7%
14 +10%
15 +12%
16 +15%
17 +17%
18 +20%
19 +22%
20 +25%
Agricultural AG
Artistic AR
Combat CO
Craftsman CR
Mystical MY
Outdoors OU
Sailing SA
Scholar SC
Subterfuge SU
Trading TR
Table 7 Talent List
Native Native
Race Culture
Language Script
Hobbit Harfoots Westron Yes
Stoors Westron Yes
Fallohides Westron Yes
Umli Umitic Yes
Dwarf Khuzdul Yes
Man Beornings Atliduk Yes
Black Numenoreans Adunaic Yes
Corsairs Adunaic Yes
Dorwinrim Logathig Yes
Dunedain Adunaic Yes
Dunlendings Dunael
Easterlings Logathig Yes
Eriadorians, Rural Westron Yes
Eriadorians, Urban Westron Yes
Gondorians, Rural Westron Yes
Gondorians, Urban Westron Yes
Haradrim, North Haradaic Yes
Haradrim, South Apysaic Yes
Lossoth Labba Yes
Rohirrim Rohirric Yes
Variags Varadja Yes
Woodmen Nahaiduk Yes
Wose Pukael Yes
Half-Elf Choose dominant parent culture Sindarin Yes
Silvan Elf Eastern Bethteur Yes
Western Sindarin Yes
Sindar Elf Sindarin Yes
Noldor Elf Quenya Yes
Half-Orc Choose dominant parent culture Westron Yes
Orc Orkish
Uruk-Hai Black Speech
Half Troll Choose dominant parent culture Westron
Troll Westron
Olog-Hai Black Speech
Serf
Unguilded
Guilded
Noble
Occupation Skills