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Introduction.......................................................................

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.

HarnMaster is a wonderful role-playing game with its own


beautifully detailed world. Even the ‘feudal’ tag that
HarnMaster is labelled with does not detract from the
world. But sometimes I personally feel the need for
something a little bit different. I love the world of Middle-
Earth, in addition to the story of The Lord of The Rings,
and have enjoyed role-playing in Middle-Earth there ever
since the first ICE supplements.

However both RoleMaster and MERP have flaws.


Critically, they are both experience–point and level based.
Although I enjoy playing RoleMaster I think that
HarnMaster has a number of advantages. If you are
currently playing with the HarnMaster rules then you will
know what I mean. If you have not used the HarnMaster
rules then you will need to purchase them before continuing
because the following document is not a set of rules in its
own right. It is a conversion document that adjusts the
HarnMaster Character Development rules to suit playing in
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.

There are many Tolkien sites on the Internet that grapple


with issues like this but one of my favourite sites on this
topic is
http://www.users.cts.com/king/e/erikt/tolkien/magictxt.htm.
In a couple of places it makes assumptions that I don't agree
with and which aren't necessarily supported by the evidence
it quotes. Nonetheless, please read this article before
continuing with this section. It contains a lot of the
evidence for what follows.

The core assumption is that to perform magic an individual


must possess an inherent power. No mortal race possesses
this inherent power. Magic allows for the instantaneous
creation of effect from thought. Lore, on the other hand, is
knowledge gained by study to be used in the creation of
items such as weapons, helms, rings, etc. Lore can be
likened to technology and an understanding of how nature
functions.

Where I disagree with the above author is in trying to


differentiate between this inherent magic and the divine
magic of the Valar. In ‘The Silmarillion’ Tolkien describes
those Elves who went to the Undying Lands while the light
of the tress still shone as approaching the Valar in power.
Logically it would seem then that the power of the Elves is
just a small part of what the Valar possessed.

Sauron possessed much the same inherent power in the


beginning. But because he was a Maiar of Äule he seems to
be naturally drawn towards the latter type of magic – lore.
He is renowned as a maker of things, teaching the Elves of
Eregion many secrets before he creates the rings. Indeed a
lot of his power is contained within the One Ring. It would
also seem that the power of his most powerful servants, the
Nazgul, is also derived from the rings rather than because
they had any inherent power themselves as men. Yes, the
Nazgul were renowned as warriors and sorcerers before
they received the rings, but it was clearly the promise of the
power that the rings offered them that corrupted those nine
men.
Generating A Character
These rules are written in a kind of shorthand. It assumes
that you have access to both the HarnMaster rules for
generating characters and a copy of MERP or similar.
Option Points
All Characters receive 10 Option Points (OP) to spend
throughout the remainder of character generation. The
player will need to keep track of those points over the
remaining steps. GM's can provide more points if they want
a more high-powered campaign.
Birth Attributes
Race/Culture [Choice]
Choose one of the races and cultures from Table 2. Each Race/Culture has an
Option Point cost. This represents the cost of attribute bonuses and cultural
starting skills. Where the GM feels it is inappropriate some of the races may
not be available.
Subtract the OP cost of the Race/Culture from your starting OP total.

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:

Month Name Day Born

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

Table 1 Birth Month and Dates


Talent [Choice]
In my opinion Sun signs are not appropriate to Middle-Earth. The
HarnMaster rules may state they are as good as any other mechanism but I
think they are not appropriate to Middle-Earth as well as detracting from the
sort of character design familiar to players using the RoleMaster rules. It is
replaced with a similar game mechanism called a Talent.

Choose a Talent from Table 7. Each character may choose one Talentiii.

In game terms the possession of a Talent indicates a certain innate ability in


groups of related skills. It also has a vague equivalence to the concept of a
character class. The effect of having a Talent will be to receive higher skills
bases in skills that are covered by a talent

Birthplace [Choice]
This is largely determined by race and culture. Discuss with your GM before
choosing.

.1 Cultural Type [Choice]

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.

Subtract the OP cost from your remaining OP total.


Family Development
Sibling Rank [1d100]

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.

.2 Stamina [3d6] Key Attribute


Use racial/cultural modifiers from Table 5.

.3 Dexterity [3d6] Key Attribute


Use racial/cultural modifiers from Table 5.

.4 Agility [3d6] Key Attribute


Use racial/cultural modifiers from Table 5.

.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.

.2 Aura [3d6] Key Attribute


Use racial/cultural modifiers from Table 5.

.3 Will [3d6] Key Attribute


Use racial/cultural modifiers from Table 5.

.4 Morality Choice or [3d6]


Use racial/cultural modifiers from Table 5. An alternative is to use the 'Traits
Instead Of Morality...' option discussed in the Appendix.

.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.

.6 Piety Choice or [3d6]


Characters who have no religion may choose to ignore this attribute. For other
characters it would represent their standing with a deity Whether a GM
chooses to make use of this is up to them and their campaign

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.

Occupation Choice or [1d100]


1. Characters receive all skills listed for their initial Occupation.

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.

Traits define characteristics behaviour. When the opportunity arises to behave


one way or another, these can either be used as casual guidelines, or the GM
may impose rolls. Most of the time the player simply states what he/she wants
his/her character to do and does it. Sometimes, though, in a non-thinking
situation, behaviour takes over instead of conscious intent. Modifiers (usually
+/- 5) may be used to underscore the dictates of a situation.

There are two ways of using traits: Imposed and Casual.

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:

 CS: An experience check is normally gained, and the character acts


strongly in accordance with the trait. At GM discretion, the character is
inspired, and gains +5 ML to one skill selected by the player, lasting for
the duration of the situation that provoked the roll.
 MS: The character feels the trait enough to act in accordance with it. The
player may decide what action ensues. An experience check is gained on
the rolled trait if an appropriate and significant action follows.
 MF: Roll the opposed trait x 5 on 1d100. Success in this one means that
the character acts as rolled. Failure indicates that the player gets his/her
choice. No experience checks are given.
 CF: The opposite trait is checked, and the character immediately acts in
the manner opposite to what was attempted.

When an experience check is granted, a development roll is allowed; the trait


x 5 must be exceeded on 1d100, or 96-00 must be rolled in any case, for the
base trait to increase by 1. If the trait is increased then the opposite trait is
reduced by an equivalent amount. Please note that no Trait may be reduced
below zero, nor may more than one check may be given to a trait PER DAY.

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

Hobbit Harfoots Feudal 2


Stoors Feudal 2
Fallohides Feudal 2
Umli Primitive 2
Dwarf Khuzdul 2
Man Beornings Tribal 0
Black Imperial 1
Numenoreans
Corsairs Imperial 0
Dorwinrim Feudal 0
Dunedain Feudal 1
Dunlendings Barbarian 0
Easterlings Barbarian 0
Eriadorians, Rural Feu/Imp 0
Eriadorians, Feu/Imp 0
Urban
Gondorians, Rural Feu/Imp 0
Gondorians, Feu/Imp 0
Urban
Haradrim, North Imperial 0
Haradrim, South Feudal 0
Lossoth Primitive 0
Rohirrim Tribal 0
Variags Tribal 0
Woodmen Tribal 0
Wose Primitive 0
Half-Elf Choose dominant parent culture Higher of dominant parent culture OP cost or 2
Silvan Eastern Tribal 3
Elf
Western Tribal 3
Sindar Feudal 4
Elf
Noldor Imperial 4
Elf
Half- Choose dominant parent culture 2
Orc
Orc Primitive 1
Uruk- Feudal 2
Hai
Half Primitive 2
Troll
Troll Primitive 2
Olog- Feudal 3
Hai

Table 2 Race/Culture Culture Types


Race Culture Starting Age Lifespan

Hobbit Harfoots 21+1d4 90-110


Stoors 21+1d4 90-110
Fallohides 21+1d4 90-110
Umli 40+1d10 100-200
Dwarf 80+1d20 200-300
Man Beornings 17+1d4 80-100
Black 17+1d6 95-190
Numenoreans
Corsairs 17+1d6 90-175
Dorwinrim 17+1d4 60-80
Dunedain 17+1d6 100-300
Dunlendings 17+1d4 50-80
Easterlings 17+1d4 40-65
Eriadorians, Rural 17+1d4 60-80
Eriadorians, Urban 17+1d4 65-85
Gondorians, Rural 17+1d4 60-80
Gondorians, Urban 17+1d4 65-85
Haradrim, North 17+1d4 80-100
Haradrim, South 17+1d4 40-60
Lossoth 17+1d4 75-90
Rohirrim 17+1d4 60-85
Variags 17+1d4 50-70
Woodmen 17+1d4 45-85
Wose 15+1d4 30-50
Half-Elf 80+2d20 250-500 or
Immortal
Silvan Eastern (1d3+1) * Immortal
Elf 100
Western (1d3+1) * Immortal
100
Sindar (1d3+1) * Immortal
Elf 100
Noldor (1d3+1) * Immortal
Elf 100
Half-Orc 17+1d4 50-80
iv
Orc 6+1d6
v
Uruk-Hai 6+1d6
Half Troll 15+1d6 100-200
Troll 10+1d10 200-400
Olog-Hai 10+1d10 200-400

Table 3 Race/Culture Aging and Lifespan


Class Primitive Barbarian Feudal Imperial Khuzdul Elven Sauronic

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

Table 4 Social Class OP Cost


Race

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

Table 5 Racial/Cultural Attribute Modifiers


Frame Weight Modifier

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%

Table 6 Optional Weight Modifiers Based On Frame


Name Abbreviation

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

Table 8 Racial/Cultural Starting Languages


Compulsory Option
Race Culture Option Languages
Languages
Hobbit Harfoots
Stoors
Fallohides
Umli Labba/2, Westron/2, Khuzdul/1
Dwarf Westron/5 Quenya/4
Man Beornings Waildyth/5 Westron/5, Nahaiduk/5
Black Numenoreans Westron/5, Haradaic/5
Corsairs Westron/5, Haradaic/4
Dorwinrim Westron/5 Sindarin/3, Bethteur/3
Dunedain Westron/5 Sindarin/4, Quenya/1
Dunlendings Westron/4
Easterlings Westron/2
Eriadorians, Rural
Eriadorians, Urban Adunaic/2
Gondorians, Rural
Gondorians, Urban Adunaic/3
Haradrim, North Westron/5, Apysaic/4
Haradrim, South Haradaic/3 Westron/3
Lossoth Westron/2, Sindarin/2
Rohirrim Westron/5 Dunael/1
Variags Haradaic/3, Westron/2
Woodmen Westron/2, Sindarin/2
Wose
Half-Elf Choose dominant parent culture Westron/5, Quenya/3
Silvan Elf Eastern Sindarin/5 Westron/3, Quenya/2
Western Bethteur/5 Westron/4, Quenya/2
Sindar Elf Westron/5, Bethteur/5 Quenya/3
Noldor Elf Sindarin/5, Westron/5 Adunaic/3
Half-Orc Choose dominant parent culture Orkish/3 Black Speech/2
Orc
Uruk-Hai Westron/4, Orkish/4
Half Troll Choose dominant parent culture
Troll
Olog-Hai Westron/3

Table 9 Racial/Cultural Additional Languages


Compulsory Option
Race Culture Option Skills
Skills
Hobbit Harfoots Stealth/4, Throwing/3 Cooking/3, Brewing/2, Folklore/3, Agriculture/1,
Stoors
Fallohides
Umli Foraging/3, Survival/4 Skiing/3, Woodworking/2, Hideworking/1, Folklore/3
Dwarf Mineralogy/2 Metalcraft/3, One of: (Engineering/2, Masonry/2, Weaponcraft/2, Jewelcraft/2), Folklore/2
Man Beornings Foraging/3, Survival/2 Cookery/2, Herblore/2, One of: (Timbercraft/2, Agriculture/2, Animalcraft/2, Woodworking/2)
Black Numenoreans History/2 Piloting/2, Seamanship/2, Shipwright/2, One of (Metalcraft/2, Weaponcraft/2, Jewelcraft/2, Embalming/1), Ritual:Dark/2, ,
Folklore/3
Corsairs Swimming/3 Piloting/2, Seamanship/3, One of (Shipwright/2, Metalcraft/2, Weaponcraft/2), Ritual:Dark/3, History/2, Folklore/3, Weatherlore/3
Dorwinrim Brewing/2, Rhetoric/3, Agriculture/2, Seamanship/2, One of (Metalcraft/2, Weaponcraft/2, Jewelcraft/2, Glassworking/2)
Dunedain
Dunlendings
Easterlings
Eriadorians, Rural
Eriadorians, Urban
Gondorians, Rural
Gondorians, Urban
Haradrim, North
Haradrim, South
Lossoth
Rohirrim Riding/3
Variags
Woodmen Foraging/3, Survival/2 Herblore/2, One of: (Timbercraft/3, Agriculture/2, Woodworking/3)
Wose
Half-Elf Choose dominant parent culture Use dominant parent culture
Silvan Elf Eastern Stealth/6, Awareness/6 Acrobatics/2, Dancing/2, Singing/4, Bow/4, Tracking/3, Timbercraft/3
Western Stealth/6, Awareness/6 Acrobatics/2, Dancing/2, Singing/4, Bow/4, Tracking/3, Timbercraft/3
Sindar Elf Stealth/4, Awareness/5 Piloting/2, Seamanship/2, Shipwright/2, Swimming/2, Oratory/2, Woodworking/2, Weatherlore/3, One of (Metalcraft/2,
Weaponcraft/2, Jewelcraft/2)
Noldor Elf Stealth/4, Awareness/5 One of (Metalcraft/3, Weaponcraft/3, Jewelcraft/3), Oratory/3, History/3, Alchemy/2, Two of: (Choose any Language/3), Two of
(Choose any Script/3), Physician/3
Half-Orc Choose dominant parent culture Use dominant parent culture
Orc
Uruk-Hai
Half Troll Choose dominant parent culture Use dominant parent culture
Troll
Olog-Hai

Table 10 Racial/Cultural Additional Skills


Slave

Serf

Unguilded

Guilded

Noble
Occupation Skills

X Acrobat Acrobatics/5, Legerdemain/1


X Animal Trainer As per HarnMaster
X Apothecary As per HarnMaster
X Artist As per HarnMaster 'Cartographer/Artist'
X Assassin Stealth/5, Climbing/5, Acrobatics/3, Legerdemain/2, Lockcraft/2, 4 weapons to
OML+SB
X Bandit Stealth/4, Survival/3, Tracking/2, Physician/1, Strategy/1, 4 weapons to OML+SB
X Bard Singing/4, 3xMusician/3, Poetry/3, Woodcarving/3, History/1, One script/4
X Beggar
X Bounty-hunter Foraging/3, Stealth/3, Survival/3, Tracking/3, Law/1, 5 weapons to OML+SB.
X Cartographer As per HarnMaster 'Cartographer/Artist'
X Clothier As per HarnMaster
X Con Artist Rhetoric/4, Legerdemain/3, Oratory/2, Acting/2, Banking/1.
X X X Servant/Cook As per HarnMaster
X Enlisted Soldier Foraging/3, Survival/3, Heraldry/2, Strategy/2, Physician/1, 4 weapons to OML+SB.
X X Farmer (Serf) As per HarnMaster
X Farmer (Freeman) As per HarnMaster
X Fisherman As per HarnMaster
X Foodmerchant Agriculture/3, Cookery/3, Herblore/2.
X Forester Tracking/4, 3 weapons to OML+SB, Stealth/4, Survival/3, Foraging/3, Fletching/1,
Heraldry/1, Hideworking/1, Law/1.
X Glassworker As per HarnMaster
X Guard As per HarnMaster
X Herald Heraldry/4, Oratory/4, Drawing/3, History/3, Law/2, one language/4, one script/4
X X Herdsman (Serf) As per HarnMaster
X Herdsman (Freeman) As per HarnMaster
X Hideworker As per HarnMaster
X Hunter/Trapper As per HarnMaster
X Innkeeper As per HarnMaster
X Jeweller As per HarnMaster
X Knight/Squire Riding/4, Heraldry/3, Strategy/3, Law/2, Musician/2, Physician/1, History/1, 6
weapons to OML+SB.
X Labourer As per HarnMaster
X Litigant Rhetoric/5, Law/4, Oratory/4, One script/4, One language/4
X Locksmith As per HarnMaster
X Man-at-arms Foraging/3, Survival/3, Heraldry/2, Law/1, Physician/1, Strategy/1, 5 weapons to
OML+SB.
X Marine Seamanship/3, Fishing/2, Weatherlore/2, Heraldry/1, Strategy/1, 4 weapons to
OML+SB
X Mason As per HarnMaster
X Merchant Rhetoric/5, Banking/3, Mathematics/2, One weapon to OML+SB, One language/4,
One script/4
X Messenger Riding/4, Survival/3, Weatherlore/2, 3 weapons to OML+SB
X Metalsmith As per HarnMaster
X Miner As per HarnMaster
X Moneylender Rhetoric/5, Banking/4, Mathematics/2, One script
X Noble Oratory/5, Rhetoric/5, Law/4, Heraldry/2, Riding/2, History/2, MusicianorPoetry/2,
one script/4
X Painter Drawing/5, Hideworking/2.
X Physician As per HarnMaster
X Pilot As per HarnMaster
X Pirate Seamanship/3, Survival/3, Physician/1, Strategy/1, 4 weapons to OML+SB.
X Priest As per HarnMaster
X Scholar One language/4, one script/4, History/4, plus any 4 of the following to OML+SB:
Astrology, Banking, Cartography, Drawing, Heraldry, Herblore, Law, Mathematics,
Poetry, Ritual, Rhetoric, Weatherlore, another language/4, or another script/4.
X Sculptor Drawing/3, plus two of the following to OML+SB: Masonry, Carpentry, Ceramics
X Seaman As per HarnMaster
X Shipwright As per HarnMaster
X Spice Merchant Herblore/4, Physician/2, Cookery/2
X Thespian Acting/4, Oratory/4, Musician/3, Singing/3, Poetry/3, Drawing/2
X X Thief Stealth/4, Legerdemain/3, Lockcraft/2, Acrobatics/2, 3 weapons to OML+SB
X Timberwright As per HarnMaster
X Troubadour Singing/4, 2xMusician/3, Survival/3, Poetry/3, Acting/2, History/1, 1 weapon to
OML+SB
X Weaponcrafter As per HarnMaster
X Woodcrafter As per HarnMaster

Table 11 Occupation List


Weight Strength Bonus

531-595 lbs +11


596-665 lbs +12
666-740 lbs +13
741-820 lbs +14
821-905 lbs +15
906-995 lbs +16
996-1090 lbs +17
1091-1190 lbs +18

Table 12 Troll Strength Bonuses

Weight Strength Bonus

531-595 lbs +11


596-665 lbs +12
666-740 lbs +13
741-820 lbs +14
821-905 lbs +15
906-995 lbs +16
996-1090 lbs +17
1091-1190 lbs +18

Table 13 Olog-Hai Strength Bonuses


Skill Type Skill Talents OML Specialities

Lore/Craft Agriculture AG+3, OU+1


Alchemy * Required to make magical items
Animalcraft AG+2, OU+1
Astrology * No game effect
Brewing CR+1
Ceramics CR+3
Cookery CR+2,OU+1,AG+1
Drawing AR+2
Embalming SC+2, MY+1
Engineering CR+1
Fishing OU+2, AG+1, SA+1
Fletching CR+1, CO+1
Folklore SC+1
Foraging OU+2, AG+1
Glassworking CR+2, AR+1
Heraldry SC+3
Herblore OU+2, SC+1
Hideworking CR+1, AG+1
History
Jewelcraft CR+2, AR+1
Law SC+3,TR+1
Lockcraft CR+1,SU+1
Masonry CR+2
Mathematics SC+3
Metalcraft CR+2
Milling CR+1, AG+1
Mineralogy OU+1
Perfumery CR+1
Physician SC+1,OU+1
Piloting SA+2
Runecraft * Required to make magical items
Seamanship SA+2
Shipwright SA+2
Strategy CO+2
Survival OU+3
Tarotry * No gam,e effect
Textilecraft CR+2
Timbercraft OU+1
Tracking OU+3
Weaponcraft CR+1
Weatherlore OU+2, SA+1
Woodworking CR+2

Physical Acrobatics SU+1


CLIMBING OU+3,SU+1 SB4
Dancing AR+1
JUMPING OU+2 SB4
Legerdemain SU+3
Skiing OU+1
STEALTH SU+2,OU+1 SB3
Swimming OU+1
THROWING OU+1 SB4

Communication Acting AR+2, TR+1,SU+1


AWARENESS OU+1,SU+1 SB4
INTRIGUE SC+2,TR+2,SU+1 SB3
Lovecraft
Mental Conflict *
Musician AR+2
ORATORY SC+1,AR+1 SB2
RHETORIC TR+3,SU+1 SB3
SINGING AR+2 SB3
LANGUAGE SC+2,TR+1 Skillls 11
Script SC+3

Combat INITIATIVE CO+3,SU+1


UNARMED CO+2,SU+1
Riding CO+1
Axe CO+3
Blowgun CO+1,SU+1
Bow CO+3, OU+1
Club CO+1
Flail CO+2
Dagger CO+3,SU+1
Net OU+1, SA+1
Polearm CO+3
Shield CO+3
Sword CO+3
Sling OU+1, CO+1
Spear CO+2
Whip AG+1

Table 14 Skill List


i
Also known as ‘washroom’ by our more delicate American cousins.
ii
indicates that every 4th year is a leap year; Gwirith then has 31 days instead of 30.
iii
Option: A second talent may be chosen but the bonus of the second talent is halved, round down. In addition, only the
higher bonus is used, they are never cumulative.
iv
Given that Tolkien implies that Orcs were bred from corrupted Elves it is possible to assume that Orcs are immortal.
However the reality of life as an Orc is such that most will die before they are 20.
v
Given that Tolkien implies that Orcs were bred from corrupted Elves it is possible to assume that Orcs are immortal.
However the reality of life as an Uruk-Hai is such that most will die before they are 20.
vi
As per Harnmaster Physician 4
vii
As per Harnmaster Physician 4
viii
add (1d3-1)x10% to weight due to fatness
ix
add (1d3-1)x10% to weight due to fatness
x
add (1d3-1)x10% to weight due to fatness
xi
A 74" Half-troll has a base weight of 180 lbs. Add +10 lbs per inch beyond this
xii
A 107" Troll has a base weight of 565 lbs. Add +15 lbs per inch beyond this
xiii
The Strength Bonus is derived from the weight. No other bonus for frame or weight is used. See Table 12
xiv
A 107" Olog-hai has a base weight of 565 lbs. Add +15 lbs per inch beyond this
xv
The Strength Bonus is derived from the weight. No other bonus for frame or weight is used. See Table 13

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