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“chibLe-« “EAR RED ‘ROL e pLayin Based on J.R.R. Tolkien's THE HOBBIT® and'-EHE LORD OF -THE RINGS™ MIDOLE-EARTHN ROLE PLAYING Second Edition Design & Development: S, Coleman Charlton ‘Middle-earth Research and Material: Peter C. Fenlon, Jessica Ney-Grimm, Brace R, Neidlinger, Terry K. Amthor, Coleman Charlton Sample Adventure: John David Ruemmler, Richard H, Britton, Coleman Charlton, Pete Fenlon Additional Material: Donald R. Cargille, Anders Blixt, Ulf Zindermann, Ola Higgstedmm Cover Art: Angus McBride Interior Ilustrations: Liz Danforth, Angus MeBride, Jason Waltrip, Kamran Sedaghatkish Interior Maps and Layouts: Ellisa Mitchell, Rick Britton, Pete Fenlon Project Specific Contributions — Art Dirt: Jessica Ney- Grimm; Cover Graph: Terry Amthor; Layout John Custis Pagenaking: Coleman Charlton; Prafrading, Editorial Cantrbtons, and Sen Contrbuton: Don Cargille, Matt Forbeck, William Wilsoo, Jessica Ney-Grimm, John Custis, Heike Kubasch, Kure H. Fischer, Bruce Neidlinges, Pete Fenlon, Terry Arathor, Stephen Bouton, Chris Christensen, Jahn Ruemrnle, Lary Simms; Plszesing Oliva Johnston, Oliva Iewin, Gary Thompson, Rocky Byrd, Terry Amthor, Dave Dixon Stephen Bouton, Cris Christensen, Bran Bouton, James Blevins, Elizabeth Rober, Lary Simms, Heike Kubasch ICE Seaff — Sela Manger Deane Begiching; CEO: Bruce Neidlinger, Menaging Hlior: Coleman Charlton: Prasdet: Peter Fenlon; Customer Service Suff Heike Kubasch; Shipig Suff: Dave Morris, Daniel Willies; Eling, Dolepnet,& Production Su Kevin Barrett, Monce Cook, Jolin Curtis, Beuce Hatlick, Jessica Ney-Grimm, PY—iiaDFr = Coopigh 9 9 Tethhs— Cony © 1927, 198 196 by FRR Te Fl of he Rg — Copyrigt © 1955195 by LR Talien Coppi © enced 1982 by Chap Taio, Mia LR Tl Th Tas Trt Copytiht ©1854, 1965 by JR Tolkien Copy © reed 1982 by Chior. Tolkien Mich H.R, Teen J Thee fe Ky — Copii © 95S, 1965 by RR. Ten Copy © reed 194 by Chior R. Tain Mal LR Tol Jn FR. Takin a Pra MAR, Talkin, Produced and Distributed by IRON CROWN ENTERPRISES, Ine, P.O. Bor 1605, Chasloresill, VA. 22902. Seock #2000 ISBN 155806-190-8 Second US. Edition, 1993. © TABLE OF CONTENTS © *PART I+ Intropuction 10 Role Playing in Tolkien's Wotld we rnewem ‘Wht a Fantasy Role Playing Game? ‘Adventuring in Middle-earth. ‘The Place called Middle-earth» Magie, My, & Religion “Your Character in Middle-earth ‘Te Hebi and Te Lard of te Ring. [A Sample BRP Advent nonronnen nnn 2.0 How To Play: The Rules & Guidelines... 2.1 Leaning to Use MER oom "Moning From LOR to MERP. 7 2.2 Dice Rolling Conventions nese nnsnnnrnnamneee 18 23 Definitions ae ens *PART IT* Your CHaracter 30 Keeping Track of Your Character. vwocnineonne 21-23 31 The Character Templates nsnnssnsvnnnnn 321f You Develop Your Own Character 4.0 Your Character’ Role. $0 The Fetnes Defining Your Chamcter ‘S11 Meneal and Physical Statice ‘52 Guleate and Race. 53 Professions SA Skil an 5.4.1 Skill Rank Boncses. 5.4.2 Primary Sls 5.43 Secondary Skille 55 Experienee Lt eens ‘56 Spell Lists and Power Points. 5.7 Miscellaneous Factor 6.0 Expecience and Advancing Level. 6.1 Experience Points 6.2 Chatater Levee ns 6.3 Advancing a Level senso *PART TIT* Prrrornana Actions 7.0 Sequence of Actions During a Round... 8.0 The Actions = 8.1 Movement nn ce 82 Maneuvers son 821 Static Maneuvers 8.22 Moving Maneuvers 83 Aticks ann BAM Attack Results 83.2 Spell Auacks : 83.3 Miwile Atacksmsoussnronno B34 Melee Arteks ons 8.4 reparing and Casting Spells 9.0 Representing the Physical Sieuation.aweennesnmunnneSS Facing — Coneation Berwen Carats 10.0 Handling Special Situations 5657 ‘Prgien~ Conlin Acts Orimiatin fs of Spel Retrel Actnty *PARTIV* ‘Tht Gamemasrer's Task: THE WorLD SysTEM 11.0 The Non Player Characters (NPCS, enn TL The General Pople nm i 12 Hostile Populations. . 13 lababitans of Adventre Sites = 114 Descriptions of Middle-earth Ceestres 1S Associates of the Phyer Characters 12.0 The Setting, .. T2I Civilized Areas z 2 the Strategic Environment. 14.1 Active in Civiliaed Areat 142 Activity in the Countyside. 143 Scouting the Countryde 14d Typical Adventes 15.0 Magic and Spells. TS Betenee 152 Channeling mon 153 Risk Factors 154 Cornupeion 155 Mage Items none 16.0 Religion. 170 Injury, Death, and Healing 18.0 Miscellaneous Topics. nT [Economics in Mile-carth : 7 *PART V* DDesiGNinc A CHARACTER 19.0 Generating Statistics. ot ™ 20.0 Choosing Culeure 8 Race, nn 80-81 82.83 84-87 21.0 Choosing a Profession. wmevsnenn 22.0 Background & Role Traits. sou 23.0 Adolescence Skill Development... 88-89 24,0 Apprenticeship Skill Development. 90.91 25.0 Your Character’ Role tien 26.00 Readying Your Player Character. 9295 27.0 Keeping Track of Your Character. 96.97 * PART VI *— A Samete Game SerTING Civilized Area ~The Inn at the Last Bridge nemo 98-100 ‘The Councryside ~ Forests and Hills of the Trollshaws, sn 1O1 ‘Adventure Sites ~ An Abandoned Castle. 102-110 Adventure Sites ~ A Hill-Troll Lait Serre *PART VIT* Tue AppeNpices AcI The Character Templates nono pn TAS Black Nimendean Wattioe = ind mm 411s Robie Warrior = Lown M6117 Diwatf Warrior ~ Bl Relic. “118.119 ‘Sina Ef Warior— Contin “120-121 Dunleding Sout — Bf 122.123 Hobie Scout ~ Bee No reas Dirac Scout — Duan. ea Sian El Scout — Lin on 128-129 Dinadan Ranger — Gale Woodman Ranger~ Shull, nnn Dorwinadan Batd — Wb scnnreneeem ‘Noldo Elf Bard ~ Landi, Svan Ef Mage — Lal Diinadan Mage ~ Mien nnn Halla Anise — Ege. Beorning Animist ~ Beli. © TABLE OF CONTENTS © A-2 The Cultures /Races.. a 146.179 ‘ALI Dwavih Races (Dwarven) penn AGTA8, $22 Eh Races li dor Sy oH) 48-184 A23 Hobbite = aI SS186 A24 Mena mon IST-I7S ‘ering’ — lad Némenrene— Coa. CS7-161 Devin ~ Didi — Dalidge. sone FTES Easel Eridoons — Goderis. rs 166168 Harden ~ Lh = Rabi nnn AOLTTL Varn = Wook = Wot, nnn TITS A-25 Ones (Canon Ore Uruk — Hao) sce 175-177 ‘A-26 Teall (Wild Trl ~ Oly — Hara) ne 177-179 63 The Creatures. vsnnnnn 180-189 ‘Bale — Crain — Drage. 180-181 Dees ~ Gr ages — Ent Feasiyayn ~ Fl Beats ~ Flas of Modo Gant — Hurnerberas — Haars Kran Marat ~ Mewlipa~ Manali! ~ Nal ~ Oig-bat~ Ora. lees? Gr Spies = Tle — Vapi Weg enn Wewtes— Wight igs. A-t The Spell Liss 190.211 ‘Spel Parancer ~ Sl Clases ~ ABs — Defitons ‘A-AL Open Essence Spell Lists nn een 192-195 Phyl Exhnenent—Eucrrs Ways Unkering Wa ‘Ese Hand Spl Waye— Eee Peri: son Sn Masry ‘A-42 Spell Lists for Mages Only 196-199 ie La = lr Le = Ear Lee ~ Lig La ~ Wid Lew Water Lew — Lift Brg Loving Charge ‘A-4.3 Spel Liss for Bards Only 200.201 Loe ~ Coiling So Sond Coir om Lave ‘A-4:4 Open Chanpeing Spell Lists nm 202-208, Narr’ Lave ~ Neer’ Mover — Spl Dif ~ Supe Wage Pretetoe— Deon Mary — Scund/ gh Weys— Cab Sits ‘A-AS Spell Lists for Animists Only 206-209 ‘it Chang Bled Way = Bow Mur Ws Onn Ways “Anil Macey — Plant Mary ~ Purifeaos~ Cratos ‘AAS Spel Liss for Rangers Only 210-211 ‘Path Masiery~ Mving Ways Nat as Natur Way A-S The Secondary Skills. sen 2-213 ‘A-6 Optional Material, 7 ovnBT4219 A‘ Professions "214-217 ‘Barren ~ Burglar ~ Cayjeer~ Explore ~ Mak ~ Slr Warrior Menk Rage — Wizard ~ Cain ~ ope Caer 1-62 Maria Ar & Adeenal Defense Silanes 218 1-63 Female Stats. ‘A644 Using Atel |A-65 Modifentions vo Elemental Atacks [A665 Learning Spell Lists anne 467 Weapons cnecnme na A-T Conversion Notes... 'A-7.1 Converting Characters From LOR to MERP. ‘A-72 Expanding MERP with Rolemser.—. ‘A-73 General FRP Conversion Notes A-8 Selected Readings. A-9 The Record Sheets. RS-I + Character Record Sheet. RS.2« Damage Record Shoet nnn nnn 228 RS.3« Experience Point Record Sheet ~ Blank Hex Sheet sn A-10 The Tables. nnn (CST ~ Comba Statistics Tables (CST-I + Wespone Stasice Table. 5 (CST-2+ Animal Statics Table CST-3 + Spell Statistics Table. RRT — Resistance Roll Table. AT Aucack Tables [AT-1 + Handed Slashing Weapons Attack Table [AT-2 I-Handed Concussion Weapons Attack Table AT-3 + 2. Handed Weapone Aeack Table. AT-4 * Missle Weapons Attack Table [ATS + Tooth & Claw Attack Table AT-6 + Grappling & Unbalancing Astack Table 234 AT « Bole Spell Acack Table [AT-8 «Ball pels Attack Table NT-9 © Base Spells Attack Table = (CT Critical Tables (CT-I + Crush Cried Table (CT-2 + lath Critical Table (CT-3 + Puncture Critical Table (CT + Unbalancing Critical Table CT-S + Grappling Critical Table C1-6 + Heat Critical Table ens CI-7 Cold Critical Table = CT-8 + Electricity Critical Table nn (CTD + Impact Cite! Table ann I-10 Physical Catia for Large Creatures Table CT-L1 Spell Crtcals for Large Creatures Table FT — Fumble and Failure Tables ET-I¢Hsnd Arms Fumble Table = FT-2+ Missle Weapons Funble Table 240 FT-3 Spell Flare Table FT-4+ Moving Maneuver Faure Table = ET ~ Experience Tables ETI * Ceteal Poin Table eomnnnnsnnmnnncneee DAT ET-2+ Kill Pine Table. Ar ET-3 + Maneuver Point Table cm 241 ET-4 + Spell Point Table = 2 Dar ET-S Experience Point Table. MT — Mancuver Tables MT-I + Moring Mancuver Table. MIT.2 « Statie Maneuver Table.scsv on 243 BT Bonus Tables BT-T + Sexe Boma Table nnn 24s BY-2 Sis Bonus Effet Table 26 BI-3 Special Racial Modifications Table. 244 BT-4 + Skill Rank Bonus Table BI-S* Weight Penalky Table. BT-6¢ Profession Table (CGT ~ Character Generation Tables (CGT-L + Language Rank Table (CGT-2 « Background Options Table (CGT-3 + Race/Culture Table CGT-4* Development Point Table CGT-S + Adolescence Skill Rank Table IT —Ijury and Healing Tables IHT-1 + Stat Deterioration Table THT-2 Recovery Table IHT-3« Lifegiving Effece & Price Table ST — Summary Tables 'ST-1 + Languages of Middle-earth. ‘ST-2+ Greture Summary Table. ‘ST-3 * Master Character Table. ST-4© Bgpipment ate Price Table S ST-5 + Hes, Poisons, and Diseases Table “256-257 S16 Treasure Table SST-7 + Magic Item Pricing Table STB + Weather Table. ST.9 «Strategic Movement Rate Table-n cn ST-10 + Encounter Table ST-II + Action Table. ae ST-12« Spll Use Risk Table * PART VIL The Fallowsip ofthe Rng ¢ PART T° INTRODUCTION “Tiree Ring forthe lven-kings wader the sky, Seve forthe Drsrflorde in thir bls of stow [Nine for Mortal Men doomed to, (One forthe Dark Lord on bis dk throne Inthe Land of Mordor wer the Shadows le ‘One Ring rue tho ll, One Ring find the, ‘One Ring 0 bring ther al ann the darks bind th In the Land of Mordor were the Shadows iz.” —Gandalf quoting an ancient verse to Frodo Baggins Ton I, p 81 This haunting quote captures the essence of the saga known as The Lord ofthe Rings. The stirring words referto the epic struggleof Eru's Childeen—Elves, Dwarves, and Men— against the frightening evil spawned by the Dark Lor, zuron of Mordor. Thistale ranks among the greatest annals of fantasy, Its setting, Middle-earth, is as rich a land as any in literature. 1.0 * ROLE PLAYING IN TOLKIEN’S WORLD amlessly crafted and utterly believable, Middle-earth prose and verse, colorful vignettes and char heartfelt messa Here, immortal Elves, stalwart Dwarves, passionate Men, and simple Hobbits give battle against overwhelming odds. Fighting prejudice, greed, fear, and tempration, arth, joys and terrors experienced by lives" in the mind of anyone fortunate enough to delve into JRAR. Tolkien's brilliant stories It isaworld full of evocative 3, fabulous languages and cultures, and (pehaps most of all) honest and lessons about things good and bad. rey struggle amidst the shadowy currents of a world torn asunder: ‘Middle-earth Role Playing (MERP) lets you step into | RR. Tolkien's marvelous world. If you love adventure, drama, fantasy, fairy tales, ot just exploring uncharted mysteries, you'l savor this Middle- eting the sort of challenges and sharing the sort of sider, Gimli, Legolas, and me. Now, you can role play Frodo. Middle-earth Role Playingis a complete role playing system. We provide guidelines covering every facet of adventure gaming. I's all you need to get started on a simple quest or grandiose campaign. Besides rules about role playing and character development, mancuvers and combat, magic and healing, encounters and adventures (and the lik), we provide a host of play aids and a wealth of information abourthe land the Elvescall Endor: Middle- earth, We hope you read it all, gather some friends, and enjoy a journey together in the greatest fantasy setting ever published, ® WHAT IS A FANTASY @ ROLE PLAYING GAME? ‘As you may already know, role playing is akin to playacting. The referee, or gamemaster, serves as a Sort of actor/director, while the players portray the main characters. Everyone + imaginative talents to conceive spontaneous story which is never short of nbines the action, intrigue, and adventure. ‘The easiest way to understand a role playing game is to think of ie asa work of fition such asa novel (ora play, ora movie, ete), In a novel the author determines the seting of the novel along with the actions of all of the characters and thus the plot; however, in a role playing game, the author (called the Gamemaster) only dlterrines the setting and some of the basic elements of the plot. The actions of the chara ers (and thus the plot) are determined duing the game by the game “players” and the Gamemaster. Each of the “players” controls the actions of his “player character,” while the Gamemaster controls the actions ofall ofthe other characters called non- player characters) Thus each player assumes the role of (ies role plays) his charaeter and the Gamemaster role plays the non-player characters. In other words, a fantasy role playing gam isa living” novel where interaction between the actors (Characters) creates a constantly evolving plot. ‘The Gamemaster also makes sure all of the characters perform only those actions which are possible within the framework ofthe setting thathe has developed (his “fantasy” world) This is where che “fantasy” part and the “game” part come into the definition of a fantasy role plying game. A Gamemaster creates a setting which is not limited by the realities of our world, and chus the setting fills into the genre of fiction known as "fantasy". However, the Gamemaster tues a set of “rules” which define and control the physical realities ofhis fntasy world, The use ofthese rules makes the process of ereating the role playing “novel” into a game. ‘Tue SETTING ‘Thus, a fantasy cole playing (“FRP") game is set in a fantasy world whose reality is not defined by our world, but instead is defined by aset of game rules. The ereation of the plot of role playing game is n on-going process which both the Gamemaster and players may affect, but which neither controls. The plot is determined by the the interactions between the vatious characters and the game's seting. Since fantasy role playing is aftr alla game, it should be inceresting, exciting, and challenging. Thus one of the main objective ofa role playing game is for each playerto take on the persona of his (or her) player character, reacting to situations as the character would. This is the biggest differ nce between role playing games and other games such as chess of bridge, A player's characteris not just a piece or a card; ina good role playing game, a player places himself in Bee eke ie Greene aoa a scriptions, drawings and maps to help the players visualize the physical settings and other characters. In addition, each player character should speak and react to the other players 2 his character would. All of chs creates an ai of involve~ :ment, excitement, and realism (ina fantasy setting ofcourse) ‘The Gawenaster ‘The Gamemaster has been described as the limited thor” of the game; actually, he fanctions as more than this ‘The Gamemaster notonly describes everything which occurs in the game as if it were really happening to the player characters, but he also acts as a referee or judge For situations in which the actions attempted by characters must be re- solved. The Gamemaster hasto do alot of preparation before the game is actually played. He must develop the seting and scenarios for the play of the game, using the game rules, and cither material of his own design or commercially available phy aids. Uneil the players actually encouncer certain situa tions daring play, much material concerning the setting and the scenario is known only to the Gamemaster In addition, the Gamemaster plays the role ofall of the characters and (ose ee ore eared Nets and act within the game setting. The: Pavers ‘The players each develop and create a character using the rules of the game and the help of the Gamemaster (for the character's background and history). Each player character has certain nemerical ratings for his artribuxtes, capabilities and skills, These ratings depend upon how the player devel- ‘ops his character using the rules of the game. Ratings determine how much of a chance the character has of accomplishing certain actions. Many of the actions that characters attempt during play havea chance of succsss and a chance of failure. Therefore, even though actions are initiated by the Gamemaster and the players during the game, the success or failure of these actions is determined by the rules, the characters ratings, and the random factor ofa roll of the dice. Finally, a fantasy tole playing game deals with adventure, magic, action, danger, combat, treasure, heroes, villains, life and death. In short, if aro playing game, the players lave the real world behind fora while and enter a world where the fantastic is real and realty is limited only by the imagination of the Gamemaster and the players themselves. Gandalf Section 10 @ ADVENTURINGIN © MIDDLE-EARTH “Where now ae the Dsnedain, Elaar,Elar? Wy do thy ingle wander for? [Nari the bow wh be Lost shuld cre forth, “And te Grey Company ride from he Not ‘Bua dark i the pth appointed for the The Dad wath the road tha leds tothe Sox” Queen Galadriel, to the Ranger Aragorn (Elesat) LotR Up. 136 ‘The Lord of he Ringe sis your imagination and leaves you with sense of adventurous wandeckist. Middle-earth Role ‘Playing helps wansforms your dreams ino action. You step ‘out of this world and stride boldly into Middle-earth, where you adventure as an Elf, or a Hobbit, oF a Man, or even an Orc. You can eat cakes in the Shite, peruse books in Rivendell, climb the storied Misty Mountains, or fight Dragons inthe Withered Feat, Rather than simply reading albu the servants ofthe Evil One, you can do something stop them. Stand vigil against the minions of the White Hand, battlethe Black Riders, orspy onthe men of Mordor— wherever your mission, and your courage, takes yo. Middle-earth presents boundless opportinity for adven- ture. A turbulent land, iis torn by a great struggle involving snysiad races and peoples, goals and alliances, monsters and aurifacts, dreams and desires, and heroes and villains. The forces of order combat those of chaos, while the prophets of hope crusade against the apostles of doom. Waemheareed fools, stouthearted optimists, grim warriors, and inspired dreamers champion the cause of goods, defending freedom inthe face of the cowards, cynics, and oppressors who serve the cause of darkness. There is ample room in Endor for virtually any sort of adventurer, or any type of sojourn, expedition Underlying ic all, are grander themes offering broad vondeful stories and compelling adventures. Two especially color life in Middle-earth atthe time ofthe War of che Ring. The firs is the contest between the righteous “preservers"—those who revere and guard Eru's gifs, the Great Music of Creation, the Fire Imperishable, and the Balance of Things—and the selfish “abuser, whom subscribe to the hideous vision of the Evil One. The second isthe climactic march toward a permanent transfor ration of the world, che so-called end of the Fading Years. ‘As Saruman once said: "The Ele Days aregone. The Middle Deys are pasing The Younger Days are ginning "(LotR I, p- 339.) Both of these themes deal with the nature of fandamental change, be it good. bad, or indifferent, and both challenge us to understand how Midle-earth can be a better word ‘We invite you to grapple with these challenges, adopt a So, read on. © campaign, foundations character, and try your hand at adventus ® THE PLACECALLED @ MIDDLE-EARTH “Sil round the corner there may wit A ne rad or a wert gate And though Loft ave pase the by, A day wl come at last when Sl ae the biden pats that run Wes ofthe Moon, Fat of he Sun.” —From an old walking-song, LotR IH, p. 381 Before you go venturing into Middle-earth, you probably should know a bit abou the place. It is, after all, going to be your character's home. So, we offera litte background about the world, its history, and its peoples. We start with a some ‘geography, ‘Tue Laps oF Torxten’s Wort Middle-earth is not world it sa continent. Iris Endor, the “Middle Land” on the world the Elves call Arda (Q. "The Place”). Arda is home to three continents: + Endor, or Middle-earth; + Aman, the Blessed Real + Mérenoré, the Dark Land. ind Middle-earth lies well to the east of Aman and some leagues north of Mérenoré. Endorian chroniclers some- times refer to Aman as the “East Land,” and Mérenoré as the “South Land.” Created by Eru—the One—as a land for his Childzen (the Erahini), Middle-earth isthe oldest of the three landmasses. It is a magical place populated by all sorts of ereatutes, a land increasingly dominated by Men. ‘Mérenoré, or “Dark Land,” isthe smallest of Arca's three continents. (The still smaller island-continene of ‘Niimenor sank beneath the Belegaer during latter yearsof the Second Age.) It is a warm, shadowy place, most of which is utterly unexplored. Legends recount that is hhaunted, full of monsters, and populated only by a handfulofwild peoples. Duringthe Elder Days, Mérenoré was nearly connected to Endor a its northeastern and northwestern tips. The two lands still remain in close proximity, separated only by the shifting waters of the small ocean the Eldar call che Haragaer. Thus, the Dark Land is also called “Hiyarmenori,” the South Land. ‘Aman, the “Blessed Realm,” i also called the Death- Jess Lands or the Undying Lands. A young continent located in the Farthest West, itis situated across the Sundering Sea, well co the west of both Mérenoré and Midlleearth, Aman's exact dimensions remain uncer tain, for time and distance mean little there, but it is clearly much longer than itis wide. Stretching far to the north and south of the Girdle of Arca (the Equator), it very nearly spans the poles. Aman contains Valinor, the home of the Vala, the Maiar, and many of the Quendi, ‘Other Elves make their home in the coastal realm of Eldamar and on the isle of Tol Erreséa, in the eastem- most patt of the continent. In the west of Aman le the Halls of Awaiting, che place of the dead, where Elven spirits go to rest. ‘Tut Seas or Touxten’s Wort Water covers most of Ara, and three seas dominate the world, They inchade: + the Belegaer, or Sundering Sea + the Haragaer, or Southern Sea; and * the Ekkaia, or Encicling Sea ‘The Belegter, or “Great Sea” separates the “Young, Lands" of Aman in the West from the “Old Lands” of Morenosé and Endor in the East. Iti the “Sundering Sea” of Elven lore, Its western waters, those beyond the Great Rift, are known as the "Bent Seas’—for mariners sailing toward ‘Aman will never get there unless they have Bru’ leave. “The Ekkaia, or “Encitcling Sea,” is actually a larger ocean. Stretching across both poles, i¢ washes the icy, northeen shores of Aman and Endor. as well as the cool, southern coasts of Aman and Mérenoré. The Ekkaiaalso lies along the eastern edge of both of the Old Lands. Numerous smaller seas comprise this vast mere. “The Haragaer or"South Seis south of Middle-earth, Itscparates Endor fromthe lands ofthe Utter South. Assuch, it is juse a rightly refered co by its ancient Sinda label: the “Middle Sea,” o Enegaer, Its waters meet those of the Belegaerto the west at Metharn (Hyarmimente). Since it i small ocean, many geographers reckon itto be apartof the Eig. Goldberry Section 10 ® MAGIC, MYTHS, © & RELIGION “Te Eder Daye ae gone The idle Daye are pacing The Younger Days ae hing. The i of he Ele over, bat ur tinea hd: the word Men, whicb we rast rd, Ba et ase poser, oer order al bigs as we wil for ht sd hich cy the wit on.” —Saruman the White speaking to Gandalf the Grey LotR I, p. 339-340. Now that you've sampled some geography, we turn to the fandamental nature of Atda, Myris & RELIGION Eru, the One—the only true diety—created Arda, First, however, he conceived the Ainur, or “Powers.” The first beings to enter Tolkien's world, the Ainur actully shaped ‘Arda according to Eru's scheme, “The Ainur are all-powerful, immortal spivis. They in- clude the exalted Vala ike Manw and Varda, as well as the Maar, who include Sauronand the five Wizards. Mostof the Anu (including all but one ofthe Valar) remain faithful to thei ereator. Others, like Sauron and the Balrogs have fallen from grace. While theie direct influence in Endor wanes with each passing Age. the Powers remain the most potent beings in Existence. The peoples of Middle-earth still worship their vatious incarnations in countless ways. After ll, they repee- sent Eru’s Thought, his great Themes. Originally, there were fifteen Valar. They include: ‘* Manwé (Silimo) — The Master of Air; the King of the Valar. + Varda (Elbereth) — The Mistress of the Stars: the Call Fred, Queen of the Valar. and Sam * Ulmo — The Master of Water: the King of the Sea sbrexgh be + Aulé (Mahal) — The Master of the (non-living or swstereof clemeneal) Earth, Kieled-siram Ge Wes Sea! aE ST + Yavanna (Kementiri) — The Mistress of the (living) Eaeth. ‘+ Nimo (Mandos) — The Master of Fate or Doom (death, passing). ‘+ Nienna — The Mistress of Conscience (grief, pity. suffering). + Orom (Béma) — The Master of Nature; the Hunts- man of the Valar. + Vina — The Mistress of Youth (wild, birth, renewal fire, flowers, song) ‘+ Tulkas (sum, Astaldo) — The Master of Valor and Champion of the Valar ++ Nessa — The Mistress of Joy. ‘+ Irmo (Lérien) — The Master of Spirits (dreams, desires, love, vision, peace). ‘+ Est — The Mistress of Renewal (healing, res, peace). + Vair — The Mistress of Time (fae, tales, memory). +*Mclkor (Morgoth) —The Black Enemy: He who isEvil Tncarnate, ‘Vala elationships mirror those ofthe Children of Iivata. Some are older than others, Most ate married, and most have siblings. Manwé's wife Varda, for instance, is Queen. Her word is law to all the Powers, excepting her husband. Maaic & Power IRR. Tolkien's works include many evocative themes, such as the corrupting influences of power and illegitimate magic. Concepts like the Balance of Things and the three themes of Ens divine order are reflected in the struggles against Darkness. Neither Morgoth nor Sauron respect either nature or Bru's Thought, and nether feel constrained when itcomesto possessing and using magie. They conjure, create and modify things according to their own lustful wills. Others, such as Saruman, also lose sight of the Balance in their quest for magical knowledge and power. The White Wizard begins using righteous magic outside the boundaries of his mission, eventually seeking snrighteous—and then evil—sources of insight and strength. Thus, he falls from grace. Always, che unsanctioned possession or use of magic in Middle-earth eventually wreaks madness and tragedy. Such abuse invariably spawns the downfall of seemingly omnipotent mages. Te is important, then, to note chat in Endor the lust for “unnacural” power is dangerous because it is “unsanctioned” Ie is without “blessing” and contrary to the Balance of Things. Unless one's magic isin some way blessed ot “sanctioned,” itis ar best wrong, at worst evil. Any mage possessing such llegitimate power isalways arisk of becoming smad and/or evil. Those who actually employ such magic increase this peri Tn other words, anyone possessing unblessed power or anyone wielding any power in an une blessed fashion, invites doom. This is the principle that both gamemasters and players should heed when dealing with magical things or characters in Middle-earth, Ie involves a ewo-step test + First detetmine the nature of the magic. Isitin some way blessed? If nor, it is dangerous and possibly very evil. + Second, assuming the magicisblessed, determine whether there are any limits or constraints with respect to its use. Since the issues of possession and use of artifacts, spell- ‘sting skills, te ate critical toa faithful, flavorful Midale- earth campaign, gamemasters should apply this test carefull. Players should note that dabbling in the magical arts ean be perilous. Unless attuned to nature (eg like a Wose practicing Pékel‘magic), imbued with sanctioned talents (eg. an Amorian seer forecasting for his king), or given a rightfil gife(e., an enchanted sword asa reward for aiding an Blven smith), the player character may be exhibiting the sort of lst that ultimately led to the Downfall of Néimenor. ‘A gamemaster should create or uncover the story behind any magical iter, dictate whether matters either proceed according ro nature— the Balance of Things—or succumb to tragedy borne out of sntation, formula, et. This story will insanityand darkness. Inthe latter ease, you may bear witness Galibery to an exiting but terrible tale sit ber ier (® YOUR CHARACTER @ IN MIDDLE-EARTH "Roads go er ron Under ld and wer ar, Ye fe hat wdering hve gone Tur at lat oboe ye tha fire and sored bee sen ‘Arid Berri he alls of stone Ik at lt a mead green “Ad tres ard il ty ogee ow” —Bilbo Baggins, The Hobbit, p. 283-84 In Middle-earth, immortal Elves, stalwart Dwarves, and simple Hobbits live amidst a varied lot of mortal Men. Gandalp struggling to survive and prosper in the face of myriad ever Bille threats: Orcs and Wargs, Trolls and Giants, Wights and = Wraiths, Dragons and Fell Beasts, and of course the Lord of |] adventure the Rings. Awesome incantations mold the landscape and affect the weather, while Rings of Power guard magical ‘ealins—or torture souls and drive Free Folk into Darkness. However, Middle-earth also resembles our Old World, for the and of Endor shares most ofthe woes and wonders associated with the younger "World of Men.” Greed, avarice, prejudice, hate, and fearall stand inthe way ofhappiness. The ‘ongoing struggle of Good versus Evil and the tests of Fate dictate the fortunes of the enslaved and free alike. “This isa setting ideally suited to heroic drama. It beckons brave, inquisitive, adventurous souls to undertake quests of fame or fortune, oto endeavor to rescue unfortunate souls from the heinous grip of the omnipresent Shadow. So, by Eru, go forth and try your hand atthe pleasutes and jor! And may Era be with you. Section 10 Bilbo Section 10 THE HOBBIT AND THE LORD OF THE RINGS ‘Midd-catb Role Playing specifically bases on two books by RR. Tolkien. The frst, The Hobbit, is often described as ‘the enchanting prelude” to the latter, fori ells ashore, and somewhat lighter, tale chat helps set the stage for the story cecounted in The Lord of th Ringe The late work isa somber, sweeping epic of much grander proportions. Com- prised of six books, Ihe Lord of the Rings wae originally published in three pars and, to this day, feasually appears asasctof separate volumes. This glorious cycleisactlly one discrete story although iis often called “The Trilogy” and gave birth to legion of other "Tolkienesqu fantasy series. Forthose of you who missed the chance to read The Hobbit or The Lord of the Rings, or who need help recollecting the stories, a serialized synopsis of af the two works is sprinkled across the following pages. @ THEHOBBIT @ Tolkien tess thatthe Halfling adventure Bilbo Baggins composed The Hobbit. Originally entitled “There and Back “Again,” the tale constitutes the earliest chapters of the “Redbook of Westmarch.” It takes place in Third Age 2941-2942, Bilbo's entertaining story begins in the Shire, the quiet home of the unworldy Hobbits, where all the Baggins lve in simple comfort, taking care to avoid any sort of risks. Unbeknownst to him, however, Bilbo is an inspired soul After meeting a party comprised of homeless Dwarves led by King Thorin Oakenshield and the Wizard Gandalf the Grey, he finds himself drawn into an expedition aimed at recover- ing a great hoard of gold. The company takes him along in hope of using his burglary skills. Embarking on a lengthy aquest across the wilds of northwestern Midale-earth, the group marches eastward towaed Erebor, the Lonely Moun tain, Theit journey involves encounters with hungry Stone- trolls, playful Giants, foul Ores, huge Spiders, and savage Wolves. While separated from party beneath the Misty Mountains, Bilbo comes across a fost ring thac changes his life. Healso meets Gollum, a cursed and rwisted Hobbit who misplaced the magic artifact. Bilbo discovers that, when wor, the ring makes him invisible. He uses the device to clude Gollum and rejoin the expedition, The sojourn takes the company across Mirkwood to the land ofthe Forestelves and on further Lake-townon Long Lake. From there, they strike ou toward the Lonely Moun- tain, the home of Smaug the Fire-drake. Bilbo uses his magic ringto sneakiinco the beasts chambers and survive ac tation with the fearsome Dragon, Stitred from his repose, Smaug attacks Lake-town, where he is shin by Bard. The Fire-drake's death ostensibly means the reopening of his ir, however, a combined army of Ores and Wolves marches on Erebor. The Company fights its way out of the Lonely Mountain while the Battle of Five Armies rages at the base ofthe windswepe peak. The story climaxes as Elves, Eagles, and Northmen vanquish the forces of darkness ‘Afvcewards, the Dwarves reclaim the Lonely Moun- tain, which was once a grand Dwarf-hold, Bilbo recurns home with his ring, st immeasurable import. tunaware (as we are) of its | @ THE FELLOWSHIP OF © : THE RING (Book One) “The first part ofthe Lord ofthe Ringe is entitled “The Falowrbp ofthe Ring" The tale begins in the Spring of Third Age 3001, a8 Bilbo celebrates his hundred and eleventh birthday. Among the celebrans is Bilbo'skins- san and heir, Frodo Baggins, and Gandalf the Wizard, For chem, t would prove fortuitous gathering, for itis then that Bilbo disappears from the Shire—leaving his magic ting t0 young Frodo, and leaving his anxious nephew in Gandalfs care. Seventeen years Inte, as Sauron of Mordor's agents comb the land in search o thesing, Gandalf reveals the story behind the enchanted heiloom to his Hobbit ward. He explains that Bilbo's magic tinket i in fact che One Resling Ring created by the Evil One as a means to enslave the Free Peoples. Frodo's stout fiend, Samwise Gamgee, overhear the revelation and, ike Frodo, finds himself destined embark on an unsuxpassingly dangerous quest. ae Oe Thestory goes onto ecoune the flight of Frodo, Sam, and two other Hobbits: Meriadoc Brandybuck (Merry) and Peregrine Took (Pippin). Eladingthe Black Riders—Sauron's undead Ring-wraths—they brave the haunted Barrow-downs ana take haven in the rown of Bree. There they meet Aragorn 4 Ranger of Eriador who calls himself “Strider.” He joins their band and helps them escape from repeated encounters with the Weaitheriders. With Frodo wounded, chey find their way to the Hlouse ofthe E-lord Elrond at Rivendell © THE FELLOWSHIP OF @ THE RING (Book Two) ‘The consensus at the subsequent Couneil of Elrond calls for the destruction of the One Ring. Frodo is appointed Ring-beater,and the Fellowship of the Ring forms. Gimli the Dwarf Legolas the Elf, and Boromir the Gondorian join as representatives oftheir kingdoms, among the las of the Free Lands. Aragorn, who is now revealed as the true heir of the High-kings of Arnor and Gondor, also swears to guard the Ring-bearer. Gandalf and the four Hobbits complete the ‘company. Their mission is to ensure the passage of the Ring to the dark land of Mordor, where the enchanted veleanic fires of Mount Doom await. The countless thralls of two principal foes—Sauron the Darke Lord and Saruman the traitorous Wizard—patrol the lands along their path, Embarking from Rivendell, the Fellowship travels south- ward to the ancient West-gate of Moria. Neither Fell-wolves nor snows not a great Kraken stay their course, The party enters the abandoned Dwarven halls of Moria crossing the Misty Mountains deep within the bowels of the earth Assailed by Ores and Cave-trolls, the Companions of the Ring barely escape. Indeed, Gandalf i lost in a bottomless chasm while dueling, and ultimately defeating, the horrific Balrog—a great and dreadful Demon of Might whose shad- ‘wy origins lie rooted in the Elder Days of the First Age ‘Aragorn leads the group out of Moria and into the safe woodlands of the Elkingdom of Lérien. There, the Fellow ship rests and secks council with Queen Galadriel and King Gelborn. The Elves supply the sojourners with food and clothing and equip them with three nimble boats. The vessels carry the party southward down the Great River Anduin, to a point above the mighty Falls of Rauros. Meanwhile Gollum—the hideous creature who found, was comupted by, and then lost the One Ring—tracks their course. ‘Well dawnstrear, the Fellowship is ambushed by Orcs and forced ashore. They make adlfficult portage around the rapids at Saen Gebir and paddle toa landing above the great ‘waterfall. There, they argue abou the furure course of their quest. Boromir plans to return home to Minas Titith, the capital of Gondor, to prepare for the coming war. He advocates unity and warns against the proposed sundering of the company. Frodo, however, favors taking the Ring directly t0 Mount Doom. Lured by the evil power of the Ring, Boromic then resolves to seize the device by force. Frodo and Sam flee. The others seater in pursuit. The first part of the story closes with the company divided and in desperate scralts. Fredy, Sam, ced Pippin leave he Shire Galadriel ather Section 10 Bard takes Sag Section 10 ®@ THE TWO TOWERS @ (Book Three) The secon part of the Lor of th Rings, “The Tve Towers,” ‘opens with the Fellowship scattered and Frodo and Sam in flighe toward Mordor. As the others search for them, Ores attack, and slay the penitent Boromir. A second Ore-band subsequently captures Merry and Pippin. Minions of the White Hand, these Oresservethe cormupeed Wizard Sorman, Gandalfs Maia kinsman, They bear theit (wo prisoners westward across Rohan toward their master's citadel (Omthane) at Isengard. There, Saruman awaits, hoping to secure the One Ring for himself. His secret alliance with Sauron of Mordor is nothing but a (Foolish) ploy The Ore-group reaches the edge of the eerie Fangorn Forest, about halfway between the Great River and Isengard, before they are surrounded by the vigilant Riders of Rohan. Tedby daseivecshall res fie ers deh the Oo Merry and Pippin escape the fray and take refuge in the ancient woods. There theymect Trecbeard the Ent, the huge, secretive lord of the forest. Teeebeard takes them to safety and listens to their harrowing ale. The Ent-lord then rouses his Tree-folk. They mobilize for war and march on Isengard. Having pursued Saruman’s Orcs, Aragorn, Legolas, and Gimli encounter omer’ force soon afterthe skirmish. They borrow horses and ride into Fangorn. Their search proves futile; however, they are pleasantly stactled by the reappear ance of Gandalf. Garbed in Grey but now called the “White Rider,” the lost Wizard returns from the dead to help save the cause, Aragorn, Legolas, Gimli, and Gandalf travel southward to Edoras, the capital of Rohan. Eomers uncle Théoden, the King ofthe Ridlermark, offers them refuge. Inturn, Gandalf heals Théoden, saving the old man from the predatory spells of his evil counsellor Grima Wormtongue. Revealed as aspy intheservice of Saruman, G just before the Enthost invest the citadel, The Ents over- helm the defense, destroy the outer walls, and scatter the remnants of Saruman’s home army. Both Wormtongue and the fallen Wizard find themselves besieged in the Tower of Orthanc. ‘As the Ents assail Isengard, Aragorn, Legolas, Gimli and Gandalf ride westwarel with Théoden’s army ofthe Robisrim in suppore of the defense the Hornburg, a major stronghold in western Rohan. The Riders and their compatriots arrive in time to ensure a grand victory over Saruman’s main host. ‘Turning, northward, the Rohisrim tush to Isengaed. There, they find the citadel in ruins and the Ent-host arrayed around the central tower. They also rejoin Merty and Pippin. The company secures Sarurman's chanted Palantir (Seeing-stone) of Orthane. Gandalf en- trusts the Orthane-stone to Aragorn and, accompanied by Pippin, rides southeastward to Minas Tirith. War looms. ma flees Isengard. He arrives spture and recovers the en- ® THE TWO TOWERS © (Book Four) ‘Meanwhile, Frodo and Sam continu thet fateFl quest to reach Mount Doom. They cross the Anduin and pass through the bleak Brown Lands, where they encounter and (ostensibly) tame Gollum. His malice and avarice under control, the creature leads his two Hobbie companions through the Dead Marshes and across the desolate fats of Dagorlad. The trio reaches che Morannon, the Black Gate opening into Cidun, the parched, bowl-shaped mountain valley leading to Mordor. Theie way barred by the massing minions of the Dark Lord, Gollum suggests another route He convinces Frodo to try the secree subterranean tunnel paralleling the mountain road chrough the narrow Spider Pass, Joining the fallen city of Minas Morgul to the old Gondorian watch-tower ar Citith Ungol, the route serves as a back door to the Dark Land, The party moves southward through Itilien, along the westward flank of the Mountains of Shadow. About halfway t their crossing point. a Gondorian scouting: party encounters the three small travellers, Faramis, Boromit’s younger brother, leads the stealthy band. They take Frodo, Sam, and Gollum through the hilly woodlands toahideaway behind the waterfall at Henneth Annin, Frodo recounts his plans, and Faramir speaks of the coming war withthe heinous Lord of the Rings. He warns them that although the roads into Mordor are strangely quiet the way they sek i almost impossibly dangerous. Throughout the brief respite, Faramir resists the power of the One Ring and avoids the fatal temptation chat claimed hs brother's mind ‘The noble Gondorian warvior provides provisions and sends the trio on their daunting wa Approaching the smoke org, indeed, Gollum filed to describe the horrors oftheir route. noxious stench fils the dank, cecayng vale, and the ghostly glow of te city's massive central tower looms likea beacon OF doom. All remains dark and quiet but, as the party circumvents the citadel, thunder rips chrough the mountain nsheouded walls of Minas ‘rodo and Sam realize chat Faramir was right bowels and a leaping fite rises over the peaks. Then lightning stupts from the rotating Moxgul-spie, and che great cry of the everdying Lord of the Ring-vwra War of the Ring at last hs issues from the stony maw of the city gate. T begins The simple Hobbits still puch on, though, making their way upwatel and eastward through the dark haze that fills the mouth of the Spider Pass. Gollum guiles his ewo compatri- ots through the hidden staifilled defile around 2 “There, he betrays them in the Ruling Ring. Gollum abandons, and then pounces upon, the ewo Hobbits as the hideous guardian of che pass—the Demnon-spider Shelob— attacks, Sn outwestles Gollum, who flees. Shelob stings Frodo before Sam recovers and leaps to the rescue. Sam wounds the monster and drives her off, but he believes his master has perished in the fray. “The second part closes with Sam reluctantly parting from his fallen master. Taking the One Ring, the gi Hobbit tres to complete their seemingly hopeless quest. He reachesthetop of the pass, nearthe base ofthe tower of Cirth Ungol, before he is forced to hide from a pur of bickering (Orc-bands, Using the magic Ring, he makes himself invis- ible, He eludes the arguing Ores, who debate the fate of dragged and unconscious Hobbie prisoner Sam realizes that Morgel and ineo a tunnel hopes of reclaiming “his preciou stricken Frodo is alive, but he fails to prevent the Orcs from bearing hhis master’s body into che old warch-tower. Sam follows. 1e clanging door, he knocks himself senseless, The stunned Hobbit lies outside the walls Desperately hurling against Gall Section 10 Section 10 © THE RETURNOF @ THE KING (Book Five) “The thied and final part of the Led of the Ring, "The Return ofthe King,” opens in Andrien, the northernmost province of Gondor. Mounted on the heroic steed Shadowfax, Gandalf and Pippin ride along the tree-lined highway that bisects the tegion and links Edotas and points further west with Minas ‘Tinith, As the winds sti Pippin from his long nap, the two travellersseethe sudden kindling of signal-ires onhillsto the south, There, the blazing lights appear one by one, as if ‘marching along the northern edge of the White Mountains. Gandalf realizes that the Men of Gondor are sounding the alarm. The war is at hand, The call is going out toward Rohan. Gandalf hastens his horse eastward. In time, the Wizard and his Hobbit companion reach the sevenctiered capital of Gondor. They arriveas the city braces forthe impending onslaught. Secking council with Denethor, the Ruling-steward of the South Kingdom, they speak of Denethor's son Boromie, and they pledge ther lives to the defense of the ancient realm. Meanwhile, Aragorn, Merry, Gimli, and Legolas ride south from Isengard with King Théoden and his House- guard, Afer joining with a company of Diinadan Rangers, compatriots of Aragorn en route to war, the group makes its way to Helms Deep. There, Aragorn tells Zomer of his plan: hhow he will ride the highway to Edoras, and then turn southward to Dunharrow, and finally crossthe White Moun- tains by way of the fabled Paths of the Dead. Aragorn explains that, after gazing into the Orthanc-stone, he is sure that the defenders of Minas Tirith have no more than ten days to find help. He subsequently assembles the Grey ‘Compary—Girmi, Legolas, and the Rangers ofthe North— and leads his elie troop swiftly along their appointed route. Stopping briefly arEdora, they meet Lady Eowyn, Théoden's bbeautifal, headstrong niece The Grey Company then pushes ‘onward to the high vale of Dunharrow, through the door beneath the peaks. and along the lightless Paths ofthe Dead. Summoning the cursed Army of the Dead, who gave the tunnel its name, Aragorn gathers agreat Ghost-army behind the troop. He leads them outof the Paths, into the Morthond Vale, and down to the Stone of Erech. There, at the most storied site in Lamedon, he blows his horn and pledges the army of ghostly Oathbreakers to an alliance. Called to fight by the rightful King of the Dead, the Army of the Dead pledge to follow Aragorn and fulfil cher ancient obligations to the Lord of the Gondor. Thus, they hope to end their ‘As the Grey Company cross into central Gondor, King Théoden musters the Rohirrim and rides (with Merry at his side) to the defense of Gondor. Further east, Gandalf and Pippin find themselves caught up in the unfolding war. Two vast Mordorean war-hosts, one marching from Morannon and the other from Minas Morgul, reach the dike surround- ing the Pelennor Fields below Minas Titth. They ae ed by the Lord of the Ring-wraiths, the foul Witch-king. The Morgul-lord infects the retreating Farami with his poison- cous Black Breath. Overwhelming the defense, the Dark Lord's minions tow their seige machines across the fertile lawns and assail the Gondorian capital. Denethor, who is driven to madness after gazing into the Secing-stone and coming under Sauron’s influence, orders the creamation of both himself and the dying Faramis, leaving Gandalf to lead the defense. When the main gate crumbles, itis the Wizard who confronts the Witch-king as he enters the city. At this critical moment, the Riders of Rohan arrive, cutting their way through the northern flank of the evil hordes, The Witeh-king turns his attentions away from the city amd, mounted on a Fell-beast, flies to the point of attack. He duels and fells Théoden. He is then confronted by Merry and a Rohit Knight named Demhelm. The Witch-king scoffs at their valorous intervention, knowing that “no man can kill him.” Dernhelm reveals himself to be Eowyn, Théoden's niece and avenges her uncle's death, Though ‘wounded, she slays the Morgul-lord. ‘The Battle of Pelennor Fields rages on, with the Riders at first victorious and then driven into retteat by Sauron's seemingly endless reserves, When all seems lost, though ‘Aragorn and the Grey Company arrive with reinforcements, inclading the cursed Army of the Dead. The Dark Lord's ‘minions panic and scatter, and Minas Tirith is saved. Asthe batcle subsides, Gandalf intercedesat the premature funeral of Denethor and Farami, but he only succeeds in saving the later. Denethor perishes in the flames. Book Five closes with the victorious armies of Gondorand Rohanmarchingon Mordor and arraying themselves outside the Black Gate. There, aftr listening to the Mouth of Sauron sue his evil master’s terms, they refuse an armistice and find, themselves facing an attack from an army of unfathomable proportions. Again, the dim fate ofthe Free Peoples hangs in balance. The Batcle of Morannén begins. @ THE RETURN OF @ THE KING (Book Six) Book Six isthe final installment in the epic tale, It opens with Sam finding his senses and looking for a new way into the three-ticred tower of Cirith Ungol. This he finds and, with the help of the One Ring, he passes by two enchanted stone Watchers that guard the way. The stout Hobbit ‘eventually rescues Frodo from his Ore captors, who begin fighting one another. Using the Phial of Galadriel Sam breaks the malicious will of the Watchers, and the two Halflings escape from the tower. They descend the heights and find themselves in the rocky, trough-like vale that runs the length of the Mountains of Shadow and harbors the road running north from Cirith Ungol to Durthang. Finding nothing bur blackish stone, sharp thorns, and sunless gloom, they slowly and stealthily make their way northward, then castward, and then southward to Mount Doom. They cross the volcanic wastes of Gorgoroth and climb the northwest side of fiery mountain. Asthey find aswitchbacked road, they ‘once again encounter Gollum. Sam drives the creature away, and the Hobbits resume their ascent. They eventually come to the door opening into the cave at Sammath Naut, where the Dark Lord forged the Ruling Ring in the Crack ofDoom. Followed by Gollum, the Halflings enter the long tunnel toward che Orodruin’s smoking core. When they reach the fateful fissure, Frodo finally succumbs to the power of the dons che ring and disappears. Atthis point, Sauron realizes what is occuring and directs allhisiteand willtoward Frodo, Sending the Nine Ringwraiths| in flight coward Mount Doom, he desperately hopes to stay Bis own demise, But he is too late, for Gollum knocks Sam clown and, after grappling withthe invisible Ringbeater on 2 ledge by the Crack of Doom, the tortured creature fall Bearing the precious Ruling Ring, he perishes in the en- chanced fre. With the destruction of the Ring, Mount Doom shakes, and ll hae Dack Lord created reels and crumbles. The Dark. Tower falls, as do all the spires and walls throughout Mordor. Flames erupt through the plains and peaks, and lighting fills the skies. Black Rain fll. Finally, che Evil One loses form and passes into the Void. Their own sings destroyed, the Nazgil wither and die—some forty centuries after their appoineed call. In he cataclysmic rumult, Sauron's other minions panic. Some carn and slay theie own; others scatter. The holocaust turns the tide on the plain outside Morannon, where the surrounded and embattled forces of Dncigeer ofet Horse Revd wicecey. In the aftermath of the War of the Ring, Aragorn weds Arwen, Eleond's daughter, and is crowned King of the Reunited Kingdom of Amor and Gondor. He reigns as Elessar Telcontar. His ally, Eomer. becomes King of Rohan and buries his uncle at Edoras. Eomer marries Lothitiel of Dol Amcoth and renews the Oath of Eo, an old pact that bonded the Rohirrim to the Dinedain of the South King- dom. Faramir and Eowyn strengthen these ties by marrying and becoming the Lord and Lady of Ichilen, After Aragorn's coronation, Gandalf and the Hobbits travel to Edoras with Eomer and then push onward to Isengard to bid farewell to Treebeard. They return to the Shire via Rivendell, Once home, the Halflings discover that Grima Wormtongue and his master Saruman have made their presence felt in theie green and pleasant land. Sorely weakened and disguised as “Sharkey,” Saruman supports a new, hateful regime led by Lotho Sackwille-Baggins. His thugs terrorize the Shire. Frodo puts an end to the fallen Wizard's reign at the Battle of Bywater. Before Saruman is ‘east out, though, he blames Grima for much of the murder and mayhem, Wormtongue flies into a rage and stabs Saruman to death. Hobbit arrows then silence the life of the traitorous Rohit. The Shite is once again at peace. Samwise ‘marries, and Frodo serves brief stint as Mayor of Hobbiton. ‘As for the rest of the Fellowship, Gimli and Legolas remain fast friends. The former gathers many of his Dwarven brethren and resettes in the Glitering Caves of Aglarond, neat Helm’s Deep. The Dwarves forge new gates for Minas Tirith, Legolas settles for atime in Ithilien, awaiting the day when he invites his beloved friend to accompany him on a voyage to the Lands Undying. ‘Thestory concludes abouta year later in 302T, atthe very nd of the Third Age. Sam and Frodo sct out westward, joining Elrond, Galadriel, and a host of others—including Bilbo—for the Last Riding ofthe Keepers ofthe Ring. The Riding tavels on tothe Grey Havens on the Gulf of Lindon. “There, Gandalf and Cirdan await. Merry and Pippin arsive soon thereafter, in time to bid farewell to Frodo, Bilbo, and Gandalf before their passing over the sea. Then, Merry, Pippin, and Sam make the quiet, bittersweet journey home. Section 10 GM Sher Section 10 This section is an example of a fantasy role playing adventure. The adventure is presented in the form of the dialogue between the players andthe Gamemaster, with other actions and information in italics. This example does not dleail some of the game mechanics used to resolve actions Examples ofthese mechanismsare presented i ater sections ‘The player characters ate traveling on foot from Rivendell toBreealong the Great East Road carryingashipmentoffine Dorwinion wine and some herbs. The characters are: 1) Agoner, a male Elven Mage. 2) Leanan, a female Dunlending Anivnist. 3) Néri Zgldn, a Dwarven Warrior of unrevealed gender (Co many, female Dwarves appear to be male) 4) Drogo Brande, a male Hobbie Scour; rude people right call him a thief or a burglar. Near nightfall, about 30 miles out of Rivendell in the ‘Trollshaws, the players decide to camp for the night. As the group leaves the road and enters the rough terrain to the north, alight rain begins to fall. After about 100 yards, they come upon a small ruined tower. The players do not know its Bat 3 Ores are in the cellar ofthe tower. The Ores are just waking up and are starting to move around. ‘The following dialogue is ari example of how part of a fantasy role playing game might proceed, Gamemaster (GM): “You come tothe top of arise and see below you the ruins of a small tower ina shallow valley. The rower sil has part of its roof standing. A small steam runs through the valley, and there ae the usual shrubs and trees— pines, oaks, and the like.” The GM sketches ot te valley and ts Fontent ont set of paper. wa Nace ace a A SAMPLE FRP ADVENTURE Wile the GM sketches the pial station, the players dis among theres what ds. They decide tht hirer course of action wl bt chk ot the ower «hte for then and poly elit adentre. Hover, x player must ae para ‘tor wb i carer to acompl ts object, with cording ti and operation handled by ited common ewe te sharater, GM: “What's your plan, and how do you each prepare?” Drogo: “We are planning to scout out the tower for possible shelter will draw my short sword and move ahead of the fothers and scour out our route of approach, using available cover and moving as quietly as I can.” INitis"“Itake out my crossbow and load it.I will cover Drogo and move up when he signals.” Leanan: "I draw my mace and shield and will move forward when Niri docs.” Agonar. “I prepare and cast a Shield spell.” He rll 10 spi lice which gether give a eu betwee 01 and 100." My casting roll isa 28." He suze GM: "Drogo, makeamancuverroll to ssehow well you sneak tap on the tower.” He rls 47 (othe 01-00 di), the GM rel 1 24 acy rallfor the Ore, indicating the GM tht msbing stil by eter side. "You succeed and notice nothing unusual. You are now 10 feet from the tower and have a good idea ofthe layout. The rest of the group may move up if you signal.” Drogo: “I back up slightly so that there isa tree between me and the tower, and wave the rest ofthe group forward.” Rest of Group: “We carefully move up.” GM: "Eachof you makea maneuver roll” They rll 86,35, and 46; th GM roll « 62 forthe Ons ete side otis anything, bur the ree coming moreatieand my moveup this andvtsescon "You all move up and notice nothing unusual.” GM: “Here is a sketch of the tower and che immediate Vicinity. The tower istwo storied and square. The side facing you has collapsed along with the second floor, but the other three walls and the roof are stil relatively intact. The roof does have hole in it. The wall opposite you has a hole where the main door used to be, You can see a lot of rubble but nothing else inside” The players (or GM) then mark thir portions om th sketch GM: Drogo: “I very slowly move up tothe wall on the right hand side of the tower and look in, using the wall for cover.” veryone decide your action for this round.” iris I move up behind Drogo with my crossbow held ready.” Leanan: “I move up with Navi.” Agonar: “I move up with Leanan.” GME: “Everyone make a maneuver toll.” Thy rll 24, 89, 93, and 62; he Ores roll 6 and are il preparing to come up the stairs You all move to the end of the right hand wall and look around it. You sce a 15' by 15" interior with lots of rubble consisting of rock, timbers, ruined furniture, and other junk. ‘There is what looks to bea large chest (about 4'x2'x2")under the rubble direcly across from yous, near the end of the left hand wall. You also see what looks like stairs leading down fiom the fa left corner. What do you do this round?” Drogo: “I move very slowly into the tower, along the inside ofthe right hand wall, watching the stairs.” Leanan: “Icrossto the left hand wall and begin removing the rubble from the chest searching for any magicitems ot loot” iris “I aim beeween the stairs and the main door, so that I can fire at either if something happens.” ‘Agonar: “I prepare my Levitate spel.” GME: "Leanan and Drogo, make maneuver rolls.” Rolin wl thy rll 78 and 94; th Orc oll 73 and ave fished ping ready snd are starting up estar. “Drogo, you notice nothing but you have quietly moved around to the main door. Leanan, you moved over ¢o the pile of rubble containing the chest and have removed the rubble and found nothing. What de you do this round?” Agonar: "I east my Levitate spell and start to move up) towards the roof” He rll a 54 and sce in levitating Nii “I remain ready to fire.” Droge: “I peck out the main door and listen for any noises.” Leanan: "try to open the chest.” GM: “Ieis really staring to get dark. Agonar, you rise about 4'thisround, presenting a tempting targetto any'missile ite. Leanan you tealize that the chest i rusted but not locked: it nay make noise if you open it. Drogo, yousee this when you peck out the door.” The GM bands Drags a nt saying you sr roving wrwonal cutie, bat yon ear a slight lank down the star "Whatdo you do this round?” Herallsand determines that be Orcs sre coming up the stair Leanan: “open the chest very, very quietly and look inside.” Droger"Idickbehind the pile of rubblenextto the door and hide.” ‘Agonar: “I continue levitating, watching out for danger. [Nari “I continue to cover the stats and door.” GM:"Leanan, makea rol.” Serellsa 12."Youopenthechest, hue ie makes a creaking noise, you sce a rusty dagger and a sina box inside. Agonar, you are [4 up and sees nothing. However, you, Néri, and Drogo see three Ores (in rigid leather and carrying shore swords and equipment) come up thestarsand tumnto face Leanan, who does notnotice them.” (Nari: “Ire a the langest one: He lisa 92and refers othe Mise attack abl, going the Orc DI hts anda ‘D’ Puncture etal He rolls a 70 andthe Oris sho through the ack and ies (really greats) GM: “What do you plan to do this round?” ‘Agonar:"I prepare a Sleep spell, nd yell" Watch out Leanan, Orestt" [iris "drop my crossbow, and draw my batele-axe as I move towards Leanan, [scream, ‘Come on and die, you Orkish pig- clogs Drogo: “I continue to hie, with my short sword ready.” Leanan: “Since I don't immediately notice the Orcs, [try to grab the small box fom the chest and put it into my cloak withoue anyone seeing me do it.” Be GM rls help determine a recon forthe two ranining (Ore, Herel 06 nd #9. One Oredtidestorum, Oe decides twill be puny barman wk bas br back to im. The Gameraster make perception rll forAgonar, Nar and Drago in oder 0 ee fey noice Learn ting the sal othe dono. GM: “One Orc turns and begins to run out the main door. ‘The other drops his equipment and charges towards Leanan, yelling and brandishing hsshortsword, Leanan, youscceed in your action this round, but you heat running behind you and shouts from your fiends. Drogo, you may take a swing atthe Orc ashe exits” Drog Herolea 02 ard fable hi short sword. Herella 49 anddrope i weapon “I swing at him as he runs past.” GM: “Amazing move Drogo, the Orc doesn't even notice you and keeps going. Néri, you and the Orc have reached Leanan, and may attack next round. Leaman, you are fully aware of what is happening. What do you all do now?” Drogo: “I pick up my short sword.” Agonar: “I cast my Sleep spell at the Orc to try and save Leanan. Ihave only prepared for one round so T have a -15 modification to my attack.” Leanan: “Since Lam not very good in combat, drop and pull the chest over me.” TBe cht is big enough or br tft inside, (Nii: “I swing at the Ore and try to cut him in half.” GM: ""Agonar’s spells cast first, then Leanan will maneuver toppllthe chestoverer time, hen the Orc, who is quicker than Navi, wil attack Leanan, and finally Nari will attack the Ore. Drogo is out of action while recovering his weapon.” Agpnar rls a 68 atack, the Ore rolls a 17 Resistame Roll and gee 10 ler. Lean drops but would not have avoided the Or’ tack sf gona bad ot pat Bit sep. Nir fllows raughon ‘isanackon thera slaping Orcand ges bim 40 bis aE Slab ceil end‘ Crash evita, esuting in an wnconscius Ore swith broker eg. The Or and the chest fall on Leanan giving er 5 hits anda ‘A’ Unblance eral, which gives her 4 mor its cand stuns br for U rownd The adventuce would continue with he group having the options of exploring the rest of the nov-deserted tower, chasing the Ore (who may be going forhelp),leavingthe area, fr some other action of combination of actions. Nivi and Agonat will receive lors of experience points for thie spells, and kills, ane! Drogo eventually manages to recover his short sword but not his self-esteem. Leanan may get a big surprise when she opens the small box she got without the rest of the group noticing (ithas a poison needle trap on its latch which will scrike her unless she is able to detect the trap and avoid serting it off. Section 10 Theta party in Bil’ Hobbit-hle Sections: 2.0 oi Most fantasy role playing games need “rules” (or guide- lines) to define and conteol the physical realities ofthe world in which advencures take place. Ideally, such rules are able to handle most of the common situations that arise in a FRP. game without detracting from the flavor and detail ofthe plot or setting of the game. Middle-earth Role Playing (MERP) isa specific set of rules that handles the physical realities of people, places, and things in JIL. Tolkien's Middle-earth, MERP is divided ino eight parts: + Part I provides a gencral overview of fantasy role playing, Middle-earth, J R-R. Tolkien's books, and the MERP rules, and guidelines (Sections 1.0-20, pages 2-19). * Part II presents a set of completely developed and ready- rorplay characters (the Basic Character Templates) and. discusses the various factors and traits that define a ERP. character in MERP (Sections 3.0-6.0, pages 20-41). ‘Pare IIT outlines how to resolve commonly occurring actions and activities during the players’ adventures (See tions 7.0-100, pages 42-57), + Part IV details moscofthe rules thacaffeerthe Gamemaste's task of setting up and managing a world system (Sections 11.0180, pages 58-77). *Part V describes how to create and develop your own characters (Sections 19.0-27.0, pages 78-97). * Part VI provides sample ofthe game environment (pages 98-112). ‘+ Part VITisthe Appendices —including the Basic Character Templates, the culture/race descriptions, the creature descriptions, the spel lists, the secondary skills, optional material, conversion notes, selected readings, andall oF the tables and record sheets that provide mechanisms for adding flavor and detail toa game with- out decreasing playability (Ap- pendices A-I to A-I0, pages 113-265). *Part VIII is an index (pages 266-270), ‘The Gamemaster and players should keep in mind that these “rules” are realy only guidelines to aid in the creation and running of afantasy role playing game. The Gamemaster should feel free c0 modify these rules to fit his (or het) view ot style of roe playing, and the players should realize that the Gamemasters the final au- thority when it comes to rules interpretations or changes. 2.0 * HOW TO PLAY: A THE RULES & GUIDELINES ‘On the other hand, these rules and the Gamemaste’s decisions concerning them are the only guide tha the players haveto theircharacters'capabilitesand the reality of Middle ‘arth. So the Gamemaster must be consistent and even= handed in his decisions or the players will lose the trust and confidence in him that is necessary for a tuly enjoyable and satisfying role playing game. ® 2.1* LEARNING TO © USE MERP ‘The Gamemaster should first skim the rules to get an overall view ofthe system: then he should read all ofthe rules thoroughly. Ifa section is not understood immediately, it should be marked and referred co again afterall ofthe rules have been read. Frequent examples are included to aid in absorbing the rules. The Gamemaster need not memorize or fully analyze the significance of all of the rules at fist. The rules ae organized in sich a fashion thar many situations can be handled by referring co specific rues setions when they First arise. Each player should frst read Parts [and Il. Then each player should choose one of the ready-to-play characters from Appendix A-I. A more experienced role player may want to read Part V immediately and ereate his own charac- ter. Finally, the characters should read Part III so that they will understand what their options are in a tactical (usually combat) situation. Ici not necessary forthe players co read Parts IV & VI sinceitisconcemed with how the Gamemaster may handle the setting ofthe game, the plot elements, and other factors. Part VII can be referred to as needed for specific information and situations. ® MOVING FROM LOR TO MERP @ So you've been playing LOR fora few weeks or months oryears. And having a grand time oft. Infact, you're still having second ehoughes: do I really want to switch to MERP. Rest assured. You've made the right decision. Now when you tell the Gamemaster that you want to play a character who specializes in healing, you won't be told that a Bard is your only option. You ean be an ‘Animist. Andif you want to cast awe-inspiting spells, you canbea Mage. Only if you wantto playa resourcefl jack- ofsalltrades who learns languages easily and plays a ‘musical instrument or sings will you be a Bard More specifically defined character classes are not the only advantage, You'll have more choices in just about every facet of fantasy role playing: + more spells + more cultures (for example, instead of choosing to be an Elf, be a Noldo BIE, a Sinda Elf, ora Silvan Elf) + more skills (ouch as foraging, rope-mastery, and caving) * more adventure choices. But maybe the thickness of the MERP rulesbook is ltee intimidating? Not to worry. MERP describes the same basic components covered by the LOR guidelines: maneuvers, characters, and combat. You'll be doing the same exciting role playing you experienced with LOR. (You're an expert at ieby now.) With the difference of an xtra dose of realisen—an element that brings you even closer to the magnificent adventures unfolding, Give yourself an evening of play—you'l be surprised how fast you feel at home with MERP. And how quickly you come to value its greater range of choices and more Aepthful coverage of Tolkien's work ‘And now, a few special words to Gamemasters. The many new choices available to players ae actually going to make things easier, rather than harder, for you. Now when a player wants a Dwaef Scout as his or her character, you reed no longer disappoint him or her with the words: ‘Duaarves ao be Sent. You bave tobe a Warrior. With MERE, you have all the parameters right at hand for Dwarven Scouts. In fat, your players can even consider Dwarf Rangers and Dwarf Animists as well! “The benefits don’t end with the character options, Open-ended adventures mean that you won't have to devise as many clever excuses to guide the PCs vo take a certain course of action. Consider “Dawn Comes Early,” the first LOR adventure you ever GMed. It cequited that your players decide to: (1) release Tolman Greenthumb from the lockhouse (2) defeat the marauding Trolls, and (3)search forthe Troll-hole and the treasure likely to be found there. But whar if your players wanted to tackle these chal- lenges ina different order? And what ifthe reasons were quite sound? You probably had quite a job suggesting reasons why they should do things in ehe order specified by the ditected adventure ‘You certainly couldn't say: Well th adventure is writen swith feng Tolman first. That would destroy any sense realism as well as taking away all the fun. So, you pondered. Maybe Holfast (Shitvff and uncle) would ‘whip Tolman? No, he couldn't do that and stil have a ‘reputation for faimess. Maybe the lockhouse is about to collapse? No, the PCs wouldn't know that, s0 it couldn't change thet decisions, Hmmm. I know! The Trolls might hure something other thansheep—achildoranold lady—and they need Tolman to help find the Trolls! ‘Because the LOR adventures were directed, you had to subtly influence your players co follow the written course of the adventure, The more ereaive and bold and confi- dene your players, the more trouble you were likely to have. And the more experienced your players grew with TOR, the bolder, the mote confident, the more creative they became! Now MERP will allow the PCs to be daring and brave (as they should be) while streamlining your role as GM. As mentioned before, MERP adventures are open ended. ‘This means that they describe the non-player characters, the physical sites, and the history behind the conflict, involvingthese elements. Butthey don'tlead youand your players through a pre-programmed adventure. Instead, your own choices determine the action that follows Note: Of cours, sel responses do come with al he benefit. Youl vet rake many more decison ours —te feck won' tel you what od, And whe your player take 2 tral tnt, yo ey ba 0 dei seni from scratch o give the adventure in hod corner ofthe wold they've case toexplore. But Ftbink yell find thee addtional tsk ob among the mst rewarding apps of bing a GM. Ths i where on gt te god stuff It’s a big world out there in Middle-earth! And with -MERP your scope is unlimited. So go discover all the adventure that awaits you—and fight the Shadow to a standstill, Good luck! 17 Part I craton Section 21 @ 2.2+ DICE ROLLING © CONVENTIONS Et The GM and players often roll dice to determine the” results of activities during a role playing game. Each diewsed | in MERP gives a result between O and 9. There are two types of such dice commonly available in hobby and game stores 10-sided dice or 20-sicled dice (having the numbers 0 to 9 twice). IF two of these dice are used, a variety of results can be obtained: 1-100 Roll — Most rolls in MERP ate “1-100” lls (also called “D100” rolls) Both dice ae tolled together and one die is treated asthe “ten's" die and the other asthe “one's” die, A random result between OI and 00 is achieved ("00” is used as 00 not 0), Open-ended Roll — Many 1-100 rolls are “open-ended.” Mostof thetime open-ended rolls yielda result between OT and 100, but sometimes they 01 or greater than 100. Some common open-ended tolls are: attack rolls, maneuver rols, orientation rolls, percep tion rolls, resistance rolls, and encounter rolls. Rolls that are not open-ended inchade: critical strike rolls, sta rolls, and rolls to learn spell lists Ld results that are less chan. Frode ce k BAG 2b ik + a If a roll is open-ended: An inital 1-100 rellof over 95 cll for a md 1-100 tothe frst oll If he second rolls als over 95, u ehermab ai iid aa third roll i ‘ha prc erotic endef i). Tre elt a Bw hel of ch rll eld gt “Anita 1-100 rll ef der O6 al for ond 1-100 rll tobemadcand brad from efit rl fb cond lier 93 4 ed lis ade and arte th lf tft 9 res by ths proces isthe ren of te open-ended” al ow), Tera hoe ina fo al fe I-10 Roll — In instances whena resuloll)beeween 1 and 10 is required, only one de is rolled. This gives « between Oand 9, bu the O is treated asa 10, Such rol is referred to a6 “I-10” or "DIO." 1-5 Roll — Roll one die, divide by 2, and round up 5-50 Roll — Roll I-10 five times an sum the resus. Orher rolls — Any other rolls are variants of theabove.(e 2:20, 10100, ee) wed and added to thes of th first tw revue, Ts iby | of ale Section 22 ® 2.3 * DEFINITIONS @ The majority of unique terms found in the Middle-earth Role Paying system and Tolkien's works are not described, below. Rather they are usually described when they are used in the cext. The terms defined below are frequently used or they are very important for using and understanding MERP. Action: Am action isthe activity which a character may perform ding around (10 seconds) ‘Campaign: An ongoing fantasy ole playing game which takes place seasenies of connected acventures with respect to both time and (Chance: Often in MERP an action or activity has 2 “chance” of succeeding or occusting, and this chance is usually given i the form of # 96. This means that iF roll (1-100) is made and the result is less than ot equal to the #, then the action or activity succeeds (or occurs). Otherwise, it ails. Channeling: One of the realms of magie:a complete description is given in Section 15.2 on page 70. Critical Serike: Damage her than jas its which results from an stack. Dice Roll: See “roll. Essence: One of the realms of magic: a complete description is ‘given in Section IS.L, page 70. Fumble: An especially ineffective attack which yields s resale that ‘s disadvantageous forthe attacker (see Section 8.3.1, page 50). Gamemaster: The Gamesmaster, Game Master, judge, refere, ‘dungeonmaster, ec, The person responsible for giving life co a ERD game by creating the setting, world events and other key ingredients, He interprets sicuations and rules, controls non~ player characters, and resolves conflicts, Group: A collection of player characters His: Accumulated pain and bleeding, chat can lead to shock and unconsciousness (so called Concussion Hits) Each character can take a certain numberof bits before he passes cut (detee- mined by hie Body Development sil). Level: A Charater's level is a measure of his current stage of skill ‘development, and sully is representative of his capabilities and power. Ara charac adventures, his level should increase as he ‘zane experience (Section 6.0, pages 38-41). Maneuver: An action performed by a character that requires ‘unusual concentration, concentration under pressure, oF a risk (€gu climbing a rope, balancing on a ledge, picking a lock, Maneuvers eequising movement are "Moving Maneuvers, ‘othce maneuvers are called "Static Maneuvers.” Melee: Hand-to-hand combat (ie, combat not using projectiles, spells, or missle wespons). Monsters: Non-traditional, unusual creacures that wwually have nd some sort of enchanted form of abilities. They are usually evil and hostile [Non-Player Character: A being in role playing game whose actions are contolled by the Gamemaster. Parry: The use of patt of a character's offensive capability t0 loerase the effectiveness of one opponent’ attack. Player: participant in a fantasy role playing game who controls ‘one character, his player character. Player Character: A character whose actions and activities are ‘controlled by a player (38 opposed to the Gamemaster), Power Points: A number which determines how many spells 2 character may intrinsically cat each day (i, berween periods of Profession: A character's profession i a reflection of his esining and thought pattems In game terms it affects how much effor. is required to develop skill in varius ateas of expertise, Resistance Roll A dice roll which determines whether of not a character uccessfully resists the effect of spel, poison disease, ‘o¢ some other form of adversity. Roll: In MERP ewo differently colored 10-sided dice are used to resolve any activity requiring a "Rell such die ae avaiable in most hobby and toy stores. Each ofthese dice as two sets ofthe numbers, [, 2, 34,5, 6,7,8,and 9. These dice can be wsed 0 obtain a variety of reals. These results ate deseribed in Section 2.2 (page 18). Round: The increment of time (10 seconds) use to resolve MERP Session: A single sitting of game adventure. A number of sessions form a campaign Spell List: A collection of related spells which are organized ‘according to level. A character who has “leatned’ a spell lise is able to cast a spel fom thar lis if ts level is less than or equal to his own experience level, Stat: One of the sic physical and mental characteristics that influence how effectively a character is able wo perform most actions and activities. ‘Skill: Training in an ateathatinfluences how effectively a character is able to perform a particular action ot activity. "Skil Rank" is A measure of the effectiveness ofa specific skill Beasts: Traditional animal species acking enchanted form or abilities. They are capable of social organization, but lack cule Frode ran from Old ‘Man Willow Section 23 Part ¢ PART II YOUR CHARACTER In a fantasy role playing game, cach of the “players” controls the actions of his “player character.” while the Gamemaster controls the actions ofall of the other characters (called non-player characters). Thus, one of the main objec- tives of a FRP game is for you to take on the persona of your player character, reacting to situations as your character ‘would, Thisisthe biggest difference between FRP gamesand other games such as chess or bridge. Your player characteris no just a piece or a cata. In a good FRP game you place yourself in your character's “role. “The Middle-earth Rel Playing game deals with adventure, magic, ation, danger, combat, treasure, heroes, villains, ie, and death. So, by taking on the role of your characters, you can leave che real world behind fora while, and entera world where the fantastic is real and reality is limited only by your imagination and that ofthe other playersand the Gamemaster CHOOSING A CHARACTER In a Midile-cert Role Playing game, you may choose a completely developed character to play (see Section 3.0, p. 2 and Appendix A-L, p. I14-145). There are sixteen such characters to choose from: 1) Black Niimendrean Warrior (p. 114-115) — TIndtizor is a male warrior, a haughty, mercenary outcast from Umbar. 2) Rohit Warrior (p. I16-117)— A cool, but deeply ‘passionate female warrior, Léowyn is an aspiring shield- maiden. 3) Dwarf Warrior (p. 118-119) — Bali Redhelm is a ‘pugnacious Dwarven male, a warrior from the Iron Hills 4) Sinda ELf Warrior (p. 120-121) — Camthalion is a ‘calm, nature-loving Elf-warior. 5) Dunlending Scout (p. 122-123) — Belefleca is a fcry and gregarious male Dunlending. He fancies himself as author and poet 6) Hobbie Scout (p. 24-125) — Boffo Northtook is an ‘adventuresome Fallohide male who hails from the Nostharthing 7) Dwarf Scout (p. 126-127) — Dwalin isa sober and suspicious male who makes his home in the Blue Mountains 8) Silvan Elf Scout (p. 128-129) — Léchiniel isa cheerful, fun-loving Elf-maiden from northern Mitkwood. 9) Diinadan Ranger (p. 130-131) — Galadhil is aster, ‘quiet man from the frontier of Arthedain 10) Woodman Ranger (p. 132-133) — Skala isa reserved but perceptive male who lives at Woodmen- town in southern Mitkwood. 11) Dorwinadan Bard (p. 134-135) — A woman of Riavod, a port on the Sea of Rhiin, Widon isa hardy, wily, and friendly adventurer. 12) Noldo Elf Bard (p. 136-137) — Lélindir isa proud, creative male who makes his home in Lérien. 13) Silvan ELF Mage (p. 138-139) — Lamalas is a guarded, but fun-loving, male Avar who hails from the Elf-kingdom in northern Mirkwood. 14) Daimadan Mage (p. 140-141) — Mirwen isa sevious, but inquisitive female who is enamored of jewel-raft. 15) Half-lf Animise (p. 142-143)— Elbragol is a thoughtful and reserved Peredhil male who was raised by the Noldor of Fexlindon. 16) Beorning Animist (p. 144-145) — Beralith is rugged, ovial Beijabar male who lives in the western part of the Anduin Vale. (Creatine Your Own CHARACTER If you are a more experienced player, you may want to create and develop your own character rather than using one of the characters that have already been fully developed. If this isthe ease, you should use the characeer design rules in Pare V, pages 78-97, You will need the help of your Gamemaster to develop your character's background and history, ‘Your Cuaracter Your character will have certain factors that define his aribues, capabilities, and skills. These factors determine hhow much of a chance your character has of accomplishing certain actions. Many of the actions that your character will attempt during play havea chance of success and a chance of| failure. Therefore, even though actions are initiated by the ‘Gamemaster and the players during the game, the success or failure of these actions is determined by the MERP rules, the factors that define your character and the random factor of atoll ofthe dice. The specific factors that define your MERP- character are presented and discussed in the rest of Part Il (Sections 40-600). 3.0 * KEEPING TRACK OF YOUR CHARACTER Ina fantasy roleplaying game each player must ep track ofthe factors defining and affecting his character, while the Garemaster must keep track of the non-player characters. @ 3.1 * THE CHARACTER @ TEMPLATES If you choose to play a completely developed character, youshould select one ofthe sixteen Basic Characters listed on page 20. Then you should find the ewo-page charac template that corresponds to your character. The sixteen templates are in Appendix A-I (p. 114-145). A sample template can be found on the next two pages (p. 22-23), Al ofthe informa- tion on these templates is defined and discussed in Sections 40-60, ‘The first page of your character template provides infor- imation chat does not change during play. However, you will feequently have toxpdate and refer to the information on the second page of your character template. Itis best to enter information in pencil so that it can be erased and updated. You may copy ot photocopy these templates for your own Unless yourGM has decided otherwise, you should record the following information for a Lew! 1 (ie, Ist Level) character on the sand page of your character template. This *IstLevel” information isthe Istcolumn of numbers on the Ist page of your character template T)Record your current ksel(Ist) and experienc poins(10,000) in che appropriate spaces inthe upper right corner. 2) In the column labeled, “Level Bonus,” record al of the values from the first column on the first page of the template 3) For each row, add together ll of the bonuses listed and ‘record the total in the column labeled, “Total Bonus.” ‘These bonuses are used during play. “Thesample template on the next wo pages asaleady had this information filled in for a "Ist level” characte. As your character adventures and gains experience you will record new “Level Bonuses” and "Spell Lists” when you reach a new experience level (see Section 60, p. 38-41). In addition, you will need to record new “Item Bonuses” and "Special Bonuses” as you acquire new equipment, magic items, and special abilities. When any ofthese changes occur, you will calculate new “Total Bonuses.” @ 3.2+IF YOU DEVELOP © YOUR OWN CHARACTER Ifyou develop your own character, you should keep track of your character on a Character Record Sheet. The Charac- ter Record Sheet RS-I (p. 227) has places for all of the imporane statistics and factors which are important to a character. The Gamemaster may want to use Character Record Sheets for certain crucial non-player characters, but in general e only needs to keep track of thee levels. This allows him to refer to the Master Character Table ST-3 (p. 252-254) in order to obtain non-player character bonuses required during play. Part V (p. 78-97) discusses the Character Record Sheet and the different types of capabilities and bonuses that the players should keep track of. al Sections: 3.0 BI 32 Guleure/ Race: Dinadan Profession: Ranger LEVEL BONUS (Still Bonus for Rank-+Seac+ Profession) Level I ‘Skill Ability Boos Level 2 pany Level 3 Boa Level 4 Bons Level § Bens Level 6 Boars Level 7 Bones Level 8 Boots Level 9 Level 10 Bence Boats Experience Points: 10000 20,000 40,000 30,000 ‘50.000 70,000 90,000 110,000 130,000 _ 150.000, ‘Movement & Maneuver: No Armor Hs Soft Leather 230 Rigid Leather m6 Ghia +10 Plate 60 HS 330) 45 10 “0 wus “30 45. 40. 0 Hs "30 45 +10 “60 Is “30 45. +15 “60 415 “30 +5 +15 “60 +s “30 45 +15, “60 +15 “30 +5 +15 “60 415 “30 +5: +15, “60 415 “30 45 45 “60 ‘Weapon Skills LH Edged EH Conenssion 2 Handed Thrown Missle Pole-atms 459 +4 34 “1 +19 +34 433 +8 +38 2 423 438 +6 436 2 $36 487 400 +12 HF HO HR Hae S 3 1 0 HT Hae +4542 +59 41 Hs 499 +16 +46 41 +51 +66 +103 413 +43 43 +58 +73 +107 420 +50 45 ‘General Skills Climb Ride ‘Swit Track 426 421 421 426 +H +2 47 427 +42 413 +18 +18 +4 +50 4s +30 +50 +58 453 43 +58 +66 +61 +36 +66 482 477 +2 42 +69 +74 2 sk + 419426 25 5 5 +10 +15 2s Salk/Hide Pick Lock Dissem Trap ‘Magical Selle Read Rune Use leem +10 +10 Directed Spells os is 10 45 +5 +5 +10 15 +5 “1S 25 +40 10 420 2s 3s 454 1S #5 as 25 +68 15 20 #0 20 +10 3 425 +5 +10 “15 450 +5 +10 os +5 “1s “Miscellaneous & Secondary Skills and Bonuses: Perception 4220 420~HNG HAS Body Development 49 55 61 67 Power Pints 1 2 3 4 ‘Acrobatics AS IS ISAs Caving 500 425 st Cookery 20-20 #10 +10 Fleching as isis, HS Rope-Masery 25 2 2525 ‘Sky-Warching. 2 +0 +10 +10 +50 +6400 471 B 85 1 5 Ez 8 Is 41s 415 425 +300 435 +10 +10 +10 4S 4s 41S +5 +5 +5 +10 +10 +10 +10 +15 +10 (Galthils Tale — Arlong ot remember, have been pin, quiet man. Od ‘oF fied hing incest me, do sabes signal ool color and oreeent srt. [epee retrne and honor and deep pasion. Toes boem in Arta a Ba arom, im Readain(W"Rood” Twasthe third clad oungerson nthe Hone of Galbor. My Ether, ai ae moet Alarm rested me wary epecial tery brother Andeohiwat, Kelby White-woles daring heal wine of my fourth ye. When ox amy wa forced to abandon our mpoverhedette wo yar ae, spent mont of ove days hoeting trapping ee ahing with ny father At the same ne Tpepacednpel forsee they ance ARanger ofthe Neth, Calan ed Company tha parle the Exerc rent conpaed to dirt sy plans, though, when a tan of wovng Dunmen slew my fer and kednappe my ster Elenien daring» mar ny righclacaunnet Now, Thope oar mater with hese le murderers fore Tipake any plan forthe atari find Elen. nd I wl cover Carve (&"Reccaword") the magic sword of my fretithes andthe symbol ofthe tncint be lin of Galbor ofthe Redeye Taft rend of Elves and the Ile Haltings. «biter enemy of Wolves and Dunlendng Teacty 4 brondoword forged log ago in Animas, 3g fom my uncle Galan Ieiscaled Mada (S"Geld-syord) andthe companion Bade to Cari Thisweaponis iid with ihe and haa imo int pone ‘wich glow geld whenever ic comes ito contact with a hail poston. Tua gh 73 lo — snot bcp — 3516 ounce Boy +0% 0-00 Ib: TOT-120 thy -10- 121-140 Ib: 20 141-160 fb Rigid Leather Armor Shield (+25 DB) (15 1b) Leather Helo (5 to Perception) Broadsword (+15 OB) (3 Ib) Compesie Bow 3 Ib) 2 Quivers (20 Arrows Each) (718) Dagger(1 Is) Handave (518) Clothes 8 Personal Eff (incines boot, cle, weapon belt) Dele Pouch (w/amone, Fit & Stel) —4p, 8 bp. 7 ep Sep (118) Backpack & Frame (hokls 45 fb, weighs 3 Ib) Tap (616) Bescl (518) 100 superior rope (618) 5 torches (S Ib) Watkin (15) Teall Ration (I wee, [4 1b) ‘Staxna Eqursint & Money Height: Weight: Hain/Byee Gender/Age: Realm Demesnor: Personality: Motivation: Alignment: Sat Senge Agicy Constiition Inteligence Presence Arpesance os" 225 ths, Black/Grey Male/23, Channeling Stern Serious, Focured Destroy Evil Good Lol Langage Rank Adinic 4 Weston S Quenya 2 Sindarin 4 Robirie 3 Hobbitish 1 Sian L Spell Lite 1) Moving Ways 2) Navas Gis 3) Pach Mastery 4) Natures Way 5) Surace Ways 5 2. New Ranke / Level Learned 41/1005 H/7es9th +1/6in8ch Level Learned Ie Set oh Bh 10h Profession: Ranger Gastene Love Bpsrcne: Petar Tike LD fo Cn Keen os ps Soft Letther Rigel Leather Gin Plate TET Edged LH Conewssion 2 Headed ‘Tier Missile Pole-anns Salk/Hide Pick Lack Read Rune Use Ie Directed Spells “Miscellaneous & Secon Perception Body Development Powe Points Acrobatics Caving Cookery Fletching (caf skill) Rope-Mastery Shy- Watching £ eT TTII |, Chanting RR: Poison RR: Disease RR: Defensive Bonus (DB): +10 Base Spell OB. +0 Encumbrance Penalty HTL TET [|e ‘There are certain factors, called Role Trait, which are not formalized in the Middle-earth Role Playing system bu which still affect the ral of your character. This section details the three Role Traits used in MERP: + Personality * Motivation * Alignment Each of these Role Traits represents a facet of your character's individual nature and temperament. These Fac- tors bring your characcer to life in the terms of the game, and they make your character seem more realistic to you, theother players, and the Gamemaster, PERSONALITY ‘You may decide to inject your own personality into your charactet, which is very acceptable and enjoyable. However, sometimes i is exciting, stimulating, and rewarding t0 em body your character with a personality other than your own—after all, his is Fantasy Role Playing. Whatever you decide to do, itis important to carefully consider your character's personality The lise below presents a number of Personality Role Traits. These traits are provided as examples to help you develop a personality for your character. You do noc have to specifically pick a trac from each entay In fac, its beter to juse choose a few—if your character doesn’t have certain traits specified, he is just normal with respect to those traits If youare using a character template, you may want to add additional Personality Role Traits to those provided. And, remember, you may change your character's traits as he adventures and develops Each entay presents one extreme trait on the left and its ‘opposite extreme traiton the right Inbetween area spectrum of ineerim exits. Example: Galli isthe arc derie onthe Character anpat on pages 22-23. His Pevonalty Role Tots are: seis and foc. Ths mas bt Clad see middle of-th-roed with rpc tte ber peony rats (Calais plier ray a die at Gall al be Prod, Sworn, and Pius, ould cord the asin be Noe section of bs cara ele Prasonaury Trarr List Sullen, Morose, ‘Somber, Ser ennnn Mercfil, (Compassionate, Kind Austere, Sobet, Restrained, “Temperate, Moderate nnn Lighthearted, Cheeful Joyous so Unearing, Mean, Ruthless, Cruel LUnvestrained, Indalgent Martye, Over-protective, Protective Inienidating, Overbearing, Bully Radical, Libera (Open-minded Omhodox, Conservative, Reactionary Loving, Feendly, ‘Amicable sone Quarteliome, Hostile, Antagonistic Prudent, Patient, Impatient, Impulsive, Reckless, Rash Exerovert, Outgoing, Talkative nn Meck, Selffacing, Modest, Humble» Proud, Conceited, Cocky, Pompous, Arrogant Lethargic, Lazy, Ile, Easy Going, Lai Bick, nn Vibrant, Energetic, Enterprising, Ambitious Deferencial Respectfl Courteous, Polite, Civil --lmpolite, Rude, Impudent, Insolent Seubborn, Obstinate Confident, Sanguine, Secure nmNetvous, Apprehensive,Daunted Reserved, Shy, Timid, Introvert, Docile, Pliable, Amenable, Cooperative. Pacific, Nonviolent, Peaceful .Pugnacious, Blligrent, Bellcose saws Vinditve, Verge Benevolent, Generous, Giving. Selfish, Miserly, Greedy yy ~~~ Shifty, Decetfl, Dishonest -Dishonorable Charitable, Forgiving on Hones, Direct, Trasewor Honorable, High: principled — Loyal, Faithful, Reliable LLawfi,Jos, Upright nnn Treacherous, Disloysl Arbitrary, Chaotic, Corrupt Amora, Immoral sm: Worldly, pious ‘Moral, Ethical, Principled Pious, Devout, Religious mnnmnnnnns Quisoti, Meise Gullible, Trusting. Curious, Inquisitive Practical, Pragmatic, Cynical Skeptical, Suspicious, Paranoid Apatheti, Incurious inded Focused, Attentive enn Distracted, Absent Continent, haste v-Lastfil, Licentious, Lecherous Quiet, Reserved eansnuns ass Flamboyant, Boisterous, Loud Valorous, Brave, Bold, Audacious... Tian, Cowardly, Craven Passive, Detached, Cain no--Forceful, Enthusiastic, Excitable {Quick-Tempered, Hot-headed Responsive, Commplainer [Nonsocil, Antisocial, Cold Uncertain, Cynical, Fatalistc, Pessimistic Creative, Inventive; Orginal sw Conformist, Uncrate Tolerant, Open-minded nn.u.Snobbish, Prejudiced, Inolerane Disordered, Messy sn Orderly, Perectonise “Tolerant, Understanding snnmennmEnvious, Possessve, Jealous Dependent, Cinging nnn Self-reliant, Independent Calm, Bren-tempered nnn Stoic, Impassive, Stlid Sociable, Gregarions Optimistic, Upbeat MOTIVATION Another question that you should answer about your characteris: What is his motivation? What are his objectives inthe game? Irmay be to adventure and have a good time. It may be to amass as much gold, wealth, and magic items as possible (ike Fram the Dragon-slayer) Te may be to kill and fight It might be to defeat the evil minions of Sauron and make the world safe for the Free Peoples. Whatever your sharacte’s motivation, it really helps to flesh him out. The list below presents a number of Motivation Role Tats. These traits are provided as examples to help your develop a motivation for your character. Many of the moti- vations listed below require you and your GM to decide together the motivation of your character. You may know that your character wants to destroy the enemy clan that killed his family in a rai. However, the GM would have to Aecce which clan in his world made the aid Example: Galadil (ce pager 22-23) has one primary etvton in et dry “Evil” wherever be finds it. Morwvarion Teatr List Destroy: ct Seuoniz fore ere /ray, coe, gil, ppuaton eid, Hine & Work Against: Sur fre, etre / a,c, lpn et, nda, Hae Semon fry eae at county, eter, fad, Die Suro fora / na, cory, ul, poplar te, dual Revenge agunst: nda, fay, cl, ur, mi, pele reserve individual ely, clan, rer, country, ere rat, ppuation ate, gol, Protect: india fod, re, uty, aere/ a plton te, lh a" Serve: idl ony, dla, rde, cnr, ra, opution cy, gel Promote pu, don, ps, elon ory, rf ener, Rebuild Restart: ul, poplin enter, rego, candy, Fanatic about reading rin, redo, canes, lw & ody, Compulsive about: radi lode, alin, lew rod, Fear of (Phobia): brig, darkes, water, Acquire xxx for yyy: “Sooe" is wealth ower, knowl, mai ems 99" tare, cunt, cure rac, gil, ego, clan, poplin Acquire Personal: power, brow, mais, lass, fame Acquire and Maintain Personal Honor Adventure, Theills, Excitement Selfcentered, general selE-interest Heroism "Make the World a Better Place” ALIGNMENT You should determine whether or not your character is arrayed with a cause or a group with common goals. These are your character's Alignment Role Traits. The easiest decisionis:is your character good, evil, or neutral? In Midale- carth terms the evil forces are usually (but not always) clominated by Sauron and are out to destroy the good forces (who ate either passive or actively opposing Sauron). ‘There are also many alignment traits based on morals and philosophy: * Does your character strongly believe thatthe end justifies the means (Machiavellianism)? Saruman did, and he was finally corrupted. * Does he respect rigid laws? The Elves do not; some evil beings do. + Ishe a hedonist? Good or evil, his prime concern would be to enjoy himself, All ofthese are interesting examples; there are other traits that can add dimension and complexity to your character. The list below presents a number of Alignment Role ‘Traits. Each entry presents traiton the left and its opposing trait on the right. These traits ate provided as examples to help your develop aalignment for your character. You do not have to specifically pick a trait from each entry. In fact. its bettertojustchoose one teait—if your character doestthave certain traits specified, he is just “Neutral” with respect to those traits Example: Galil’ (pees 22-23) Aljgnment Role Tri i Ged, This eens that Glad s Nexral wit spect thier ligne rats Caladi could ave roe thanore Aliment Role Trait; he could havea Good & Lavss/ Government alignment, “gains El endfor orgaized ei” AuGNMeNT Trarr List Gn Neal nent Laws / Goverment .Neattl w-Anarchy Government. Neural... Rebels/ Opposing Government? Laws /Priniples..Neutl .Opporunism, "The Ed fs ‘Maia (Machiavellianism) Religion Atheism Religion Opposing Relgiont Carels/Guilds/Monopoies Socialis Hedonism Egoism : Materialist Metaphorial anita + — Thi appli any two malig groups tht oppore one other: The grovprcanconso diferent court, fieicisaten tear heycan Coal groups within the sae pil or geographical ety (eg, sellin cid war, et) For Example the Gondorian Kini fn Middle-earth, France ve Englnd in the 1OOyeat War, York vs Lance inthe War ofthe Roses North ve South inthe War of oak Agesion ee +t — This applies co any two eligions that oppose one another. This ‘opposition can have a political or dogmatic basis. Eg, Christians vs. “Moslans, Catholic ws. Greek Orthodox, Cathoie vs Protestant te. 40 5.0 * THE FACTORS DEFINING YOUR CHARACTER Ina Middle-earth Role Paying game each participant excepe for the Gamemaster (GM) is a “player” and assumes the persona of one ofthe individual characters: these characters arethe player characters (PCs). Allof the other characters are controled (.e.role played or dramatized bythe Gamemaster and are called non-player characters (NPCs). There are a variety of factors that control what each player is capable of | ina fantasy cole playing environment (eg. mental attributes, physical attributes, background, physical appearance, skills, bonuses, ete). How each of these factors is handled is described and discussed in tis section ‘The basic factors defining your character are: + Role Traits (Section 40, p. 24-25) + Mental & Physical Statistics -(Section $.1, p.27) + Culture & Race (ection 52, p. 28-29) + Profession (ection 5.3, p. 30) + Skil (ection 54, p. 31-35) + Experience Points ....(Sections 5.5 8 60, p. 35, 38-41) * Level (Sections 5.5 & 6.0, p. 35, 38-41) * Magical Abilities (Section 5.6, p. 36) + Equipment & Money w(Section 5.7, p. 36-37) MERP is a role playing system designed to handle (simu late) characters between Ist level and 10th level. It makes cereain restrictions and simplifications that are intended to make learning fantasy roe playing quicker and easier. People who master che entire system and wane more detail, realise, and higher level characters should consider ICE's modalae- ized Rolemaster systems, Ams Law & Claw Law details non- spell combat, with expanded critical tables, expanded armor types, martial ats, and individual weapon attack tables. Spell Law details and expands spell lists and spel casting. It contains 112 spell ists, over 2000 spells, spells up to SOth level, 15 types of spell users, and evi spell lists. CBaractr Law presents an expanded character development system, with 19 professions and a more detailed treatment of stats and other factors affecting a character. LOR Note: A LOR characteris defined by 12 physical/ mental capabilites and skills called stats. A/MERP characteris defined by six physical/mental capabilites called tem, dozens of sill, and a number of other special factors (culrare/race, profession, experience evel, power points ete). These factors ae discussed in detail inthe rest of this section. BT-1 — STAT BONUSES TABLE Sat 102+ 101 100 5899 9897 90.94 75.89 = Power points are required for casting spells (ace Section £84, p. 54), The mamber (based upon Intelligence oF Intuition) given above is malkiphied by the character's level to obtain the character's power point total BT-2 — STAT BONUS EFFECT TABLE Applicable ‘Skill or Abilicy Seat Movement and Maneuver: No Armor, Soft Leather, Rigid Leather AG Chain, Plate nr Made OB.. se ST Missile and Thrown OB.. AG Climb =e eee Ride ne — te Swim os AG Teach sen ~ 1G AmbUh snnsinnmnnnnenn a Stalk/Hide, PR Pick Lock vn 1G Disarm Trap ve IT Read Rune my Use ler IT Ditected Spell nennnn AG Perception. inicio Ir Body Development ~ co Defensive Bont nnn 7 AG Exsence Resistance Roll nsnnsnnnnnmnnnenncl (Channeling Resistance Roll. sass Poison Resistance Rell . co Disease Resistance Roll e co @ 5.1* MENTAL AND @ PHYSICAL STATISTICS ‘The base mental and physical arributes of a character are represented by six statistics called stats: Stat Abbreviation Strength son ST Agility AG Constitution CO Intelligence IG Intuition. - IT Presen seonePR Each character has a numerical value onascale of T to TOO for each of his stats, The value of stat indicates how it rates relative to the saume stat of other characters. The lower the ‘alse of asta, the weakeritisselativeto the samestat of other characters. Relatively high stats give bonuses which apply to tempts to accomplish certain activities and actions. THE STATS ‘Serength (ST): Not bruce musculature, but the ability to use your muscles to your greatest advantage. This stac affects character's capabilites in melee combat, carrying loads, and other activities requiring strength. Agiliy (AG): Manual dexcerity, litheness, quickness, reac- tion time, and speed are all reflected by this stat. This stat fects a character's capabilities in defense, missile combat, tnovement, and other maneuvers. Constitution (CO The general healthand well-beingofthe sharacter. This stat affects a character's capabilities to resist ‘seas, poison, and other hardships, aswell asthe effects of pain, shock, and bleeding (ie, concussion hits). Intelligence (IG): The reasoning, memory, and common serse fa character, Thisstaeaffectsa character’ capabiities for example, Jearing spell lists, learning languages, reading runes, etc in activities that require thought or insigl Intuition (IT) The relationship of the character to the all- pervading force in nature (the Ainulindale, the Song which ‘created and shaped Arda)and things super such phenomenon as wiscom, luck, genius, and the favor of the Valae. This stat affects the character's capacity to cast spells, use magic items, perceive things (eg. traps), and perform a variety of other activites sural, including Presence (PR) A chatacters self-discipline, courage, bear- ing, self esteem, charisma, and self-discipline. This stat affces the character's appearance, his ability to affect and control other characters, hissel and his ability to draw upon his inner eserves. trol in critical situations, LOR Note: The LOK Strength stat is equivalent to the MERP stats of Strength and Constitution. The LOR Agility stat is equivalent to the MERPstat of Agility. The TOR Inelligence statis equivalent to the MERP stats of Intelligence, Intuition, and Presence. STAT BONUSES ‘Certain bonuses and penalties may apply to a character's skills and activities fis stats arc high enough ot low enough. These stat bonuses are given in Table BT-I, and may be altered by modifications due to the characters race given in Table BT-3. Only one stat bonus applies to cach skill or ability. The correspondence between stats and related skills are given in Table BT-2, Note: Players using the cara tomplates should ignore bese tables, thr nodifications bse already ben included nthe bores onthe character templates Example: One of eur sample characters, Mavedr, basa grat consti, very agile, and é very song. Howewr while his Presence ic good, bis IntlignceandInbtion ae below aves His asad bones (rom Table BT-L) for MERP are: Siento. 10D nn normal bans 5. #25 Agi 95 nn normal bos i... 4 1S Constitution oe 9V on ral bo 8.10 Irlligen o 92 ove normal bo ib. +O Into 23 on nora bos 3 Presto 84 vo RM oR ae FS More wl be god at hing and sills msl plsicl raters eg, Moment, Bedy Development, Cling et), but Be wil ss compete wit sl evoing meal roe eg Reading Raves, Tracking Spell Casing et) The Hobbits anc esd standing one Section SI dances om ‘table Section 5.2 @ 5.2* CULTURE AND RACE @ Each MERP character has aspecific Midlle-eath culture / race. The character templates already take this into account forall of the pre-calculated bonuses. Fora player developing his own character, the choice of culture/race affects his character's bonuses for skills, his development during his adolescence, his special abilities, his appearance and certain other factors LOR Note: Each LOR character has a culture /race, but i is automatically reflected in the “Stat” values on the OR character records. MIDDLE-EARTH CULTURE, ‘There area variety of eulture/races that may be used by ‘Gamemasters and playets within the MERP rules, Note that the “Man” race i actually a general classification that inchides many culture/races (eg Men include Haradi, Danlendings, Beornings, te). For MERP purposes, each “Manish” character must be from one of the Mannish culture /races. Other culture/races may be invented or used, but the Gameiaster must decide theic traits and capabilities. Appen- dix A-2(p. 146-179) provides detailed descriptions of each of these races. "Non-Mannish Culeure/Races: Half-elves ‘Dwarves Wild Trolls Noldo Elves Umit Olog-hai Sinds Elves Common Ores FlalFeolls Silvan Elves Unikchai Hobbits Hialforcs Manish Caleure /Races Beornings ‘Diinedain Lossoth Black NimenSreans Eastedlings Rohitrim Corsairs Enadorans Variags Dorwincizn Gondorians Woodmen Duplendings| Haradrim Woses STAT AND SPECIAL BONUSES Certain characters receive special racial modifications co their stat bonuses and Resistance Rolls. These modifications aregiven in Table BT-3sthere is arow for each non-mannish culture/race, a row for Diinedain, and a row for all non- Dinedain mannish cultuee/races Note: Pligersuing th cheracter tena soul nore ths table lis rifcation have alec be iced én the ses om the baracter template BACKGROUND OPTIONS Each character has special capabilities based upon his “background options.” Appendix A-2 (p. 146-179) pro- vides details on the specific background options available for cach cltare/race, but most of those options fill into one of the following casgo Special Abilities: These ar certain extraordinary capabilities tha the character possesses. In many cases these apabil- ties distinguish the player character from the genera populace and are part ofthe reason that he has chosen to adventure rather than stay home on the farm. Special Teems: These are magic or unusual items that the ‘character has had handed down to him or which fate has placed in his possession, Money: This s the extra amount of money that the character starts with, Hobby Skill Ranks: These are developed skill ranks that are not necessarily elated to the character's race or profession. ‘Stat Increases: This option indicates enhanced stats Languages: This opcion allows a character to know extra languages Note: Players ung the character temples shoud igore back _grovnd options, such options bave already ben take into acount ‘in the information onthe arate templates. DETERMINATION OF BACKGROUND DETAILS Each character template has asectionof text describing its character's background and history. The GM should develop a similar background for each player that creates his own character (Sections 22.0 and 25.0, p.84-87, 92), This is up to the Gamemaster although the player character concerned smay havesomeinput. Theamount of detail that goes nt this depends upon the amount of effort that the Gamemasters able and willing to put into it. BT-3 — SPECIAL RACIAL MODIFICATIONS TABLE. ‘Stat Bonss Modifications Resiance Roll Modifeations STAG CO 1G iT mR Ensence Channeling Poison Disease Hebb 2 +s 45 20 #5 3S +50 4200=«H0~SHIS Uni +100 0 4s 4s Dwacf +15 oo Ho jee 60 oe pe | ae on cu Hulfctt o Shan Elf ° Sind Elf ° Nol Elf ° 08 Halferoll == #0. -S o Tell +15 10 as 15-10 ° Olog-hsi +205 5-10-10 ° o aS 2 ‘ST = Sceagthy AG Agi, CO = Constiation; IG=Ineligence T= Ineition, PR = Presence PHYSICAL APPEARANCE, In addition to each character's stats (which affect his capabilities ducing play) it is desirable wo have some measure ‘ofthe character's appearance. In this section, suggestions for deermining factors affecting a character are given (ics demeanor, haircolor, cye color, height, weight, ete)-Limita- tions and guidelines for these factors are given for each race in Appendix A-2 (p. 146-179). [Note This information bas already ben generate for players suing the horace templates General Appearance: Appearance (AP) isa value (I-100) which gives a general idea of che character's exterior look (¢2,n 01 or 02 appeacance indicates a really ugly person, While a 99 or 100 would indicate a very handsome charactet). This isa subjective rating, andthe Gamemaster should treat it as a general guideline during play Physical Appearance Factors: Factors like height, weight, fair color, eye color, gender, ag, and so on should be decermined by the GM and players. They should be limited by the ranges given in the descriptions in Appendix A-2. Demesnor: This is an indicator ofthe general aticude chat the characer seems to present to the world. This is up to the character and Gamemaster, but typical demeanors right include calm, reserved, angry, sly. greedy, silly stubborn, stupid, rude, et. LANGUAGES ‘A variety of languages are spoken in Middle-earth. The Innguages that a character knows at the beginning of a game ingen in the culeare/race descriptions in Appendix A-2(p. 146-179) and is summarized in Table ST-I (p. 249). ‘Characters may learn other languages as they adventure, Note: Tis information bas already brn generate for players sing the character templates CULTURAL /RACIAL INTERACTION Certain races or cultures have a certain inherent bias (hostility oF friendliness) towards other races or cultures. ‘The racial descriptions given in Appendix A-2(p. 146-179) summarize these attitudes. Example: Meedur is « Diinadan, He is 675" tll and weighs 225, He bas brown hair and blac eyes, and bash demeanor. Hie ctat bauer race are Strength 100 norma emus is +25, race bos is +5, lis +30 Ag 95 normal bonus is +15, ce bos & +0, sais +15 Consist an 91 normal Bom it +10, race hone i+ 10, rls +20 Irligec non 42 normal bors is +0, race bis 0, le +0 ation 23 normal bonus is -5, race bs is +0, tli -5 Presence 84 normal bors is +5, ace bons is +3, tal is +10 He alogtsa +5 inns on pion and diese Resistance Rll He role 34 for Appearance and adds bis +10 Presence bors to obtain a Appearance of 44 (eis nt god looking, but precise) He fl in Wear, Ada ad Sindarin. He Apis Corairs and Black Niovenrers. Dulenings, Hane, Wary, and Ores are the traditional enemies of is peopl Section 5.2 Bonus Table BI-3 Ranges roan the aged lands ‘of Rhuaur Section 53 @ 5.3* PROFESSIONS @ Each character must have a profession. A character's profession reflects the fact that his early training and appren- ticeship have molded his thought pattems, thereby affecting his ability to develop certain sills and capabilities Note: A player sing the character templates already bas 2 profession for Bis hercer. ln adn al of hs arc’ ks Ihave alrtady been developed for experience levels 10 10. A profession does not prohibit the development of skills, it merely makes some skills harder and others casier to develop. Any character can develop any skill under this system. Descriptions of the six professions follow—see Section 21.0 (p. 82-83) for more details about chese profes- sions. Appendix A-6.I (p.214-217), presents some optional professions that ean be used by experienced role players WARRIOR (Frctzzx) ‘A Warrior is a character trained in the arts of combacand fighting, His primary areas of development are weapon skills, maneuvering in armor, and body development. Itis difficult for a Warrior to learn to use subterfuge, spells, magic items, and Ianguages. He has little interest in or aptitude for such pursuits SCOUT (Tuer) A Scouts character trained in maneuvering, observation, ambush, and combat (to limited extent). His primary areas of development are suberfuge and general sills, and he can also develop skis with weapons and armor. However, its difficule for him to learn to use spells or magic items. In certain societies and eireurnstances, a Scout makes an excel- lent thief oF assassin, RANGER (Tracer) ‘A Ranger is a character trained in outdoor skills and combat. His primary area of development is general skills, buthe candevelop respectable fighting skillsand canlearn his ‘own Ranger spells and open Channeling spells. BARD (jack-or-at1-reaDes) ABard isa character withsome traning inalmostall ofthe ‘categories of sills, His only primary area of development is Tanguages, be can earn his own Bard spel lists and open, Essence spell lists and he can develop to a limited degree, weapon skills and maneuvering skills. MAGE (Macrcisn) [A Mages a character trained in the casting of spells which draw their power from the Essence, the power that exists in everyone and everything. His primary aeas of development aremagical skills and learning spell lit. leis very dificult for Mage to eam to use weapons and armor. The Mage relies onbis spells rather than arms or normal mancuvers. A Mage ray not wear any armor, helm, or preaves when cating spell This applies to all characters casting spells of the Essence (Gection 15.1, p70). ANIMIST (Cuzxic) ‘An Animist is a character trained in the casting of spells which draw theie power from the Valar through Channeling, His primary areas of development ate learning spells, but he is capable of development in any of the categories of kil He may not wear any metal armor, metal helm, or metal greaves while casting spells. This applies to a Casting spells of Channeling (Section 15.2, p. 70). LOR Note: Each LOR character has a profession which is automatically reflected inthe “Stat” valueson the LOR character records @ 54°SKILLS @ ‘Asa character advances in levels he develops andl trains in certain abilities called skills. His capability in each skill affects his chances of accomplishing certain actions and activities (eg, fighting, maneuvering, spell casting ec.) As he develops and improves a skill his “skill rank” with that ski will increase, indicating a corresponding increase in his abilities and bonuses with that skill. LOR Note: MERP skill are equivalent to the LOR stats of Melee OB, Missile OB, General, Subterfuge, Magical Perception, Endurance, and Spells known, Corresponding LOR Seat MERP Seats, Skills, & Bonuses Seretigth snsnnsnn Stength & Constitution Seats Aglity nnn Agility Stat Inrelgence nnn Intelligence, Intuition, 8 Presence Stats Movement ‘Movement & Maneuver Skills Category sonDefensive Boris von Weapon Skills Category Weapon Skills Category san Genel Skills Category Sabecefage ‘Subserfage Skills Category Magical Magical Skills Category Percept nnnnn Perception Skill Endurance wnmnn Body Development Skil Spells Learned nn Spell Lists Learned BT-4 — SKILL RANK BONUS TABLE SKILL RANK BONUS Skill Normal Only for. Only for Body Ve NE ee | ° as 2s roll 110 1 +5 +1 roll 1-10 +10 soll 1-10 dea poll 10 +20 roll 110 as) voll 110 +30 roll 1-10 roll 1-10 roll 1-10 “wil LO Silico | ILO | roll I-10 roll 1-10 roll 1-10 ae 18 +66 9 +68 20 470) +20) = Tercach rank over 20 (eg, 472 for rank 22) $¢— Roll 1-10 for cach rank over 20. 5.4.1 * SKILL RANK BONUSES, ‘Most skills havea skill rank bonus which is applied when character uses that ski. Bach skill uses is skill rank bonus ina specifie way as described in Sections 5.4.2 and $4.3 (p 31-35). Note: Payers wing the character templates shld gnore sil rank onus, their modifizations Bae aleady ben ined in the bonuses onthe character plates ‘The skill rank bonus is based upon the skill’ rank as given in Table BT-4. Basically the able follows astandard progres- sion. The bonus is-25 ifthe rank is O and +5 if the rank i [. The bonus increases by 5 for each of ranks 2to 10, 2 for cach of ranks 11-20, and I for each rank above 20. 5.4.2 « PRIMARY SKILLS ‘These are the skills which are most commonly used in adventuring. These skills are organized into six categories that provide the basis for skill development (Section 24.0. . 90.91). There is one row on the character record for calculating and recording the sill bonus for each of the skills, Note: player sng he character template already hs bis sls dlevaped for experience Ines 11010. Each skills classified as being applicable to one ofthe four following purposes: + A moving maneuver (MM) — Moving Mancuver Bonuses include all skill bonuses for skills involving a lot of movement: Climb, Ride, Swim, Stalk, movement & ma- newver skills, and a number of Secondary Skills. These bonuses are added to maneuver rolls which ae resolved on the Moving Maneuver Table MT-I (p. 242), + A static maneuver (SM) — Static Maneuver Bonuses include all skill bonuses for skills not involving much ‘movement: Track, Hide, Pick Lock, Disarm Trap, Read Rune, Use Item, Perception, and a number of Secondary Skills. These bonuses are added to maneuver rolls which are resolved on the appropriate column of the Static Maneuver Table MT-2 (p. 243). + An offensive bonus (OB) — Offensive Bonuses include all, ‘of the weapon skilis bonuses, the Directed Spells skill bonus, and the Base Spell OB skill bonus. These bonuses are used in combat to attack opponents with weapons and spells (Section 8.3, p. 50-54). The bonuses are added to attack rolls which are applied to the various attack tables. +A special purpose (SP) — Several of the skills do nor fll inthe general pattern outlined above: Body Development, Ambush, and a few Secondary Skills. Section 8.0 (p. 44-54), describes how each of these bonuses is used to resolve actions. A description of what each skill entails follows. Sections: 54 SAL 542 Bonus Table Br-4 Curgin, agra Nolde raf Section 54.2 MOVEMENT & MANEUVERING SKILLS “These skills determine how far a character may move in a given ound: up wo 50 feet plus the skill onus or up todouble thae distance ifa running mancuveris successfully completed (ection 8.1, p. 45). There ae fie Moving & Maneuvering Skills chat must be developed separately foreach of the five types of armor (no armor, soft leather, rigid leather, chin, and plate). ‘Armor does not include helmet, arm greaves, or leg _greaves—items which protect parts of the body from certain critical damage. This equipment is handled separately (See- tion 5.7, p. 37). These skills also apply to any activity involving movement which is unusual or performed under stress. When used for these purposes the bonus is added to a “moving maneuver roll” (Section 8.2.2, p. 48-49). This bonus is not used if another skill specifically applies to the activity. Noe: Wearing lggrenves mdifseach Movenetand Mancaser skill ors by =5. Note: Ne Movement & Manewer sil bonus may exceed the aracter’s AG stat bans by mere thn 10. No Armor (MM) — This skill applies when wearing no armor andis limited to two skill ranks. Only two skill ranks ay be developed for this ski Soft Leather (MM) — This skill applies when wearing soft Teather armor and is limited to theee skill ranks. Only three skill ranks may be developed for this skill. Rigid Leather (MM) — This skill applies when wearing ‘gid leather armor and is limited to five skill ranks. Only five skill ranks may be developed for this ski Chain (MM) — This skill applies when wearing chain armot and is limited to seven skill ranks. Only seven skill ranks may be developed for this skill. Place (MM) — This sill applies when wearing plate armor and is limited to nine skill ranks. Only nine sill ranks may be developed for this skill. WEAPON SKILLS “These skis determine how effective a characteris when sing weapons in combat. These skills must be developed separately for each of the 6 types of weapons: I-Hlanded Edged, I-Handed Coneussion, 2-Hianded, Thrown, Missile, and Polearm ‘The skill bonus for each ype of weapon is an Offensive Bonusand is usually added o any “atack rolls” (Section 8.3, . 50-54) made with that weapon. In certain circumstances allorpastof this Offensive Bonus may be used to “parry” an ‘opponent (Section 8.3, p. 50-54). Each specific weapon has special pcopeties (ie, fumble rang, critical eype, OB modi- fications ete. that are summarized in Table CST-I(p. 232). Note: Wearing arm greases made ach OB by -5 I-Handed Edged (OB) — These weapons include the Ibroadsword, dagger, handaxe, scimitar, and short sword They may be used with a shield. 1-Handed Concussion (OB) — These weapons include the ‘lub, warhammer, mace, morning stat, net, and whip. They may be used with a shield 2-Handed (OB) — These weapons include the battle-axe, Ail, quarterstaf, and 2-handed sword. They may not be used with a shield, Pole-arms (OB) — These weapons include che javelin, spear, mounted lance, and halbaed. The javelin and spear may be used with a shield, or they may be used 2-handed. ‘Only when siding ona tained mount, may amounted lance be used with a shield. A halbard may never be used with a shield. ‘Thrown (OB) —Inaddition co being used in melee, certain weapons may be used to attack from a distance (ie. be thrown). The ranges are given in Table CST-I (p. 232). ‘These weapons include the dagger, handaxe, short sword, club, war hammer, mace, net, javelin, and spear. They may be used with a shield. Missile (OB) — These weapons may not be used in melee, but they may be used eo ateack from a distance (the range are given in Table CST-I, p. 232). Missile weapons inchide the bola, sling, composite bow, crossbow, long bow, and short bow. Only the sling may be used with a shield Example: Meedur hie to wea Batle-axe when be fg with «two-handed weapon, His OB witha Bulenaxe is afd by “£5 sho atacking opponents wearing bin orp, whe ts modified by -5 when atacking opponents in rg later, ft eater, ad mo armor (ee Tale CST-1). When wing Battle axe, altack roll are resold onthe 2-Hlanded Weapons attack tab, with ble ocuring sk an unmodified rl of 01,02, (03,04, or 05 ecu facrtial sie is obtained wath the Battle sex its called the primary etal and is sled on the Sls Critical Table CT-2 (238). Ifthe primaryericalisa CD, or F, a weandary crite tsps lower (an ‘A,B, or 'C repeated) aba cars and és revel on the Crash Critical Table CII G 238). GENERAL SKILLS ‘These skills affect how a character climbs, rides, swims and tracks, The skill bonus forthe appropriate skillis added toa “maneuver roll” when these activities are attempted (Gestion 8.2, p. 46-49). Climb (MM) — This skill is used when usual climbing is attempted (ie, for climbing a rope, tee, wall, «tc, but not stirsora ladder). The normal climbing rate for walls with adequate hand holds is 10'/round asa “medium” maneu- ver (Section 8.2.2, p. 48-49). Ride (MM) — This skill is used when an animal is ridden (€q: horse, camel, or giant eagle). A mancuver rll must be ‘made sing this skill whenever an unusual riding maneuver isattempted oF each round an attack is made while riding. Swim (MM) — This skill is used when a character is swimming. The GM should assign high difficulty (see p. 48-49) wo swimming in armor. We suggest the following diffcukies: almost no clothes easy rigid leather...very hard light Clothes volight chain ..extremely hard heavy clothes...mediam plate. absurd soft leacher hard (Other faetors sich as treacherous water might increase the dificaly Track (SM) — This skillis used when attempting ro follow or interpre tracks, SUBTERFUGE SKILLS ‘These skills affect how a character ambushes, stalks hides picks locks, and disams traps. Ambush (SP) — If a character manages to move dircetly behind an opponent without the opponent noticing him (this usually involves stalking, sce below), he may “am- bush" him with a ele attack (not a missile arack). A normal melee attack is made and any critical that results may have the skill rank (nor the skill bonus) for ambush added tit if the ambusher wishes (he may decide afer the cvtcal roll). Sulk/Hide (MM/SM) — This skill affects how effee- tively a character stalks (moves without being seen of heard, a moving maneuver) and hides withouc moving (a static maneuver). Stalking is resolved by using the Moving Maneuver TableMMT-I (p, 242). This rol is modified by adding the moving character's (i. the stalker) Stalk/Hide total skill bonus and by suberaceing the highest Perception total skill bonus of anyone that could observe he talker. A“ result anears thatthe stalker has been observed and only moves about 10). A number result means that the stalker moves halfhisnormal movement rate multiplied by che result and divided by 100 (ie, the cesul i used as 2 %). Hiding is resolved by having each searcher make a Perception maneuver modified by suberacting the hider's Salk/Hide total skill bons and adding the searcher's Perception coal skill bonus. Pick Lock (SM) — This skill affecrsartemprs to pick locks Disarm Trap (SM) — This skill affects attempts to disarm traps. Usually, traps must be first detected using Percep- tion skill MAGICAL SKILLS ‘These sills affece a character's ability to cast spells from. runes, to cast spells from items, and to attack with an clemental spel Read Rune (SM) — This skill represents a character's ability to determine what spel s on a piece of rune paper (erascroll) and his ability to east that spell from it. A static maneuver roll (modified by the Read Rune skill bonus) must be made in order to learn what spel is on a piece of rune paper. This same maneuver determines if the charac ter can cast the spell from the item (Section 84, p. $4), ‘Use Teem (SM) — This skill represents a character's ability to determine what spells and abilities are imbedded in an item (other than in rune paper or certain special items, see Section 15.5, p.72).It also affects his ability to cast spells from the item. The process used isthe same a for reading runes, except that the Use Item skill bonus is used Directed Spells (OB) — These sills determine how effee- tivea characteris when using directed spell (ie, elemental spells) in combat. The skill bonus for dizected spells is added to any “attack rolls” made with those spells (Section 8.32, p.52). Directed spells includeall of the “bolt” spells buenot the “ball” spells (the Base Spells bonus is added to “ball” attacks). No resistance roll is allowed against dicscted spells However, a character attacked by a directed spell (ora ball spell) may makeamoving maneuver roll i.e. his action for that round isto take cover) to modify the attack roll by - 10 to -60 depensling upon the cover that is available Sen dose nape Ferny Section 542 Elrond Theri's wap Section 5.4.2 Character Generation Table GT-I MISCELLANEOUS SKILLS These skills differ in various ways from che normal skill rank and bonus system. Each skill ts detailed as to what its differences are. Perception (SM) — This skill affects how much inforsna- tion and clues character gets through observation. Itmay beused ro detect raps to observe characters attempting to hide to find hidden doors, ete character states that he is watching or examining an area or place, the GM should make a static maneuver roll modified by the perception sil Bonus of the character to determine if che character notices or deteets anything. The GM may keep this roll secret, revealing only what the character has observed. This bonus may be used to modify an opponent's stalking ‘maneuver rll for stalking Note: Wearing a beet mie the Perepton bonus by Body Development (SP) —Thisskillepresentsacharacter’s ability to withstand pain, shock and bleeding. Each time that a character's rank in this skill increases by one, the character tolls {10 and increases his sill rank bonus by this amount (the normal skill rank bonuses do not apply). Bach character starts the game with a special bonus for this skill of § (already included on the Character Record ‘Sheets and in the character template bonuses). The total skill bonus for this skill is called the character's “hit total”"—the number of concussion hits that the character ‘can absorb (de to damage he takes from attacks and other occurrences) without ming unconscious. {fa character takes more concussion hits than the sui of his hit total and his Constivution sar (not stat bonus) he dics due to massive shock and internal bleeding Spell Lists (SP) —This skill determines when a spell list is learned (ix, whenspellsonthat list may be cast) Each spell liscrank givesa 20% chance of "lescning” achosen spell ist (Gee Appendix A-4, p. 190-211), Thus, when a tank of S is obtained, thereis 2 100% (automatic) chance oflearning thelist Spell ist skill rank may only be developed for one spell list at a time. If at the end of a development period {adolescence apprenticeship or when anew levelisreached) 2 character has a spell list rank beeween I and 5, 2 rall should be made to see ifthe spel lis is learned. If the roll {sess than or equal to the spell lise skill anke mliplied by 20, the spell list is earned. IFthe spel list is not leaned the sil rank emains the same, When alist is earned, the spell lsc kil rank is reduced 10 . Tf asi rank of 5 is obtained during a development period, the spell lis immediately learned (with che spell liste ranebeing reduced 00), In addition the character may develo the spell lit skill nk For another spell isin orderto take achanceof earning second ist (20% chance per rank). (Note: Forapleyer using character tempt the spel it learned ct ac eis indicated om be first page of bis template ae held be recorded in th appropeate space on the second page Languages (SP) — This skill must be developed separately for each language. This skill rank determines how well a character speaks and reads a language (see Table CGT- (CGT-I — LANGUAGE RANK TABLE Rank I — Allows basic verbal communication through simple phrases (eg, Safe to eat?, Danger ahead? What is cost?, Where is bathroom?,et.). No reading oF wating Rank 2 — Allows speech on very simple subjects through simple sentences if both parties speak slowly and with great care, Allows the reading of simple sentences for a basic overview, but few details and no writing, Rank 3 — Allows speech with a flueney equivalent to that ‘ofan average native speaker, but without the ronal qualivies (ce, the speech would be accented. Allows the ability eo read and writs moderately simple passages but nat for subtle concepts (i, about fifth grade level) Rank 4 — Speech asin Rank 3, andthe ability to sead and waite as an average literate man (ie, about ninth grade level) Rank 5 — Allows absolute fluency with no aecene and total literacy. 5.4.3 * SECONDARY SKILLS Sccondaty skills are not used as often as primary skills ding adventuring. They are often ted to, oF indicative of, a character's background or family trade Note: A payer ming the character templates abady bas bis seandery sil deo for experince lees | to 10. For a player developing his own character, the character record often does not provide enough rows for these skills. However players can keep track ofthe sill rinks onthe back of thee character records of on a separate piece of paper. Players may use development points from any related skill «catagory to develop ches skills (Section 24.0, p. 90-91). The GM should decide which secondary skills ae appro- priate for his game and inform the players. A chart listing some suggested secondary skills follows—descriptions of these skis is provided in Appendix A-S (p. 212-213). ‘SECONDARY SKILL CHART ‘Stat Bonus Skill Related Ska Used Type _ Skill Categories * Acrobatics AG MM — General, M&M Acting PR SM_—_ General, Subterfuge Animal Handling PR SM — General Appraisal IG SM General Bost Handling IT SMMM General, M&M Caving IG SMMM_ General Contortions AG MM _— General, M&M Cookery IT SM General ist Aid 1G SM — General Foraging IT SM_—_ Any Category Gambling IT SM_—_ General, Subrefuge Meditation PR SM_— General, Magical RopeMastery «IG SM_— General Signaling IG SM — General ‘Sky-Watching IT SM_— Any Category Trickery PR SM__ Subterfuge Secondary Skill Groups: + Avisie Skil) = IT SM_— General, Magies! ‘Able Skills, AG MM_— General, MéeM Cafe Sills AG SM_— General, Weapon Influence Skills PR SM_— General, Lore Skills IG SM _Any Catgory MBM = Moving and Maneuver Skills Category 4 —Each Secondary Skill Group is set of related sills chat faye the same stat Bonus, skill type (ie, MM or SM), and related skill eatepory. However, each sili a group must be developed separately, ® 5.5* EXPERIENCE LEVEL @ Each character in MERP has a “level” that represents how capable he is. Characters become more powerful and skilled by advancing levels as they gain experience. Experience is represented in play by experience points which the Gamemaster awards to characters for certain activities and achievements. Normal, a character starts play as a Ist level character and his level increases as he acquires experience points from his advencures. A character's level does not necessarily increase each time he gains experience points, I increases when his experience point total reaches certain values, a explained in Section 6.0 (p. 38-41). Diinadan Sections: 543 55 Sections: 5.6 87 Bonus Table BT-1 ® 5.6* SPELL LISTS AND @ POWER POINTS A spell list is an ordering of spells based upon the correlation of spell level, intricacy ofthe spel, and potency ‘of the spell, All spells ina list have some common character- istics and atributes, although each may have vastly different effects and applications. A character does not gain the ability to cast individual spells, Instead he “learns” (Section 54.2, 1-34) an entire spell lst of related spells and is limited only by his level and the level of the spells. ‘The spell ists are in Appendix A-4 (p. 190-211). Fach spell ist falls into one of sx groups: * Open Essence Lists * Open Channeling Lists * Mage Lists + Animist Lists + Bard Lists These classifications determine which spell lists ae leara- able by which professions (Section 21.0, p. 82-83). Each spell on a spell list i preceded by a number ealled is level. Each pell hasan area of effect,a duration how long che spell effects lat), a range (how far the spell ean beeast),and.aclass. ‘These factors are described in Appendix A-4 (p. 190-191), + Ranger Lists LEARNING SPELL LISTS A character may “learn” spell ists during: + Adolescence skill development (Section 23.0, p. 88-89) + Apprenticeship skill development (Section 24.0, p. 90- 91) * Level advancement (Section 6.0, p. 38-41) Depending upon his profession (Section 21.0, p. 82-83) and culture/race (Section 20.0, p. 80-81), a character may learn only certain spell lists. Note: Fora player wing a character template, th sel it lemed at ach el is indicted onthe ist page of Hs template and sould be recorded inthe appropriate space onthe stond pe CASTING SPELL LISTS Normally, once a character learns a spell ist he may cast any spell on that list that is his level or lower. Certain professions may only cast spells up to acertan level (Section 21.0, p. 82-83). As outlined below, a character mast use Power Points to cast a spel, POWER POINTS (PPs) Each character asa certain nummer sfPower Paints (PPs) available to use for casting spells. In order to cast a spell, a ‘romber of PPs equal vo the spells Jel nmst be used Each character has a number of Power Poins based upon his level and one of his stats Intelligence for Essence spells and Intuition for Channelingspells). The number of PPs that 2 character has is obtained by checking Table BT-1 forthe approprnte tat and ewkiplying the gin Ps by the cUorate’ see Once these BPs ure ued casting pel they tay be regained by resting for 8 hours Note: Ply ming th character ump should oe thi pes thir Powe Point sb ary brine on er Character onl @ 5.7* MISCELLANEOUS @ FACTORS In addition to the factors discussed in the previous sec- tions, there are several other factors that define a MERP character: + Resistance Roll (RR) Bonuses + Defensive Bonus (DB) + Equipment & Money + Encumbrance Penalty (Noe: A player sng character toplaealrendy hs thee factors recorded forbs stating character. Asis character advent thst _futors will ang and nad updating RESISTANCE ROLL (RR) BONUSES Centain attacks occurring during play will require a char- acter to makea Resistance Roll (RR) to determine ifor how an attack affects the character (Section 8.3.2, p. 52). The types of attacks are Essence spells, Channeling spells, Poi- sons, and Diseases. RR Bonuses consist of stat bonus, any item bonuses, and culure/race bonuses. The culture/race bonuses can be obtained from Table BT-3 (p. 244). DEFENSIVE BONUS (DB) A character's Defensive Bonws is used in combat as a subtraction from an opponent's attack roll against the chac- acter. A DB consists of the character's AG bonus and a +25 bonus ifthe characteris using a shield (sce below) BI-I — STAT BONUSES TABLE Power ee = Se ee eee en eee 102+ +435 4 101 +30 3 100 425 3 98-99 420 2 9897 +5 2 90.94 +10 i 75-89 +5 1 me a 10.24 a Oo 59 10 ° 34 15 ° ay 20 ° us ee == Power points are required for casting spell see Section ‘84, p. 4) The number (based upon Intelligence or Intuition) given above is mukplied by the character's level to obtain the character's power point tral. BI-S — WEIGHT PENALTY TABLE ‘Weight Cured in Pounds (ether dan armor and dothe) 1625 2635 $645. 46460. 6180 BIA00 LOL-120 121-140 141-160 30. 6 NA NA NANA NA. NANA 2 «3560S 80S NANA. NANA OA $25 40, SNA NANA NANA | 15S a0 ae Ne 2535 2 oO Cereal, HOSE Tot-180 15 30 181-200 1s 2s 15 2s 10 ms ee 10 20 : L 30 151 5 15 5 10 os os Ties The ek be casas wot posal A lances Eocanbrace Pally ote salle of to 6S 1 ST Bsc bil Wifi pot (ie, Se Research eas ace be pea ios ese An ations] pealy of Si added to the marin penalty above Fe each 10 Ib, oer 160 Th EQUIPMENT & MONEY Characters scarts with some equipment and money (Sec- tion 260, p. 92, andthe character templates). Then, as they adventure, they will gain and lose these things. Each player should eep tack of his character'sequipment and moneyon his character template or character record. If more room is required, use another piece of paper or the back of the character record or template Derensive EQUIPMENT Normal armor plate, chain rigid leather, and sof leather) covers from the shoulders to mid-thigh, and to the middle of the upper arms. A character may also electro wear a helmet, arm greaves, andor leg greaves, If worn, armor, helmets, and grees do nor count for encumbrance purposes. Helis and greaves may be metal or leather. Once a piece of leather equipment (helm or greaves) has protected the ‘eater ftom one critical, it will be worthless until replaced or repaired. Metal equipment has no such limitations if prop- ar kepe up and repaired. Ie is assumed that a character performs such maintenance Each type of defensive equipment has certain effects on play * Shield — IF a character is using a shield, he may only use 1 T-Handed weapon. In addition, his Defensive Bonus is increased by +25 against one for in front of him or to his lef. Te is assomed the shield is on the left arm. The Gamemaster may wish to allow characters to be left- handed (10% chance) or ambidextrous{2% chance), Nor- nally, youmnay sling yourshieldon your back when tisnot being used in combat, + Helmet — Ifa characteris wearing ahelmet, his Perception bonus is modified by -5 and he will be protected from some of the effecs of critical strikes. * Atm Greaves — IF characteris wearing arm greaves, each ‘of his Offensive Bonuses is modified by 5 and he will be protected from some of the effects of critical strikes. + Leg Greaves — Ifa characteris wearing leg preaves, each of his Movement & Maneuver Bonuses is modified by -S and he will be protected from some of the effects of critical strikes, ENCUMBRANCE PENALTY ‘The movement and maneuver capabilities of a character are affected by the weight ofthe material which he caries on his person. Each character should total the weight of allof the equipment and supplies that he cartes (see Table ST-A, p. 255, for weights), rounding the total down to the nearest pound. If they are wom, armor, clothes, weapon belt, a hhelmee, and greaves are not included in this total—they already have their own penalties. 1 the total is over 15 pounds, a weigh penalty may result A butden of [5 pounds or less will result in no weight penalty. Te is assumed that smaller characters are rugged enough 0 bear this weight. This is particularly true for non-human “Table BT-S gives the weight penalty for carrying excess weight based upon the weight of the character. A character's Encnbrance Pot is equal to z2t0 or his Strength bonus minus hisweight penalty: wheiheverissmalle i.e, acharacter’s Encumbrance Penalty may never be greater than zero). This penalty is applied to running movement (Section 8.1, p45) and moving maneuvers Section 8.2.2, p. 48-49). 37 Pare Il ‘Your Section 57 Bonus Table BI-5 Strider finde Gendal's “Cr rane on Weathertp Sections: 6.0 61 Experience Table ET-1 6.0 * EXPERIENCE AND ADVANCING LEVELS Each character in MERP has a “level” chat represents how capable he i. Characters become more powerful and skilled by advancing levels as they gain experience, Experience is ‘represented inplayby experience points which the Gamemaster| awards to characters for certain activities and achievements Normally, a character starts play a a Ist level character and his level increases as he acquires experience points from his advencures. A character's level does not necessarily increase cach time he gains experience points. Ie increases when his experience point total reaches certain points, as explained in this section. @ 6.1 * EXPERIENCE POINTS @ Learning how to award experience points is one of the soit dfficul esks that a Gamemastt faces, Its something chat is very hard to formalize. Basically GM should award experience points for ideas and actions by the characters which are clever, intelligent, innovative, dangerous (but not foolhardy) and, above all succesful Below we summarize some ofthe activities that notmally arise during play which should be rewarded with experience points, The Gamemaster may total and reward experience points at any convenient time, This usually occurs a the beginning of end ofa session of play ET-1 — CRITICAL POINT TABLE ‘Oppones’s Crital Delivered txt A BC DOE 0 3S 8 1 13 1 5s 0 Is 2 25 2 20 0 SNS eer aS 4. 2 0 @ © SU asics ae Soo 12s 6 3% @ 9% 120 150 7 35 70 10s 140175 84 80120160200 lash 90)| tas tad ass 10-0 100. 80.200 280 foreach level above 10th +5 HO #15 +20 425 “testit* 400" 260 300° 400" 500) “These total ar firher mpi by: Ox — ifthe foe is dead or dying (ies no points) 0.1 x — ifthe foe is unconscious or reaped. 05x — ifthe foes stunned 2x — ihe characteris alone in melee combat with the Fo() Note: Crit points may not exceed the opponent’ “kil points.” Note: Reales the EPs receive bythe character dlvring the ci = These poins ae swaded to chitacter for erica inc pon bin by a foe Note: Te nested experienc points awards ar guidelines ad the Gamera soul jel fret mes thom whenever ov sense indices batty ae otf tne. Note: Alef hese taale ray he mpd by 4 if be ctv bas reve ben ford afore hy te crate by 2 f Beaty as nly ben performed once yore, and by 1/2 if it bas become 1) Hit Points Ac the end ofa battle, a character receives one experience point for each hit he received during the battle. 2) Critical Points ‘These points are awarded for any criticalsinflictedonafor regardless oftheir effect. The experience points awarded are based upon the level of the foe and are modified depending upon the state of the foc and the combat. Table ET-I summarizes these points, A character also receives critical points when he takes a critical ¢g., 100 EPs for an'‘A’, 200 EDs for a‘B, etc ET-2— KILL POINT TABLE Opponents Tavel ofthe Character Delivering the “Kling” Blow | it 203° 4. 5 6 7 8 ° 4 35 ~490~«25°~=«SCS 1 10 1101009070 2 150130 11010090. 80 lene L 300° 450! 130-110) 100" 90" aes 250: 200 180 1M O10 pels 300° 280, 200-180. 130 10 6 350 300-250-200 150130 7 400 350300250 200150 8 500,450. 400350 300.250. 200 =a ‘S50. 500 450 «400,350 300 250. | 10 0550 S00 450400350300 ‘Not Rel ix number of experience poinesreeived by che character delnesing the “Kaling” Bow. Nae Ihe opment eel x greater than 10, an entea 80 point s awarded foreach eel over 10, 3) Kill Points ‘These experience points are awarded for killing an active opponent or rendering him unconscious. This must occur in combat situation (es staged fight). An active opponent is one that is not dead oF unconscious. These points all go to the combatant who dklivers the blow chacknocks out or kill the opponent. The experince points awarded for “killing” a character are given in Table ET-2. These experience points are reduced by the rnamber of experience points given for critical alteady inflited on the opponent (sce part 2 above) In some cases the GM should add extra points for creatures with special abilities and powers. tae conflict, nor a practice or Note: AGM may wnt 1 award thse pois whence « race) defeats an opponent ew f combat nt inv Thiseuldinsle geting aft sub otperorm asso want iat ito acral fhtng Examples gh include wing Ride ge witha fr or racking int hi ade ed big wt “yma afer. Examples Fortis example ond th es ofthe exarple inthis sation, we wil be refering tothe spe aden preted in Seta 1.0 (p, 14-13). fo that adver, Nii 2nd le) Agonar (4th lve), Drege (Ist eel) and Leanan 2nd ted) edt explore ad ema rined tower tha contained 3 Ores (ove Ut leone 2nd evel and one 4b ee) who were braking ag tree for th ght. The resaling enue ended with 3 (Ons dead and 1 Ore ving le Ni led he bee eaderonrgt, and snce bs i ony the seond Orc that Nr ha ied begets dole the normal 300 perine pins (p, thai, 60 experience points, Nobody gets ager pints forte oe that got ase (Drage Blew bis cance ‘wer befaled). Agora put te 2nd lel Ore slep, bat only 0130 op bce be 46 level and bas put Orso slp bore 1 Drag bad throw dager atthe Ore and gin bin a'B! Pescara hfore Niki hr, thor Drege would bee pion 40 experienc points 10 for te'B' x4 fer ats ee fe). ‘nts sian, Nari would ony Bae goin 520 points, 2x (300 worn = he 40 ep tht Brg go). ‘The and ‘crits delivered by Nai on the skeping Ove would normally be worth 50 ep (25 x 2nd level and 30 (13 x 2nd lve) epetively, However, be was ancy unconscious (seg) 0th 80 pis mip by 1/ 10 and Navi only pts 3 poi "Ten ited 100 prin ptt ofA rite ‘se wok when the Or and th chs fl on br. Se alse recves 9 experince poi for the 9 se tok Safer combat, Nagata of 608 cp, Agonergtr 130, Leann es 109 ey, and Drag ges ep. 4) Maneuver Points “These experience points are given for unique or inspited maneuvers (static and moving) successfully accomplished during an adventure. For moving maneuvers (Section 8.2.2, p. 48-49) a “100” result or higher must be obtained. Based upon difficulty, ehe experience points awarded are given in Table ET-3 Example: Dreo sucesfully sone he area (he GM ranks this «@ Medium masse for 50 rp. Heals snuck (or sneaked) across the ower without the Ore bearing bin (a Ligh manewoer), heard te Ore coming (4 Medion manewoer), and Bid a the matin door (Median nsanewer fora wal of 110 ep. Leana scesaly leared bbe an Eazy mannve) for Sep, and sheopened the chest ar nrg 5 she recived wo experience points. The scesful taking and dingo he sal box (a Hlard rane) gives Bera tal of 105 ET-3 — MANEUVER POINT TABLE Routine 0 Ej ns S Light on to Median 50 Hard en 100 Very Hard. 180 Exttemely Hatd sense 200 Sheer Folly ve 300 Absutd 500. ‘Note Resule ina numberof experince point ecelvee bythe eoreieeiEargeraceeres 39 & Pare IL Your Section 61 Experience Tables: ET2 ET-3 40 Pare IL Chaat Section 61 Experience Table ET-4 ET-4— SPELL POINT TABLE Tevel of the Character Casting the Spell 36 7 50 40 7% 0 50 2 70 so aor Sle ee cr es gt 100 100 90. 1001 100 100 100" 100° m 190100. : QS 5) Spell Points ‘These points are awarded for casting spells during a ‘combat situation (both intrinsic spells and spels from runes and items). Casting a spell that fas results in O points. The spell must havea purpose that aids the character or his group during the combat. The experience points awarded are given by the following formula and summarized in the Table ET- 4 100 — (10 x level of the caster) + (10 x level of the spell cast) Example: Agonr cast Levit, which would have leped ina fern station by king Kir safefom rele Hosein tis sitvaton it did nobing to Bp he group or ins, 0B ets no int for it. His lp opel i Ist kvl pel 0a «46 eel ‘arate gts 70 9. 6) Idea Points “These experience points are given for ideas and plans that lead to the accomplishment of a goal ora successful event, action or adventure. The Gamemaste should keep track of ideas, plans and suggestions made by player characters that prove to be useful or successful, After an event, action or adventure is completed and experience points from parts 1) to S) above have been awarded, the resulting experience points to all group members are totaled. The Gamemaster should award half of this total as “idea points”, dividing ie among the characters who came up with ideas based upon their respective contributions. This is very subjective, so the Gamemaster doesn’t need to keep an exact tally of ideas and ‘an usually rely on his general impressions of the adventure Example: Afier caluarng the experience points for combat, smanexves and spel th Gamemaster vow caeate the ttl fer cach character, and toa for the group (alo which are avrded rides point) Combet Mancnver Spell Tee Teal Gharatee Pas Pa Pe Pa Aner Bo om 10 NO Lean 1956260 Dee 0 1m 0280360 Naw 608 0 0 160 768 GrupTend 5472S 105661698, “TBechjesiveand oa of he group was carly check out he ined tower asa possible campsite or adventure ste, Droge and [Néri worked dire towards this with Drege taking the initiative and Ni backing Bip. Drogo gets more iden points conse be peformed new action ecb urn and esetially made a ood coe tach tr ile Ni jut “sited or semehing till” Agonar abo performed a «bak wp, but bs planned and unnecessary Levitate sel ed wp valuable tine and di nthing fo accomplish the golf th group 1 son and be prepared for danger, Hecenld ae prepared a slp spell and bern ready when danger (the Ors) appar. Leaman, ofcourse, lst control when faced ib the pos of treasure and personal gun. Shedd orig achieve the rowpsobjtive. She only bad the obvious ident gt the ot fia andregrded bt er own andthe groups sey and yous So, Drag gets 250 out ofthe 566 ide pons, Nii gets 160, Agonr gets 110, and Leanan gets 16. This proces involves some very subjective decisions on the Ganemaste’s pare and aks prac. The actual xgestions made 2 th players during planning shouldbe taken into acount IF Agouer bad actully sugested that, Leanan, and Nar prove supprt as Drogo ote tins ot, Be would ave etn ror det 6) Travel Points ‘A character receives one experience point for each mile traveled on land in an unfamiliar area, ane one experience points for every 10 miles if flying or at sea. The character ‘must be conscious and interacting with his environment Multiply by V2x in civilized areas, by 2x in moderately langctous areas, and by 3x in extremely dangerous areas. Example: The group har tranld 30 miles from Rivendell through te moderately dangerous Trolls region. Ths each arate gets 60 experince points (30 males x 2 for moderately Aner) for travel. 7) Miscellaneous Poines Mos of the experience point guidelines concern action in tactical situation (i. a situation involving detailed and precise activity, usually under time constraints, such as fighting, maneuvering, nd exploring). I is more difficult to avard experience points for activities and accomplishments ina strategic environment (i.e, less structured than the tactical environment). Travel points reflec the experience gained by traveling through new and stimulating regions, The Gamemaster should award miscellaneous experience points for che other strategic activities not involving travel (figuring out a rclle oF clue, planning a successful tip or adventure, tc). ‘These points may also be awarded by the Gamemaster for events that have special significance to a given character (eg. having ateligious experience, visiting a special place, accom plshinga special mission or goal casting non-combat spells, fc). They are also awarded for any actions or accomplish mnenes that the Gamemaster deems worthy of reward. Example: Thy Gamomastr decides that th group deserves some nucllineows experience pone for achieving their obetve tm & atv fecsive manner He gives Drago 150 ep for taking the nainiveand nosof te reeonable ik Hele Agonarand Néri 100 pepe for ther slid support att, while gver Leaman only SO ep cause she disgerded ber wn safety and the group's wn she er fir potential resure. However, Laan gs th rewsrdof binge snallbax without the rest the group bowing thet she bs it @ 6.2* CHARACTER LEVELS @ The level for each characteris determined by how many experience points (EPs) he has accumulaed. A character starts at [st level with 10,000 EPs, Table ET-S summarizes which experience point totals correspond to which levels. Example If he GM dees immediatly reward experience point afer hs adver, the points are sted as fll: Od Ol New New EP Tent Grinad EP Tee Ager 43980 4h 4109393048 Iemm 23400 2nd 37023770 ak Dg 19764 Iw 570203834 ak Nii 28940 2nd 92829868 nd Diss tal spore pointe bat pad 20000, 19 he dsc from Tt evel to 2nd level. He alates Bs deepen pois 0s sl tm order tinea hiss ras, and ten ‘pdt his beac Resor Set. If Nér bd ten 132 mre puns ewerd ave adsancedio dll. Tht te raters re ot ven le 1 advancing kel ET-5 — EXPERIENCE POINT TABLE Level Experience Paine Total Required I : 10,000 2 acs 20,000 S 30,000 4 e 40,000 5 6 8 a i cto = TO cma a ‘@ 6.3 * ADVANCING A LEVEL @ Note: A player sing borate empl need only copy He next leas bones fom the appropriate cobra of page one of be template 1 te appropriate pce om he sen page is telat ‘When a character advances (goes up) a level, he may develop skills (increase his skill ranks) and update his bonuses, To develop a skill he allocates development points toit(see Table CGT-4,p.246) inorder oinceease the kill’ rank. This proces is identical to apprenticeship skill devel- ‘opment and is described in Section 24.0 (p.90-91), Afterall development points have been allocated to increasing skill ranks, the profession bonuses (sce Section 21 0,p. 82-88) are ‘updated. Finally, any skill bonuses whose components have changed mast be re-rotaled, This process is summarized below: 1) Allocate development points to increase skill ranks 2) Update sill rank bonuses. 3) If necessary, roll for hits (body development) and/or fora spell is 4) Update level bonuses forthe character's profession. '5) Recotal any ski bonuses affected by 2) and 3). 65) Mark the characte new level Gandaly randshs light and fame on Weatherap Sections: 61 62 63 Experience Table ET-5 Section 70 ¢ PART IIT PERFORMING ACTIONS Ina tactical situation (ie, combat), action is resolved in terins of feet and seconds. During the MERP tactical se- ‘quence, each character may take only a single action every TO seconds. This 10 second period is calla “round.” A round ‘usualy rakes considerably longerthan [0 seconds of realtime to resolve. The normal allowable actions are: + Preparing a spell + Casting a spell *+ Making a missle attack * Loading oF Reloading a missile weapon + Pareying a missile attack * Making a moving maneuver + Making a melee attack * Movement + Making a static maneuver Certain factors may affec the action that a character may take, Most of these are obvious and can be resolved by using common sense (eg, a character with a broken arm can't use atwo-handed weapon orabow; anunconscious character can perform no action, except pechaps breathing: etc). The ‘Gamemasters of course the final authority on these matters. “The Gamemaster and the players should divide up the work involved in controlling atactical combat situation. The ‘Gamemaster has to handle the physical ayout and all ofthe non-player characters, but the players can help with other factors, One player should keep track of the damage taken and status of each character. Record Sheet RS-2 (p. 228) is ‘provided for this and may be photo-copied for non-commer- 7.0 * THE SEQUENCE OF ACTIONS cial purposes. Another player should keep track of the round and action sequencing (Section 7.0, p. 42-43). Another player can secord activity by player characters which can later lead co experience points, Other players can handle the tables andread off results daring play. By dividing up these tasks the game flows very smoothly, everyone gets involved, and no fone is swamped with work, ‘The MERP system for tactical action and combat is simplified and abstracted to inerease its playability. If begin- ning fantasy role players have mastered MERP and desire ‘more detailed and realistic combat, ICE's Arms Taw & Claw Law provides an expanded combat system, with individual attack tables for the various weapons, 20 classifications of armor, more detailed critical strike tables, and rules thatallow more flexibility. LOR Note: The way thar eactcal action and combat is bandied in MERP is very sila to the wayitishandled in LOR p. 15-20), Both systems usea TO second round, and both havea limited set of actions and a sequence in which the actions are resolved. The primary differences * MERP actions ae resolved differently + MERP bas wo types of maneuvers: static and moving + Spell Preparation and Loading/Reloading a tnisile weapon are MERP actions. + MERP allows characters to use pat oftheir Offensive Bonuses ro “parry” sacks, DURING A ROUND Actions ate normally performed in the following order luring a round (unless a character cancels his action or puts itinto an “opportunity state”) 1) Prepare or east a spel 2) Missile and thrown weapon attacks, misile partying, and loading/ reloading. 3) Moving maneuvers, 4) Melee ateacks and melee parrying. 5) Movement. 6) Static maneuvers Note: Orienatin rll are wed when raped by cemsance (acion 10.0, p. 52) Note: Confliing actions may modify Ht seuene Seton 100, p 56). Ac the beginning of each round, each player should state ‘or write down (the GM must decide which) what action he wishes his character to perform for that round, At che sime time, the GM should decide what actions the non-player characterswilltake. Theactions are then resolved intheorder specified by the sequence above, The following sections describe how to resolve che various actions. The sample advencure presented in Section 1.0 (p. 14-15) is a good example of actions taken on a round by round basis. SEQUENCING ATTACKS OF THE Sane TPE Melee attacks are resolved one at a time. The character with the highest Movement and Maneuver Bonus resolves his attack first, then the character with the second highest proceeds, etc. If the Movement and Maneuver bonuses of Example: Te following actions were taken ona rund by round bass bythepartpanis nae sample adventure presented in Scion 1.0. 14- 19). The actions hin th the player characters 10" from he tower and ral oro pad tb the Ore ui ap inthe Basen of the ower nd prparing to brek camp and ave Round 6 aod Example of eto euencing 1) Ager’ pel sca fe and One 43 pu 0 sep. 2) Terie mise fire PLAYER CHARACTERS. Roand — Agonar Leaman Droge 1 Mowe Move Move 2 Prepare Spell Move Move 3 Cu Spell Satie Maneiver Sac Maneuner (Gocco) (El) fovea) & Mow Stic Mancaver State Maneuver (ees) (quccest) 5 Prepare Spell Moving Maneuver Opportunity Attack (eceess) (Fambles) 6 ChueSpell Moving Maneuver Out From (Ox) (als) Fumble Plots down Takes Gitical_—-Recovens weapan several characters are equal, those attacks ate resolved simul- taneously. This same process is also followed for moving maneuvers and movement. Ifa character's attack, moving ‘maneuver, ormovement isan opportunity action (see below), itsalways resolved before other attacks ofthe the same type All other actions are resolved simultaneously during the oper points in the round (ea. all spell preparation and ‘asting is resolved simultaneously). Orporruntry Action Whenitcomes time daring around to resolve character's dkelaed action, he has the option of putting his action into an “opportunity” state (je, it becomes an opportunity action Ineffec, such an actions delayed watil the character, wishes to resolve it. An opportunity action may be resolved toy time after ic has been declared. A character may not perform any other action until his opporcunity action is, Canecled (se below) or resolved (at anytime he decides). Opportunity actions represent activites like: waiting fora "uget, setting an ambush, waiting to push a boulder down on someone, etc Inthe sample adventure presented in Section 10(p. 14-15), Névihasan opportunity action when hewaits fora shoe with his erosshow (CANCELING ACTION Duringa round an action may be canceled before it would otherwise be resolved. A character who has canceled his accion may perform one of che following alternative ations’ * Melee with half his normal Offensive Bonus + Move half his normal (ot running) movement fake a maneuver modified by 30 ‘Thealcernative action chosen muste performed whenthe other actions ofthat type ate normally resolved 3) Lena manewsers (nd fails) 0 got wader the cet fore One #3 ca tack er. 4) Na antachs Ore #3 who falling alep ands dow, breaking the On’ li. Bob Ore #43 and the cs fll om Lean wh thes nA" Unblance rita 5) Ore #2 ts ot the dor and bain to run avy 6) There are no tai acton, exp peraps Drege comet bt Sonbl NON-PLAYER CHARACTERS Nei OrHt — Ore#2 Ore HS Move prepare to leave Opponanicy Ack finch geting ready — Opporranity Atack Move. = Mote. «= Move Opporeanity Ack —-Move.«=« Move Move (Get) Gis) Move = Move Move (ee) Auack Ore = Rune Artack Leaman Chie) (ore) seep) Cleans Axe = GoeAmay Captured Frodo cewale in Rivendell pb King macepts Ring of Section 8.0 Summary Table ST-II Normally, each round a character may perform one of the following actions: + Preparing a spell” + Casting a pel” + Making a missile attack” * Loading or Reloading a misile weapon * + Partying a missile attack" + Making a moving maneuver + Making a melee attack? + Movement + Making a static maneuver *-Incades ited movement er += Includes limited movement or limited attack later {+ May include parying one opponent's attack. ‘ST-11 — ACTION TABLE, Action Additional Information & Options Prepare a SpellicsssMay take 10’ movemen le, (Cast Spel. ernnne May take 20° movement later Missile Attack wnn-May tke 10! movement latee Loading/Reloading .May take 10' movement late. Missle Pary anneal of OB is subtracted from one missile attack May late take half movement of later make 3 melee attack wich half his OB. “The maniver may not cover a distance ‘of over hal tac ofthe character's ‘noel movement [May take 10 movement. May shift ‘equipment, in which case OB is Twered by 30 foreach item shifted (awn, sheathed or unslang). Part of the OB may be wsed to parry one ‘opponent's attack (a melee parry) Movement is decreased by 10" for each item shifted. JNo additional action allowed, Moving Maneuver. Melee Attack Movement nn Static Maneuver (Cancel Action — Any action may be canceled before itis sesolved. The character may then perform one ofthe following actions caring the appropriate part ofthe round: 1) Melee with half normal Offensive Bon 2) Move half of his notmal movement. 13) Make a maneuver modified by -30, ‘Opportunity Action — Any ation may be delayed by making theaction an opportunity action. Once an action is delayed no other action may take place until the opportunity action #8 resolved ot canceled, However the opportunity action may be inated at any time during the curtent round oa following round. ‘Note: i Gamera ising facing for th characters (a Sion 9.0, 7-33) acened fing may acy movennt fib moverent fermad in adition ante con. 8.0 * THE ACTIONS Fach of these actions is described in detail in the Action ‘Table ST-11 and inthe following sections. The sequence in which actions ate resolved is discussed in Section 7.0(p.42- 43). @ 8.1* MOVEMENT ® Movement i simultaneous forall characters. IF there are confles (opponents have both specified movement), players should write down where they intend to move. The Gamemastershowld ase commonsense to interpret the intent of each character, and characters should be able to modify ther actual movement during play in order to react to Each character may move up to 50? plus a number of feet equal to his Movemene & Maneuver bonus wth a moving. maneuver toll. Alternatively, a character may move up double that (eunning) if he successfully makes 2 moving raneaver roll (Section 8.2.2, p. 48-49), A character may shift tems and equipment on his person (cgadrawa weapon sling ashield, take outsomeherbs, etc), butthe distance that he may move is decreased by 10 feet for cach item shifted (for that round). Terrain may also slow a character: going up a hill through a thicket, across a steam, across sand, ete, Ie is suggested that a Gamemaster cut rnovement by half for such terrain RUNNING ~ DOUBLE MOVEMENT facharacterwishes to move double his normal movement (cum), the Gamemaster should assign a difficulty based upon the terain. Then the character makes a mancuver roll rnold by his Movement & Maneuver bonis and applies the resule 0 the Moving Maneuver Table MT-I (p. 49, 22), Ifthe result is an “F,” the character does not move and a second roll mast be made on the Maneuver Failure Table FT-A(p. 240). Otherwise theresleis a number. The charactermay move upto the sum of his normal movement rate plas his encim- bance penalty ‘Section 5.7, p. 37) plus the maneuver resule sinus 100: Distance Moved in Feet = Normal Movement Rate + Encumbrance Penalty + Maneuver Result ~ 100 Example: Lokinga the sample adventure in Section 1.0, p. 14 15, the fling One (#2) eaves the min door and begins 1 ra. is normal rowement rae i 55" per round (50 plas is Moment and Mancuver bonus in Rigid Later of +5), His ‘xaanbrance penalty isony 5. The GM deems Bs raring ight mance, rls 38, end adds the Or’ Moverent 6 Maeever bonus toget atl of 43. Referring the Moving Manewer Table (MT-1) sender “gh” maneuver, we ge res of 70, Ths the Ore mones 75" (= 110" + (-5) + 70 100). The number of rounds that a character is capable of running is equal to his Constitution bonus plus 5. For each round that he rests he will be able ro regain 2 rounds of rong expabilty Example: A charac with « Constaton anus of +10 could ror 15 rounds before evi to es; or Becould ra for 10 rnd recing bs raring eapability to 5, ret for 2 rounds and et 4 round f running cpa ack fora oa 9, and thn rn for 9 more rounds hore beng forced to rex MOUNTED MOVEMENT & ACTIONS, [A mounted character may move up to the movement rate cof his mount (usuallya horse), Such movement ratesare given in Table ST-4 (p. 255). The character and mount may move up to twice that (galloping) as outlined under Running above. However, the rider's Ride bonus is used for the moving maneuver instead of his Movement & Maneuver bonus. ‘A mounted character and mount may move (orsiton the ‘mount and not move) and the character may take a second action inthe same round. However, the character must make ‘moving maneuver modified by his Ride bonus. This second action is called a mounted action and is normally modified by -100 plus the resul of the moving maneuver tol. fa character wishes to gallop and take a mounted action, two moving maneuvers would be required. Certain horses (Gee Table ST-4, p. 255) may modify these moving maneu- Example: Suppose thre 1 « horseman named Tapas waiting nie forthe lacing Ore in the ample adventure in Section 1.0 (p (4-15). Tidgas and bis mount are 110" from the Ore and sen moveas th Orc bgt nn. Thorac as normal mosenent rateof 10's therein ned gallop. However, im onder fo move 110" and ake « melee attack Tulgas mast make & ming maneuver, The GM rates ths manewver «Sndin’ reaver, Tugs ol 66, bis Riding Borns is 30, and his toa of 96 obtains en “80” res from the Moving Maneuver Table MT-1 (49, 242), Talos! Offensive Bon with ht Mounted Lance 5s 50, 10 be moifer his tack by +30 (= 50+ 80— 100). 81 Sections: 82 82.1 @ 8.2* MANEUVERS @ Maneuvers are actions which under normal circumstances have achance of failing and usually entail an element of risk. Maneuvers do not include attacks and spel cating, ‘Unusual activites (eg swimming, climbing a rope, n- ning up or down sti opening 2 locked chest, ee) and activites performed under stress (eg. running, dodging. stalking, hiding, et.) ae maneuvers and require rolls. Nor- inal movement and activities ae nor maneuvers (eg, walking, climbing stairs, drawing a weapon, et). “The Gamemasters the final judgeas to what isamaneuver and requizes a roll, and whae is normal activity and doesn’t require a roll In MERP, maneuvers are classified as Static Maneuvers oras Moving Maneuvers. Each type of maneuver is resolved differently 8.2.1 * STATIC MANEUVERS Static Maneuvers include tracking, hiding picking locks, disaeming traps, reading runes, using items, perception, influcneing other characters, and any other complex oF ‘unusual activity not involving significant movement. Ifa character chooses a Static Maneuver as his ation for a round, the Gamemaster should assign ita difealy (ranging from I being the last dificuleto 9 being the most dificult): T)Routine 4) Medium 7) Extremely Hard 2) Easy 5) Hard 8) Sheer Folly 3) Light 6) Very Hard 9) Absurd ‘The Gamemaster may require more than one round for smaneuvers which he decides ate very diffculeorcomplex. He may also allow a character to decrease the difficulty of appropriate maneuvers by using multiple rounds. The Gamemaster may also assign an additional modification to the maneuver roll (eg. an attempt to hide in a completely expt, small, brightly lt room might be given a dificulty of “absurd -10"). ‘After the difficulty is assigned, the character may then decide not to attempt the maneuver (i. he reconsiders and decides not to do it) In this case, he cancels his action and may perform some other limited action as described in Section 7.0 (p. 43). If che character decides to proceed with the maneuver, he makes an open-ended roll and adds his appropriate bonus slong with any other applicable modifieations. These modi- fications include: * Special GM assigned modifications + If. skill/abilty applies to the mancuver, add the Total Skill/Ability bonus from the character's character template or from his character record, + IF there is no specific skill/ability that applies to the maneuver, the GM may decide that a stat bonus will modify the maneuver Aftee modifications are made, the resulting totals cross- indexed with the appropriate column on the Static Maneuver Table MT-2 to obtain the maneuver result, Summary 1) The Gamemasterasigns a difficulty to the mancuver. 2) The character decides whether o not to perform the 3) Ifhe decides to perform the maneuver, an open-ended roll is made. 4) All applicable modifications are made to the rol. '5) The total is applied to the Static Maneuver Table MT- 2 (p.47, 243). Example: Afer lation hesample adventure Seton 0 1415), Lean nae exe eral fro bre of te up for fw mints. She makes atic mane oexaine ‘he sal sc she tok during the ear fhe The GM res ha {sa Ligh dif, Lana decides go aed Sheralla 54nd add +10 fra Light sae mancwer and +20 (her Pepton sill nus) Ths modified rel of 84 5 plc 1o the “Perepon &e Tracking” cle of the Sac ‘Mancwer Table ME-2. This ie a “Partial Suc,” she may ret male anote tate menses examin the bs. fora ast four, The GM ul: Leann hat he bss wade wit ser nly, and hat it Base sot of rap If Lana bad modified roll of 11 Lor more he wand oe fond out are information le the ype of wad, th ype of rap, alae of he i, “Leaman decide not titan bor, ad ell the GM tat se will mkt manor try and dar the trap and tht ‘eile ery cana ake er tie dein Sb basa +10 Disarm Trap il bonus and the GM ais « dif of amen fsb tabs at last 2 minater (12 rounds) on te nance, She dees tory ad lle 37, ich did 0 447, Refer lo Table MT-2, bgt rl of are,” ‘hemaynt ry aan for 24 Bours and tri 20% char at the rap pe of. NOTES FOR TABLE MT-2 Tnteraction & Influence Note: Difficulty and other modifications are based upon the basic atutude of the audience towards the character and wpon what the characteris tying to ge them to do, exception & Tracking Note: The information available through a perception rll limited by the area thar you ‘examine and your eesources (usually your senses). The topic requiring a roll can be determined by the characte actively seeking information (eg, he states, "am looks for eraps") or by other circumstances (eg. does the character notice the attacker speaking up on him?) Perception & Tracking Note: When tacking rll is only required once every 5 mites (30 rounds) INTERACTION | DISARMTRAP | MT-2— STATIC MANEUVER TABLE General | GINFLUENCE | &PICKLOCK an at ‘Gocludes any static] Blunder: Your blatant | Blunder: If picking a lock, ee aticomtcofedon |attrmpeaccoeron_|loekpek stron and pease cee: tne col)” |alentes yur sudence, [suckin the lode rendering [Blader Whatever pls or [Blunder You noe ony falta Theyorciflnnced to |unopensle unl” | ables sett hem oron_| get ay ald informant Rader Totl | |aricomeatcctsie [enor Giomris |tenerpemcatied |foupetentanld mem | Less ‘peck, A posse, |you yee atempung io [sorcoe ote han youto [and dneaed opin you Ary |tonGueteamaconception | than, Poreate dod hs the | ete co cov Unel a |owcnnfly pick theloc), | nes ox ane poperse gone, |r mpropry sewed acai teeffct ram | major change ccs any | Any tap connected toi |sndyou wil eer be able 10. |Youray never agsinon | 25 Ryaitnaded’ — [acrapabyyorta |pwsccattfdiamings |uesayeftiespdlscr — |theesme opiate ane inllence them wilful. [trp che tap is actated,_| ble contained inthe tem, | ae jou havea | Absolute Fallae: Confusion ‘Absolute Failure: Urner | Absolute Filure: Your | Absolute Failure: You | Absoluce Fail eee a ee. ee oe Siro (Secor aos ee ae | 25 ations atempted during |air of authority. Any {attempes to pick/disarm it | farther attempts to read/use | perception rolls made during Henert 10min (60. | influence ateanpts will fi There ina S09 | i Therein $0% chance chat | the next 10 min (60 rounds) to Sey Gee |tene , |Scmscnped |acnsicdiommed |eareuomiecese: | Qa Be rs ew ay ae es es Face ed | es Yor oc [tn Ye tre se e [Flin Gren toe |e om eS ee ea ee area |fowee |putee Sasi me | aeruenentac ae |r Se ere er earl aimecan sien leahiawtr tien | 0S CE ae (ee a ey ene cme (citeceesn: | Sect \Getenen. 75 pee lie ele ey So, | oe eres: |soar Tac Scam? | Palaces You [Pit uo Youtre | Para Suen Yutnaan [Pal Se You gis ce Reet [Renee [Petmcettraeasey” [tacstie tbreatan Coe oe: eee eee | 76 oo” Sees ee. een, eee | 4 action, Yu may not tey But, fucber effec at this | aed what they are Bur, you | not sive thar you minced fo — See oe, Sa, | on = Pines ituingent” (Eeoe tet Se ep | Ea re Tas cal ve To gO Meserier |aigeoamins [Mlutaeemlt" [rvalamlacemrapt |ofieticeme tae Se oe ee ees 91 Ree i omy eet ain fever ees (omen ean co bee Se ee ae lie etme (Cost eae” to = ce aabeseate ice remreme| 10 ee onrss ited (oes Sema Vora [Sasa giaw [Rees TetaiTagp | Stee Les ply | Sono Youpe lola a ee es oe ee eee | LT no oe | rans (oie sone Period alan[EepeenealZnbcon) ‘ bogies 17 ae imieaee (wacbas aoe eee aeeerinie ete es See er ee ee Geeaeee Pe goto alfa else aaa any snc nee ot eoeeerree eens merece [ava sentonne: lan Sanh soso [pectin tayincos |icnenepcradarasrde | than SSetoenettf0 |g ened” [ormytires cere. [Olney aie tonce|om egutgtepoeion | 7-75 mows (60rowmis). | youcrscthentolove | 10 oatempes on similar |rane paper (rane areonly | roll You get a #2000 Confidence you _[loks/tapeimebe fare. |esable one) ception rll 10 imate Moir Medications Modifestione Modificions (pals) | Modifietions *Difiaky— Diffiky — Difcsty — 30-— Ife of pls ot |Diffinly —see ander +80.-Rewtne eet ender Geen. | ace under Genes. | "these arte character | Gener $20. Ey +450 Audience per- [+ Skil bon for Pick |-10—IFtbe spell orabiey|+20-—1F player states at 0 Lighe toralyloyior de |" Lock ae Disa Tas. |i nw known iis charac ooking for 40-Metian vowed to dhe chante 4$20—— Ifthe well oraicy | spetic formation The 10 Hard +20~ Auten i unde hen ‘umber of oundespene veyHant | “htewe te ccc $30 Tfebe chaactercan | les theif 2 -Escmely Had 4 one Sl boas Caen [+ SKitbema tor || Mamewer Sher Fally | Neon oer Perepion we Tra able ee See Sal bons Previous page Read Rune or Use Hem [See Notes on previous pape: | MT-2 Section B22 8.2.2 * MOVING MANEUVERS Moving Maneuvers include climbing, swimming, riding, stalking, ane any complex or unusual movement (e.g, acro- baties, dodging, rumbling. diving, et.) Such a maneuver rust be within the physical capabilities of the character performing the manewer. Normally a moving maneuver is limited to covering a distance no more than half of the character's normal (not running) movernent. Ifa character decides to make a Moving Maneuver as his action for a turn, the Gamemaster should assign it a diicdy (Fanging from I being the least dificult to 9 being the most diffcule: T)Routine 4) Medium 7) Extremely Hard 2) Easy 5) Hard 8) Sheer Folly 3) Ligh 6) Very Hard 9) Absurd “The GM may also assign an additional modification to the ‘maneuver roll eg. an unassisted running leap across a 40" chasm for a human might be given a difficulty of “absurd - 10," since the world record is only around 28°), Assigning difficulty requires a familiarity with the Moving Maneuver Table MT-I (p. 49, 242) and a subjective decision by the GM (practice and experience will help). Example: Here are fow sample manewer diffu: linking «ladder - - Roti Cini te wha of ow ibe. ay Cling ra with some ke ints. seit Ching the rng, brick wal of ete. Median Ching re it inks lower then 20" Hard (Clinhing og tone walle Very Hard Ching the sath al of forrest Shr Folly Hiding bebind Lge brain a dark ela. sn Rin lrg end «bu on iba igh Light Hiding behind «but on «soli ight Hard Hing end «buh in Brood daylight. Extenly Hard Lesping «dich (arr) Easy 8M, 13 Hed, 18Vory Hard 28'Sher Folly Fogg fee (eo er), A Ligh Medias 5" Hard 6°Vay Hard; BShr Fly After the difficulty is assigned, the character may then decide not to ateempe the maneuver (i. he reconsiders and decides not to do it). In this ase, he cancels his action and ray perform some other limited action as described in Section 7.0(p. 43). If che character decides to proceed with the maneuver, he smakes an open-ended roll and adds his appropriate bonus along with any other applicable modifications. These modi- fications include: * Special GM assigned modifications “+ The character's Moving & Maneuver bonus * If skill/abilty applies to the mancuver, add the Total Skill/ Ability bonus from the character's character template or from his character record. ‘After modifications are made, the resulting total is cross- indexed withthe difficulty on the Moving Maneuver Table MT-I to obtain the mancuver result. Moving Maneuver Resorts An 'F (ies Failure) result requires a second roll on the Maneuver Failure Table FT-4 (p. 240). A number result indicates one of the following methods (depends upon the situation and the GM's decision): (1) The percentage of the attempted moving maneuver that, isaccomplished (eg, "70" result means that 70% ofthe maneuver was performed). A result over 100 indicates that the maneuver was accomplished and that the distance covered by the maneuver may be increased by (#- 100) %. (2) The chance of complete success (¢g,,a"70" resule means that there is a 70% chance that the maneuver has been accomplished). (3) If the result is 100 oF greater, the maneuver succeeds ‘Otherwise, during the next round, activity is reduced by: 100 - #, For example, a “70” result means that the ‘maneuver has been accomplished, but the character has a- 30 penalty to activity next round. Example: Nari is being chased by a large Warg and want to lin 12 os, row brick wl The normal rat of cing is ten fet pr round. The CM asigns dificult of Medi and ‘dest terete (1) abe Nils andgesa reat of “50” from Table MT-1. Ts, Nav clibs 5 ft during tars ron ‘Nr glances back and ces the War charging bard. He knows the Wag igh be able ap wp end rab rf hdc get op cm the wall ob decide 10 make a all-out atept ot wp is reownd. The GM dds the dificult i sill Mediu, but shot ‘method (2) above wil be wed, alo noting). Néri ral and gts rat of “60” fom Table MT, Ths, be as © 60% ‘anc of raking te tp ofthe wal anda 40% chanel themancwer. Making note oll Nii gts 37 and makes it *. ‘The rex round Nii dries lip over th ote ideo th wall and drop theground. The GM ass a dflry of Light Neri ssl atonal drop all he sy prod in on rund —the smancier i to determine Be bard island. So, the GM lide 10 wed meted (3) abe. Nri rls and gets 8 res of "90" on Table MT-1. Thus, be drops othe ground, but urs 10 pealy to sett during the next row SUMMARY 1) The GM assigns a difficulty to the maneuver. 2) The character decides whether or not to perform the 3) If he decides to perform the maneuver, an open-ended roll is made. 4) All applicable modifications are made co the rol 5) A resule is obtained by applying the modified rell to the Moving Maneuver Table MT-I (p. 49, 242). Example: Inthe sample adventure presented in Section 1.0 (p 14-13), Laman decides try and urs over ale cst and et sone it fore an Orcean ater. Csidering the sian (be basher back the Ors), the GM rates th mance as “Extremely ‘Heard but Leanan decides to try any. The CM decides we nth (1) for eu from Table MT-I MT-I — MOVING MANEUVER TABLE Openended Very Extremely Sheer Roll Routine Easy Light Medium Hard Hard Hard Folly Absurd Lew Than (150) F F F F F F F F F (180)-(tor) oF F F F F F 100) 3-5) 5 eat E fo D-@9 - oo F Foe pe) ro SoBe E me p 01-20 0 0 9 0 5 F F 20 F F 20 5 F 4” 10 me * 2 E ou me 7 5 10 106~ 115 10100 20 if6=125 toed nee 126-135 20 10 oO 36-145 130) 120.120. iB Is 6-155 130130120, m0 101070 186-165 140,130,130 10 110 10D 166-185 140 130 20 110 1109080 | 186-235: 150 ji sin i Oo 26-275 «150, AO 250 100190! a) tooo Greater Than 275 _ 160. 10. 0 1 8 nan lls a 03, seat ll agin and urate Revs send el from te first (ce, itis an open-ended el) —ber second rosa 62, resulting na wnmedified rllof-59. Her Movement { Maneuver bons is +20, and there sno spec il/ bility thas pple to “ging ina ces,” other mosfcton are made, Ths, th tl mancwer rel is -39—not eo swift. Tis gs are of "aibere” (ie, "F*) from Table MT-L ‘The Fabre rol is 2 74 and is medified by +10 de tthe Aafia ofthe manenver (Extremely Herd), sich gies an "34." Checking the Mosing Manenoer Fale Table FT-4(p. 240), wee that Leann bas flles dwn, thew 3 hits and iat -20 tact for 3 rounds 1 Lean bad ralled «78 on ber maneave rls would Bave tal nenaver lle 98 (78 + 20) for arent of “50.” Das she wold have barn 30% of he way through er maneuver shen the Ore cold tack, In tics, be GM ght rule tht the chest sat like « sid, giving Leanen a +25 reification to br Defesive Bonus Movine To ATTACK Acommonly used moving maneuver ist attempt to move and then to: make a melee attack, In this case, the normal — Failte, ol on Moving Mancuve Flare Table FT-¢(p 240). 4 — Depending upon the situation (GM's decison) number rena (1) The percentage ofthe attempted moving maneuver that ix ‘accomplished (ep 4 "70" rralt mean that 70% ofthe Imoving maneuver was performed), A result over 100 indicates thatthe maneuver was secomplished and the character peforming the maneuver may increas the tance covered by the maneaver by (#100) %, oF @) The chance of complete access (eg, 4°70" result meant that there ia 70% chance chat the maneuver ha been accomplished), oF (@) Reduces strty by 100 -# next round (eg "70" result ‘nears thatthe manzuver ha been acomplihed, bt the ‘harcter hae 3-30 penaly to aetinty eat round), Modification + Mouement & Mancuver bons + any othe spproprieskl/abiity bonus 250 on iFannned 0 mv down Wrenn ib out Aificuley on level ground is “Light. If the resule is no “E” (i.e, not a Failure), the character making the maneuver may immediately move up to halfofhis normal movement. Then the character may make a melee attack with half of his normal OB. Such an attack is resolved a the same time as normal melee attacks and is further modified by -100 plus the result of the maneuver. Section 822 Maneuver Table MT-I Sections: 83 83.1 @ 83° ATTACKS @ This section describes attacks and che process used to, resolve them. A very detailed example combat is included to illustrate many of the rules outlined in ths section. ‘Artacks occur when a character (the attacker) attempts to affect or harm an opponent (the defender or target). Nor mally, an attacks falls into one of three categories: + Spell Atcacks + Missle attacks (includes thrown weapons) + Melee attacks (weapons and animals) Each type of atack is normally resolved during adifferene part of the round, Ifa characters action for a round is an attack (spell, missile, or melee) he may aso move up to 10! dduring the proper parcof the round (ie, during movement). Simple actions, such as dropping whatever isin his hands, nay be performed with the permission of the Gamemaster, ‘who may assign a penalty to the character's OB. If a characte’s action isa melee attack, he has the option cof moving the 10"just before melee attacks are resolved (ie the movement isa charge and thus part of the attack). The attacker may also shift an item (eg, draw a weapon, unsling a shield, take herbs from a bele pouch, ete), but then his (Offensive Bonus is modified by -30. MOpIFICATIONS & SPECIAL ATTACK PROPERTIES Applicable modifications for attacks ate given on the artack tables, and special attack properties ae given in che statistics tables: * Weapon Statistics Table CST-I (p. 232) + Animal Statistics Table CST-2 (p. 234) * Spell Satstics Table CST-3 (p. 236) Artack Resowurion ‘An attack is resolved by the attacker making an open- ended attack rll, ang any applicable modifications, nd then applying the modified roll to the appropriate attack table (AT-I to AT-9, p.233-236), Results are explained in Section 83.1 and include: + Hits delivered + Fumbles and Failres + Criial Strikes * Modifications to Resistance Rolls ‘The lase three rests will usually require a second roll on a fumble and filuce rable (FT-I to FT -4, p. 240), a critical table (CT-I to CT-11, p. 237-239), or the Resistance Roll Table RRT (p. 235) Sunoaany 1) Attacker makes an open-ended attack roll, 2) Ifan UM (unmodified) sue is obtained, proceed to step 4 ((e, the roll is not modified by anything) 3) All applicable modifications are made tothe rll 4) The modified roll is applied to the appropriate atack table. 5) The result may require aro on a second table. 8.3.1 * ATTACK RESULTS, ‘An attack may have several results depending upon the attack roll (modified or unmodified). These results include hits, fumbles, flute criticals, and Resistance Roll modifica Hrs A number resulcon all ofthe attack tables (except the Base Spell Attack Table AT-9, p. 235) indicates the number of| hits delivered to the target Funntis AND FAILURES Ian attack toll results in a‘F’ result the attack has fumbled cr failed, anda rll must be made on one ofthe Fumble and Failure Tables: FT-1, FT-2, FT-3, ot FT-4 (p. 240). A Fumble/Failure roll i only modified by one of the special modifies listed at the bottom of the table being used (ies ‘weapon fumbles are only modified by weapon type, spel failures ate only modified by spell class, and moving & maneuver failures are only modified by manewver difficulty). CrrmicaL Srruxes Alletter result of A,B,C, D, ot E indicates that the target has been given one or more critical strikes (ie, crticals oF crits). The type and number of criticals depends upon the type of the weapon or spell used. This information is given in the statistic tables (Tables CST-I, CST-2, and CST-3, p. 232-236), ‘To determine the reule of the critical a second roll (not open-ended) is made and applied to the appropriate critical table (CT-{ to CT-II, p. 237-239). This roll is only modified by a bonus based upon the severity ofthe critical (ie, what lerter): -20 -10 +0 +10. +20) IF che target takes a critical resule that lasts for a certain number of roundsand he has not yet performed hisaction for the current round, the current round counts as one of the rounds affected by the result. The critcals give very specific damage to targets that receive them. All ofthe damage specified by critical should beslf-explanatory except forthe following common results: + # hies, — This many hits (# are taken in addltionto the normal hit result derived from the attack table used (eg "5 hits"). # hits per round. — Each round after the crit is taken, the target rakes this many (#) additional hits due to pain and bleeding (eg. "3 hits/round.”), Stunned # rounds. — The target is stunned for this many (#) rounds, during which he may not attack and may only pany with half of his Offensive bonus (round up). Any ther action requires a maneuver rol modified by -50(eg~ ‘Scunned 5 rounds.”)- - eo activity. — All ofthe target's bonuses (except DB and. RRs) are lowered by the # (eg, “-T0 to activity.” critical FT-1— HAND ARMS, FUMBLE TABLE (CT-2- SLASH CRITICAL TABLE 06-20 21-35 49-05 nal Bad allow-dhrough. You love your] opporeuny, give your 2 his Tose your grip. No Farther atv | Weak ate elds no exes Yeudip. joe wap sured an onan be darnage, #0 hts, ‘Minor elf wound. I hic per round Blow to upper log +5 hia Ppa leg amon +3 its ana 2 its 36~50 Drop yur respon. wil ake Trot we dea new eae oe 2 founds a econ old on. Mea cet reel a es hit per round. 5 eo civ You lose your wind and realize tha you should ey tel 40 to activity for 2 rounds Mince frenim wound +4 Bitz 2 bite per round: Stunned 1 Eee ‘AT-I — I-HANDED SLASHING WEAPONS, ATTACK TABLE eves you stunned for 2 round. Wich tack, you nigh tl oct on ran open ing a shin weapon our ape bakes You stumble. The classes diplay | Medium thigh wound. +6 his incredibly inepe move. Rell a" Thc per sound, 10 co activi, Scanned 2 rounds, Neck sik severe evo ery [Neck broken Dies in I round of |r Rigid Soft Roll_Plate Chain Leather Leather_None Bie and ewallow congue inthe ncitement Stnned 2 rounds, Sah wep am TOK Tit per round I om smo ‘UM 01-08 RSS a 09-45 ° 4650 ° SI-ss 0 5660) = a. 7175 ° 7680 7 on 10a | Tor-105 106110 7D Tiris sq 8 GC IC 19D 116120 9A 138 ISG 18D 20D BERS 9A IC 16C 19D 2IE 126130 198 4G 17D_ 20D 23 Snsatas fn!) 1S 1a 22D!) (ase eek =O BE Te ais 2D 7D 2AE 2a | 1615026 iat ee 2s (Chicas A we Crea ls odie by 20 Ba Chteal ll ode by 10 Cota all mde by 0 Din Cote all mite by =10 E Catia ll it mode by +20 “The typeof cic is dtrined bythe pci meson stack Teing wel e Tale CST, p 232) Modifications Atacket+ OB ~ Defoe? DB “HS. n-Flnk tack $20 2 Rear tack (in don ro dhe flank bom) * +20 "Defender mpc * $20"Defender ened or dame. * 730.71 atk: cing or changing weapons. "20a tacker ne tke ove al f i ite [70 For each increment of 10 (ver TO) tha the sake as moved rable "The defender mayo pa of is OB o pry += Np lah rw ero +20 Mounted Weapon 81-86 male and cendon damage, cm eld = Toss your pp on your weapon | Deroy ne eye. +10 Bi 87-89. |odscaity Stunned rounds. | Scanned for 30 round oars Vea eeee | Dienlurclad da Tomy 90 | maim yourself your weapon | 25% chance your meson tack ree You tie °C ash e._| in opponent for 2 round Unllivable mishandling of your | Knocked out fr G hous witha 91-96 | espon A finaly conferant | arke toside of esd +15 hits, Meaty thera’ Brernhcrtkal_| Woo feces isa Ste over an aren imaginay | Sever lower kg, 20 ies pr rowed 97-99 | ceed aie You se very” | Drop snd apc ino confured Seued Sounds. | worsens ‘Worst move sen in age, 6070 | Sah side. Down, unconscious 100 | scanty Rom » pled ron Foe | snd des in rounds de to Shannon Ign | ie inter ogan dom Yas ilinanatemp o commit | Major abdominal wound TOT ~ 106 | micice Stunned 3 rounds Fusing +10 hits, 8 hs per round. 100 {enn sai haere | nevi, Stunned fr round "You ick your weapon cough | Seer weapon an. 1S hs per 107 = 109 | ncpncs, mcd duns" | ound. Down and wconscous med Yas sani, dng your weapon | Ipod in Bear Dies nearly Tro __| tothe ground. Stunted Sounds) Flan ceteoyed: 25% chance Your ifimounted yo pole wie 30," | weapon stick in foe 3 rounds takes Crerah iewpon nding, THT = 116 |Your mount ears sddenyy —_|Severhand Knocked down 12 Sunt 3 veunde ever, | it/rund. Stuer 6 rounds You donot oonlinate your | Sever pine Collapesmmei- 117 —119 }evemere ith yourmount's stl. Parla fom he neck Sole sty Pane} rounde | down perineal. #20 ht [ing ay our _ Yos fil off your mount Stake had dono bain Life 120 JRolls'Dtesmis cron youself; |ihard for the wnortinate Fol Exp as bap mediately Modis Mosifstions "20-TH{Concusion Weapon | -50-"T eral she [10-144 Sling Weapon | 20-'A' cecal ke “10-8 ei ike 40='C cra re $10 Dc srike £20 8 ential eee Sections: 83.1 83.2 83.3 Resistance: ROLL MODIFICATIONS Non-filure results from the Base Spell Attack Table AT= 9(p.235)acenumbers which ate usec as modificationsco the targets Resistance Roll. A result of this type requires the target make a Resistance Roll to avoid (or decrease) the fects of the spell. ‘Once this modification has been obtained from the attack roll, the target must make a reistanrolland add the attack roll result, the target's appropriate RR bonus, and any other appropriate modifications (see Table RRT, p. 235). Then the attacker's level and the target's level are cross-indexed to ‘obtain a number from the Resistance Roll Table RRT (p. 235): + Ifthe target's modified RR is greater than or equal to tis ‘number, he has successfully resisted the spell + Otherwise, the target has failed to resis. ‘The results of fang to resist vary from spell to spel, but are uniformly bad for the target. Uxwoniriep Rous Certain results on the attack tables are marked with a “UM.” When the attackroll before modification falls within cone ofthese ranges, no modifications are made to the attack roll. These results can only be achieved ifthe unmodified roll falls within these ranges. Modified rolls falling into these ranges are treated as the next lower (or higher) result. Maximus ano Minium REsutrs ‘The attack tables have maximum and minimum result. IF a modified atack roll exceeds a maximum result, the roll is treated as the highest non-UM resultallowed. Ifa modified attack rol is less than a minimum result, ehe roll is ereated as the lowest non-UM resule allowed. * Onall of the attack tables, the minimum result is one more than the unmodified fimble/filure result. * On attack tables AT-I to AT-4 (p. 233) the maximum result is 150. * On attack tables AT-8 and AT-9 (p. 235-236) the maximum result is 96 (ie, one less than the unmodified results). * On the Bolt Attack Table AT-7 (p. 236) the maximum resul is determined by the attack spell. + On the animal attack tables AT-S and AT-6 (p. 234), the ‘maximum result is determined by the animal's size (i tiny, small, medium larg, or huge). 8.3.2 © SPELL ATTACKS ‘Spell ateacks fll into two categories: directed spell attacks, and base spell attacks. Directed spell attacks include all “Bole” spells and all “Ball” spells (see Table CST-3, p.236), and such attacks ate resolved on Tables AT-7 and AT-8 (p. 236), Base spell attacks include all other spells, and such attacks are resolved on Table AT-9 (p. 235). All spell flutes are resolved on the Spell Failure Table FT-3 (p. 240). Each spell has a range given ints spell description section, Appendix A-4 (p. 190). The distance between a character smaking spell atack and the arget of the attack snus be less than oF equal to the range of the spel 8.3.3 * MISSILE ATTACKS Missile attacks are resolved on the Missile Weapon Attack Table AT-4 (p.233). Missile attack fumbles are resolved on the Missile Weapons Fumble Table FT-2 (p. 240). RESTRICTIONS If a characteris “engaged in melee,” he may not make a amissile attack with a bow, a crossbow, or sling. A character is considered to be engaged in melee, ifthe following two conditions hold: + Atleast one melee attack was made against the character in the previous round + The characteris stil within 107 of atleast one of the foes that melee attacked him in the previous round. Missite PaRRYING Ifa character has a shield and he is facing an opponent raking a missile attack against him, he may “patry” the missile attack with up to half of his Offensive bonus (see Melee Panying in Section 8.3.4, p. 54). Later in the roun, he may move half of his normal (not running) movement, oF he may make a melee attack modified by haf of his normal (Offensive Bonus RANGE AND RELOADING Normally, missile atacks are made aginst targets more ‘than 10' from the attacker. Table CST-I (p.232) indicates which weapons are allowed to make missile atacks by giving them a ba rng For ach weapon with abase range the table ives short, medium, long, and maximum ranges. Each of these ranges gives a modification to the attack roll. These ranges are all multiples of the base range. Allofthebowsand the sling require loading and reloading ‘The number of rounds required for loading each weapon (and reloading without penalty) is given on Table CST-1 Some of the weapons can be reloaded in fewer rounds (even O rounds), resulting in a modification (given inthe table) to the next missile attack roll made by that weapon, Unless the load/reload time is 0, loading or reloading counts as the action fora round, but the character may sill move up to 10) Example: A composite low bus a bse range of 75 50 whe it infred at arg betwen 0" and Tawa theres no medfation tothe OB (si short range). When eonpeste Boe fired at «tag between 76" and 150" away, the modfstion tthe OB {8-25 (medi rang). Between 151 "and 225' the medication tothe OB is ~50 (lng rage), and betwen 226" and 300 the tmoifeationit~75" (asi range). Sheat target mere 306 ewey ar not alee, A compose bow normally kes 1 round 19 lad or read witht penal, and bus could be fred oe every eter rownd swith penalty. However it may be roel in O rounds (reeai(0) at ~25 10 OB") and fired the round ined _foloing «rod in which iw fire, f the OB for tha ound is reduced by 25, Ths fring every round results in a~25 penalty tthe frers OB A charac named Sbeyaefires bis compose ow ata Orcand mise. The next rnd be ba opin: er reloading: Bean fre agin witha ~25 tbs OB (normally 55), renin in a mise stack on the Ore witha +30 OB or fe can spend the round reloading, He dee to spn tbe round rela, and hen inthe ‘third ound be may ire with bis full 55 OB. Example: Suppose shen the fh start nthe sample adventure preenelinSecton 1.0 (p, 14-1), ecombuents take te fllowing ations, One #2 wnlings bis sid and aucks Ni wit bis sbort word Ore #3 dap he hort sword, davis 2-banded werd, and tucks Ni, Niro ands, lings isl, and enages tbe Ons. Ore #2 end pon Nasi leftand Ore #3 on Nan’ right Ago devidestoprepee bs pl fra 2nd round since Lz isin immedi denger (aan Bl be thins of Navas “only a Dae) Leo horing the bos il ducks wader the cet. Drogo starts 0 sak np hh he Ores. The pertinent Br fore cotati his ination aegis tthe btm of this page ‘Duet the relative movement & manewerbomuss, Ore #2 wail ack fir, ad Ore #3 and Ni wilastacksimatencusy (eres sare performing ober ations this round). Neri bast ws is bid gust Ore 22, be decides to we 20 of bs OB to porry Ore #23 (sia 20 frm One 443s atc), ad be wil sbi remaining 45 OBioanach Ore #3. Te Ons decide to aac with af ter OBs and not wo parry (Ores are ie tha) (One #2 rolls an 86, hs OB of 40 (50 -10 fora short sword pst chun) added, Nari’ DB of 10 and bs shied bonus of 25. seohede andthe aloft. Cros-indexing this with hain on Table AT, ree that Nat Bas taken 8 bits but mo crical (One #3 and Neri tack sintonecnay (i Nid ben stoned by Ore #2' atch, be would nex bae ben able tata but he could Aaveprried with balf of bie OB, 33). Ore #83 ells a 98, sinc this itkwecn 96 and 100, be ol again (ets & 4) and adit bis ‘Siar Tignes ttl of 112. Heads his OBof 40, be subiracts ‘Nir’: DBof 10 and hs parry of 20, andthe ttl of 122 sean, (Checking Table AT-3, ese hat Nir bs taken 24 its and aC? nea (ie Ores hve rolled wel). ist ral 93, ads te portion of bs OB thar wed atch (445), sures Ore 57s DB of 3, and obtains «tal of 133. From Table ATI, weve that One #3 takes 18 isenda'D’ rita Chcing te Weapon Sass Table (ST-1), we se that « 2- and word gies Sash priya and a Crus scontary nal So Nii ba taken aC" Slash ert on‘A’ Crasband ttl f 32 bis, Ore #83 bas taken 18 bts and a‘D’ sash crit [én Slash erica is 32 (be actual rel) be takes 5 more ad sine es wong le grees hake no further dag from ths slash crite. His‘A rch erica is 5B (ral) minus 20 for feng ‘A erin) fora 38: be aks 5 more its and ne Be as sv arm armor) ir snd Trova Naw Tacky,” be bas “ony” nh 42 is (out of 46 before passes ou) ands stuaned ne round oB Ammer DB Nii 0 bain 10 On #2 50 rigid lather 10 On #3 40 rigid lather 5 Drogo 35 one 30 Agar 8 rene 20 Leman 30 rigid later 10 All combatants are right-handed Ore #3 criti isa 28 (ol) plas 10 for bing a ‘D'etal for 1138; the Ore takes 3 more hits fora toa of 21 (2 moreand b passes a), Be ter Bt pr rund, end raat trac 5 from all of is amu Things dota god for Nari: bsbof is oponents are stunned, ee stunned, and f betas 5 more bits wl ve conoumess. The next rownd starts withthe abo situation, and with Drogo belnd Ore #42 (be made a sessing manor), Agonar ready 1 cst is sep spell Baving prepared for 2 rounds W aid be penal), and Leaman il ner he cst (bes starting peck ot) “Agonar wl aiach first bee b i casting spell. Drago wll strike ext branae fs moving 6 manewer bonus of +40. Ni con not atch (ested, andy omy parry wit af of bis OB) and the Ores wil ack simuleaneouly because Ore #83's Moving & Maneser bs as bc reduced 1 O ky the resus of the erie. ‘Agenar rolls a OL, tis is an wna roll and the spell ntmatil als indicted on Tale AT-9. Aginar rola 98 (a roll of 88+ 10 for wing @ Clas F spell) onthe Spel Faure Table (CFT-3), casing the spelt effetAgonar.Agonar rakes a Resistance Rell (rom Table RRT be ses tat be neds 50 or above 10 resis) rolling 37, be fail 0 resist and falls ase. Na god or the home ean all wp t9 Drogo the Habit. ag ides to An Orc #2; hha an Arab Sill Rank of 2 He rol bs atack rll of 65, adds bs OB of 35, adds +10 couch i weingesort sword aginst tle amer, add a hors of 1S fora flank tack and 20 fora rear atackand 20 fora suprise atch, abrat: 10 for be Orcs DB (bt nots), and obits 1 total of 155. This reduced to 150, the maxim pesble rest ‘on Tale AT-1, The Orctakes 22 hisand an Sashertial Drago roll a 78 (al of 58 +20 for being on ‘Eri, however bis Aimbch sil anf 2may ese ss giean 80. Drags choses todo tis, and Ore 2's art artery is eee, is neck s broke, and he des in one run. Of ours, Ore #.2 may not anak (or do much of anthing exept gue). Orc #83 winds pt ce sing with is 2-adad sword and olla 04. Unfortunately for he Ore, his isa fombe (2-banded swords ble on @ 01-05, wnmadfd). Th urbe rll isa 28, be gives biel 2 bit fora ta of 23 bts, The Or pases out and drops ‘Nir cen Ble wha ppned. Lean tars io eo frm under the est sbile Drago wipes of bis bot sword and Agonar mores as beflats ob grow. Te group bas aly ct it ills (to deat) his ine. Movement & Shield Maneuver Bonus Weapon Hits Yes +0 Handase 46 Yes 45 ‘Short Sword 28 No +0 2-Hlanded Sword 2 No +40 ‘Short Sword 27 No 425 spell 3I Ye +20 Mace 25 Section 83 Example Elsen Warden Sections: 834 84 8.3.4 * MELEE ATTACKS [All melee attacks ate resolved on attack tables AT-I to AT-3 (p.233) orattack tables AT-S and AT-6 (p.234) All melee attack fumbles are resolved on the Melee Weapons Fumble Table FT-1 (p. 240) Tarcet CHOICE AND Mite PaRRyINe Just before melee attacks are resolved each combatant must declare his activity: + Which opponent will ak, Each character may only attack ‘one foe each round (except with magical aid, see Speed and Hase on the Living Change spell ist, p. 199). A character may only attack who isadjacento hi (within 10")— iis assumed thatthe character moves afew feet to attack + OB welo parry. How much of his Offensive Bonuses he will use © parry. + How owsekis shield Ihe is using ashield, he may apply 225 ‘modification to his DB against one opponent in front of him oF to his lft Note: 1 sas that «sil wed onthe ft arm Ce, characters ae right-handed). ‘GM may allow a chance tobe Uefebanded (10% chance) or ambidestrous (2% chance) ‘When the characters indicate their actions for 2 round (Section 7.0, p.42-43), the Gamemaster may wish to require the characters to indicate or write down theie target and the amount they wish to parry with A character may "patry” the melee attack of one of his foes—the foe must be the target his own melee attack He may reduce his Offensive Bonus by any amount (bu not to less than 0) and his target's melee attack roll is then modified downward by that amount. In effect, the character may use allo pare of his Offensive Bonus to subtract from the melee attack roll of one of his adjacent foes. The character still makes a melee attack roll against the foe that he is partying, adding whatever part of his Offensive Bonus that was not used to parry (ie can be 0). ‘A stunned character or a character using a 2-Handed weapon may not parry more than half his Offensive Bonus. ‘® 8.4*PREPARING AND © CASTING SPELLS A character may casta spell froma lst chat he has learned if the following conditions hold: * The spell level isles than or equal to the casters own level * The caster has a least as many Power Points as the spell’s level * The spel level i allowed for the character's profession (Gection 21.0, p. 82-83) ‘Whenever a spell is cast, an attack roll must be made and resolved on the appropriate attack table (Section 8.3.2, p. 52).Even when castingaanon-attack spell roll must bemade and resolved on the Base Spell Attack Table (AT-9, p. 235) to determine if the spel fails. During a round in which a character cats a spell, he may also move up to 207 when movement is resolved. Example: In th sample adventure in Section 1.0 (. 14-15), Agar cats Slr el the rnd hath Orc attend attack Lea, Power Poms (PP3) Each characeerhasa certain numberof Power Points (PPs) available rouse for casting spells (Section 5.6 p36) Inorder oeasta spel, a number of PPs equal tothe spells level must beused. Once these PPs reused casting spells they may only be regained by resting for 8 houts. Time Require To Cast Speuis Te eakes one round of action to cast a spell. However, up to4 rounds canbe spent preparing a spell, The more rounds spent preparing a spell, the more effective che spell. The attack tol for the spells modified according the number of| rounds spent preparing the spell. 30 suif easter spends 0 rounds preparing the spell “1S .nif caster spends T round prepating the spell +0 .if easter spends 2 rounds preparing the spell +10 .nifcastr spends 3 rounds preparing the spell +20 if easter spends 4 rounds preparing the spell Tastancancous spells (marked with an "*") are unaffected by these preparation modifications. Thus, a character casting an instantaneous spell doesnot incur a penalty ifthe spells cast without preparation, and he may take some other full action during the same round. Al preparation rounds fora given spell must be consecu- tive. The preparation rounds must also immediately precede the casting round, unless casting the spell becomes an ‘opportunity action (Section 7.0, p. 43). During a prepara- tion round, a character may also move up co 10 feet when movement is resolved Example In the sample adventure in Seon 1.0 (7.1415), gona prepared is spell during the round ta the Ore weved towards Leanen The Gamemaster must decide how to keep track of movement, che relative positions of all of the characters, ‘anges for firing missles and casting spells, and the layout of | area in which they are adventuring, This usually requires playing surface that represents the physical situation as well asplying pieces representing the characters and other com- batants. Many possibilities exist for such play aids, and the Gamemaster may electro use whichever seems most appro- priate for his game and for a particular situation. Below. we presenta few of che most helpful display techniques and ‘The Gamemaster can sketch the layout on a sheetof paper (oronablack board) and mack the position ofeach character nit. Forsmall sheets of paper we suggest ascale of "= 50 Fora larger surface, 1" = 20 or I" = 10! would be more appropriate. Many fantasy role playing game miniatures are scaledfor 1"=5'. You can keep track of distance with ruler. The problem with this technique is lack of detail and the asses of erasing each time a character moves To solve part of this problem we suggest that a playing piece he used to represent the position of each character. These can be as elaborate as the players and Gamemaster wish, Suggestions include: commercially available miniatures (mall setues of various types of fantasy characters and: creatures), chess pieces, coins, or 1/2" square to 1” square pieces of cardboard marked with the characters names. The cardboard pices ae particularly easy to make and use they can be colored or decorated to aid the flavor of play. Wehave included in MERPtwo shoots of 8.5" x [1" paper (bexpapes) with different sized grids consisting of hexagons placsdon them. These sheets make keeping rack of distances taser; just count the number of hexagons between two points If playing pieces are used, each playing piece can ccupy a separate hexagon to indicate its location. Mose large photo-copying centers have a transparency tnichine which is capable of copying any black and white figue onto a clear plastic sheet. We suggest chat you take a piece of the hexagon paper included in MERP and have a teansparency made, This canbe lid over any sort of layout, superimposing a grid on it FACING ‘TheGamemaster may wish to use somesort of mechanism forkeeping track of which way each character is facing. This rally helps determine what each character is aware of and what hei eapable of doing. AGM may keep track of facing byusing playing pieces as discussed above and by markingthe front” of each playing piece. 9.0 * REPRESENTING THE PHYSICAL SITUATION COMMUNICATION BETWEEN CHARACTERS ‘When characters talk or plan in the midst of combat, i is assumed that they are talking out loud and may be heard by their foes. Of course ifthey ae close together they may speak sofily or whisper. [Fa long complicated discussion arises or a complex suggestion is made by one character to another, that should constitute their action for that round. If a group of characters holds a discussion on what 10 do cor where to go, the amount of realtime spent talking by the players should be treated by the Gamemaster as the time spene talking in the game by che characters. For example, if the group of players take S minutes to decide onhow to enter 4 particular door, it will take 30 rounds of game time (30 rounds at 10 seconds a round equals $ minutes). A Wolf ‘tack the Fillewdip in Hain Section 9.0 Section 10.0 10.0 * HANDLING SPECIAL SITUATIONS ‘There ace a variety of things that come up during tactical situations that cannot be covered in a set of rules. The ‘Gamemaster must se common sense and a die roll (low is bad, high is good) to make a decision in such cases. Several techniques described below aid chese decisions. PERCEPTION If something happens during a combat that might be noticed by che characters (eg, the rival ofnew combatants, a character sncaking up to ambush someone, et), the ‘Gamemaster may require Perception rol froma characters who might notice it. These rolls ae resolved on the Static Maneuver Table MT-2 (p. 243). Alternatively, the Gamemaster may use the rolls to aid in making a subjective decision. Example: [nth sample adsenture in Seton LO (p. 14-15), three Ors clint airs ntl ground for ofthe owe. Droge fs iding ext tthe main dor. The GM mh allow Perepion rol for the Ores nati i. Drogo bas made a sucesul Hiding static manewer, 0 the Garner rates te Ores’ Peeton ras “Extrenely Har,” _giingamodfeaionof-30, The Or rlcare 23, 57, and 133 (Gelato asa 98 witb second rollof 35 adie, seth fist ‘was brweer 96 and 100). Modified by the -30 and their perapion bose of +3, the tal rol are-02, 32, and 108, Referring 0 Table MT-2, we seth the fst Ore natics noting (perhaps brctwse Nén's resto bl isa til in) andthe ond Ore ois bing Thebied Orc ries that Nir, ‘Agonar and Leanan ee in the tower and coniders the pssiliy of eter opponents in ing, but be des not ser Dregs. is rll Jad led 111 o bg, be wold Bae son Drs CONFLICTING ACTIONS Sometimes the actions of two or more characters may conflict, and the Gamemaster must resolve the problem. In general, both should make conflict rolls modified by cheir respective Movement and Maneuver bonus. The GM gives cach roll a difficulty and obtains results from the Moving. Maneuver Table MT-I (p. 242). Then the character with the higher of the two results succeeds, and the difference beeween the two results gives the GM some idea of how success the character was. The same resul by both char- acters means a draw of some kind, and the GM must decide what happens. These confi rllare just used asa measure of theeffectiveness and quickness ofa charactr'saction and do not affect the ation being aternpted. Arrests To Avor Meter ATTACKS One of the most common conflicts occurs when one character attempts to avoid melee with another. Ifa foe is adjacentto acharacterand attempts to mancuveraway before ieee occurs, the character who has chosen melee as his action may decide to attack chat character before he mane vers away. Both characters make conflict rolls: “Ifthe character who has chosen melee has the higher resi, the attack is resolved normally and then the maneuver is resolved ifthe maneuvering characteris still Functioning, + If che maneuvering character's result is higher, he may perform his maneuver before the other character can attack, * Tf there isa draw (equal results), i is suggested that the tacking character be allowed 9 melee with half of his (Offensive Bonus (all oft if the other character cancels his ‘maneuver action) of that he may wait and melee with all of his Offensive Bonus after his opponent's maneuver is completed. If a character attempts to move within 10! ofa character performing an opportunity melee action (Seetion 7.0. .43) themeleeing character may intercept, stop the movemencand attack. Example: In th sample adventure in Seton 1.0 (9. 14-15), one One dries to fle out be main door ofthe tower past Drage sk us Bing wit is weapon ready (opportunity mele ato) I hs eae, Drago could aol tack lower, spe hat the Ore standing nxt window faced by Nii with a Wood-staned batle-axe, who has obviously chen mele ea bs ation. The Or as convo mae a ‘mong maneuver to lap ut he window fore Nic tack [Nir ls the GM tbat wats to tac forthe On cam get stay, Te GM rater Neri’ confit rola “igh” and tbe Or’ 14 “med Bth Nar and th Ore hve a +0 Movement Maneser bos The Ore rll an 87, shining « ru of “70” from the Moving Mancuer Table (MT-1)-If Na rls a 36 0 cow, fe wl antack te Or, and if the Ore sil able (od back Or) Je wl apt bis raneser en movement sre. If Nir roll «40 or ls the Ore will get to alenpt bis maneuver Imi, and sb makes rough he window Néill be sonable to atch Br (Ni ray cnc ic ata and tke lof bis normal movement). If Navi rls betwen 41 and 95, eres dra, The CM decides that Néri may atch wit lf of bis OB Aefore he Or sakes bis manewser. Ofcourse, Nima le to soit and ef the Ore makes trong he window (ifthe Ore ows it, Neri can stein) ORIENTATION Ifacharactertakes confusing ation (e.g. teleports, dives, fills isknocked down, ee.) the Gamemaster may requite an orientation toll (modified by the Perception bonus of the sharacter) to determine the awareness and readiness of the The orientation roll ean be made on the Moving wer Table MT-I (p. 242) with the result indicating how much action is alowed the next (or current) round, oF by how much bonuses are reduced, Example: The Oren th rvs example ues ps though be window. The GM rate he oritaton rls “ay,” td then makes a vention vl of 33, mde by the Or’ Prin bor of + fer a olf 37, From Tale ME-1 reno 90" ise S any hme next rund are eed bi 0), and any monn i 90% of eral. Of toe, Hs sme proces abe wd for player certs EFFECTS OF SPELLS Certain spells allow more than one action in around (eg, Hast Lallows 2 actions to be performed in one round). The use of spells to move (eg. Leitation, Flying, Windwalking, et.) count asthe sole action for a round unless they are merely used to hold position (ie, hover). RESTRICTED ACTIVITY Cerca critical results from attacks limit actions, while other critcals restrict activity (¢g-20 to activity). Unless stated otherwise inthe critical description, thesesuberactions from activity apply tall bonuses except the Defensive Bons and Resistance Roll bonases Section 10.0 ¢ PART IV THE GAMEMASTER’S TASK: TTHE WORLD SYSTEM In order to runa fantasy ole playing game, a Gamemaster snust develop and outline all of the basic components of a “World System.” These components are similar to the components of a novel or play 1) A setng must be developed in which action may take place. 2) The characters who inhabit the serting must be sketched out 3) A general pl or scenario must be outlined. 4) Decisions must be made concerning how to handle certain elements of role playing (eg. adventures, magic, religion, healing, poisons, etc.) Developing the components mentioned above requires a lot of work and effort on the part of the Gamemaster. For 3 Midile-eaeth worldsystem, the Gamemaster should first and foremost read and absorb [RR Tolkien's works, primarily The Fbbit and The Lord ofthe Rigs. These novels provide rich, descriptive outline of an exciting setting—all of Arda, and Middle-earth in particular. They introduce an enormous variety of types of characters and creatures—Elves, Hobbits, Diinedain, Wizards, Ents, Nazg6l, Ores, Trolls, Dragons, Balrogs, ec. And of course the novels ae intertwined with a plot of truly epic proportions (the struggle of the Free Peoples againse the Dark Lord, Sauron of Mordor, and his sinions). Ptay Atos: ‘There exist a number of commercial products which provide part oral of each ofthese components. Adventure and campaign modules and sourcebooks provide settings, characters, and scenarios. Rules systems such as MERP provide the guidelines for handling the various elements of role playing. AGM should keep in mind chat all such play aids ace merely guidelines for his own creativity and imagina~ tion. These modules and rules are meant to be modified and adlapeed to fiethe GM's concepe of what he wants his “world system” to be lke. ICE Mippte-taxrHt Prooucts Ikon Crown Enterprises’ (ICE) Milie-trth Campaign Gide provides wealth of general information on Midale-earch. It deseribes che principle inhabitants, languages, cultures, €o- ography, climate, trade routes, population centers, and a variety of other factors concerning Middle-earth. It also provides a 24°36" full color poster map of the entire continent of Middle-earth, including the wild lands north, south, and east of the Western Middle-earth detailed by JRR Tolkien. ICE's Middle-earth Reain sourcebooks provide even more detail concerning specific regions of Middle-earth. Each of these sourcebooks provides a view ofa particular portion of| Tolkien's Middle-earth and is concerned with the necessary clements of setting, culture, characters, and_plot which specifically apply to fantasy role playing. They include detailed maps ofthe region covered by the module, descrip- tions of the cultures and specific major adventure locations in the area, as well as other material which makes a Gamemaste’s job easier and more productive. ICE's Midale-earth Peoples sourcebooks provide a wealth of information on the inhabitants of Middle-earth, Each such sourcebook is focused on a different group, including Valae & Maia, Elves, Dwarves, et. ‘Other ICE Middle-earth products inclode: + MERP Combat Seon and Reference Shets — Contains a stand upearelboard screen that a GM can use during play to keep his dice rolls and adventure material confidential. Alo includes easy-to-reference sheets with all ofthe key MERP tables. # MERP Accesory Pack — Contains a variety of play aids to help a GM get his MERP game going: full-color playing piecesand playing surfaces, ice, anda completeadventuce * Norbert Midde-erth Gaceeer — This sourcebook pro vides GMs and players with critical facts for role playing campaigns. * Northwestern Midie-carth Map Sa—A collection of incredibly detailed maps of Middle-earth, SragtinG Your ADVENTURES -MERP includes a very simple sample adventure in Pare VI (p. 98-112), which is designed to be played by a beginning ‘Gamemaster and group. This adventure inchades the inn at the “Lase Bridge” on the road from Bree to Rivendell (p. 98 100), the Trollshaws region (p. IO1),a ruined castle (p.102- 110), anda Troll lair (p. [11-1 12). After beginning a group in this area, a Gamemaster can outline and design an area of| his own in Middle-earth, or he can use one of ICE's sourcebooks set in an adjacent region—the Middle-earth Real sourcebook, Amor, is perfect for this. ‘Whatever approach 2 Gamemaster employs, MERP pro- vides guidelines and suggestions for designing and organic. ing the key clements of his fantasy role playing game. The following sections discuss the various elements ofa fantasy role playing game and present some of the problems and situations that may arise during play. 11.0 * THE NON-PLAYER CHARACTERS (NPCs) A fanrasy role playing game not only needs a seeing (Section 12.0, p. 62-63), i also needs characters and crea- {ures to inhabicthose settings. The player characters provide theadventurers fora game, butts tp to the Gamemaster(ot his choice of playing aids) to provide the rest ofhis world’s population: ehennon-playercharacsrs (NPCs) an reatures. Of course, the Gamemaster does not need to develop the cate population of Middle-earth. He need only sketch out the non-player characters that are requced for interaction with the player characters. For a simple game, the NPCs usally required include * Alles and opponents for the player characters * Neutral characters forthe player characters to interact with (gto buy and sell to, get information from, pay tiesto, ce), * Any other characters and creatures who ean add depth aad favor to a fantasy role playing game Playing aids such as ICE's sourcebooks usually provide complete descriptions ofa variety of non-player characters, along wth guidelines for how to use chem, The example adventure in Part VI (p. 98-100) details the non-player Gharacers required by that adventure. ‘These characters shoald provide a good sample of the various types of non- player ceed eee iat enn ee role playing. The Master Character Table ST-3 (p. 252-254) provides aerage bonuses for characters, based on profession and level, The rest ofthis section will outline some of the ost important clases of non-player characters and crea- ReacTion Rows ‘When deciding what non-player characters do ina given situation orhow they react, Gamemaster may wish to make an open-ended “reaction rol.” Asa very general guideline, if the reaction rol is high, the non-player character should react favorably with regard to the player characters in the given situation. If the rol is low, the reaction should be unfavor- able. Ifthe rol is mid-range, the reaction is neutral. The intensity of the reaction should be based upon how high or low the reaction roll is Example: In he sample adventure presented in Section 1.0 (p. 14-13) thee Onset thir cap a dok by walking up figs of tira t th gro lor of ruined tower. The first bint they _actof dangers when the leaders through th eck droped “he roo remaining Ore: look around and sea fonae human Fein over aches wit er back thn, « Dus witha “sl sing” and hus sunoaded)cosbow dan Bf levitating about 14" over the Dosh Their option in order ofagresiveness are: atack te Doar, atch the keling bara, draw ter short hows, ate coer and “fight dersively, slay retreat loking for poste openings to tc, ofl The CM tke acct be death of thr der (Ore leaders sowaly lead trough intimidation), and makes @ rest lor ech Or (igh bing geese). Thefist Orcrll (06 ad fle forbs life (rw “ge bel’), the second rolls 9 and “Brave” decider to atack the nares and of course “weet” ppoent, the kel female burn with br back o bin. Ife hd rlled ac abe the 91, he would hve charged the nea (bas tugb) uv sho shot bis lader If be bad roled ‘mein ol would hae drawn a missile weapon or oko some Ajersive ype ation. Of ow, a low ell be would bare oned Bis buddy and ron ava. @ I1.1* THE GENERAL @ POPULACE “The first step in outlining the non-player characters i to determine the cultures/races which inhabit the world at large. For Middle-earth, such a general populace is detailed in Tolkien's works and in ICE's Middle-earth sourcebooks. MERP provides very general descriptions of these cultures and races in Appendix A-2 (p. 146-179). Next the Gamemaster must decide which cultures and races inhabit the specific region of Middle-earth in which his game is to take place. The sample adventure in MERP (Part Vi, p. 98-112) sast inthe area between Bree and Rivendell Ths, in terms of MERP, culeures/raccs in the surrounding area inchude Hobbits, Dwarves, Elves, Ores, Trolls and the Men (Diinedain, Woodmen, Eriadorans, and Dunlendings). Defining the general populace allows che Gamemaster 0 visualize the way of ifeof the region along with the motia- ‘ionsand obvious features and mannerisms of the non-player characters, Ie also helps him to develop a plot for his game (Gection 130, p. 65-69) and provides an aid for developing richer character backgrounds (Section 22.0, p. 84-87). A Ghost 110 ILL Sections: 112 113 114 115 @ 11.2*HOSTILE © POPULATIONS The members of cultures/races which are hostile to the player characters must be defined in more detail than the general populace. This must be done because the player characters are most likely to encounter them during an adventure. Thatis, player characters are most likely to choose to visit an adventure site (Section 12.3, p. 62-63) inhabited by members of a hostile population If the player characters are members of the Free Peoples (good guys or neutral) of Midale-earth, the hostile popula- tion will in general consist of Orcs, Trolls, evil creatures, and evilorneutral Men, Forbeginning games, we suggest thatthe player characters not be evil, since evil groups of characters are much harder for a Gamemaster to handle @ 11.3 ¢ INHABITANTS OF @ ADVENTURE SITES Normally che inhabitants of an adventure site are members of the hostile population, However this isnot always true— the inhabitants may be friendly or neutral towards the player characters. In such a case, the site isan adventure site because the player characters want someone or something that is at that spot. Such a situation is interesting, but it may be too complex a situation for an inexperienced Gamemaster to handle. We suggesethat for beginning fantasy roleplayers the inhabitants of adventure sites be hostile. Keep in mind that intelligent inhabitants of an adventure site will require certain features inan advencure site: a reason for being there, a food supply, a water supply toilet facilities (sometimes), entertainment (eg, for Orcs this could be torturing prisoners or each other), and a variety of other things. Trani Races The most dangerous (and thus exciting) foe isan intelli- {gent of somewhat intelligent character. So, many of the adventure sites in Middle-earth will be occupied by Orcs, Trolls evil Men, evil Elves, ete. There are also many intell- gent creatures in Middle-earth not generally thought of as characters or people (e.g. Dragons, Ents, etc.) FLora AND FAUNA ‘Many adventuresites will be inhabited by animals (defined as not particularly intelligent creatures) and plants. Animals ‘may benon-hostile, non-hostile unless bothered, non-hostile unless attacked, hostile aggressively hostile, et, They may also be under the control of intelligent inhabitants of the adventure site. Table ST-2 (p. 250-251) summarizes the capabilites of many of the animals of Middle-earth, Plants are sometimes dangerous, but more often they are sources of food, healing, or poison. They are sometimes the goal that adventurers are after (eg. they are looking for certain herbs to heal one of their characters). Monsters anp OTHER CREATURES In addition to characters and animals, Middle-earth ad- venture sites may have a variety of monsters and intelligent creatures. Tolkien's writings are full of ereatures such as Dragons, Giant Spiders, Balrogs, Wargs, Kraken, Enes and many other enchanted or unusual creatures. These types of creatures are described in Appendlix A-3 (p. 180-189) and Table ST-2 (p. 250-251), @ 11.4 * DESCRIPTIONS OF @ MIDDLE-EARTH CREATURES The special monsters and animals of Tolkien's world are very important to any campaign, The creatures vary from minor nuisances like Dumbledors to major irritants such as Balrogs. Some of these monsters are intelligent and/or social animals and need special care when being encountered. Some of these special monsters have been given detailed descrip- tions in Appendix A-3 (p. 180-189); only the combat characteristics are covered in Table ST-2 (p. 250-251). A large number of the monsters in Tolkien's world are very powerful. Monsters such as Balrogs and Dragons should no: be faced by low level characters oF inexperienced players Thisisa list of special Middle-earth creatures that may be used by Gamemasters within the MERP rules. Other crea tures may be invented or used, but the Gamemaster must decide their traits and capabilites Balrogs Mearas Crebain Mewlips Dragon ‘Mamakil Dumbledors NazgGl Great Eagles Olog-hai Ents Ores Festityeelyn Great Spiders Fell Beasts Trolls Flies of Mordor ‘Vampires Giants Wargs Hummethorns Werewolves Heoms Wights Kraken @ [1.5 * ASSOCIATES OF THE © PLAYER CHARACTERS Often a Gamemaster and players will want to have non- player characters that associate or adventure with the group of player characters. This is often necessary when there ae rot enough player characters to make a group large enouigh to handle a particular adventure. In addition, itis often helpful to have allies or a powerful friend to help balance against against overly powerful foes, In Tolkien's novel, T “Hobbit, Gandalf falfilled this role for the group of Dwarves and Bilbo during their adventures. The “plot” of the Gamemaster's world will heavily influence how such now player characters are introduced and used. Hin NON-PLAYER CHARACTERS Player characters may wish to hire non-player characters to adveotuce with them. A Gamemaster must decide what kind andhow many characters are available ata given time and in Lcirlzedarea, The number of available characters should be imited in the smaller civilized areas. Warriors and Scouts, should be the most avilable, with Bards and Rangers being Iss common, Animists being rare, and Mages being even To hire a non-player character, the Gamemaster should ‘quire roll on the Influence and Ineraction Column ofthe Satie Maneuver Table MT-2 (p. 243). Fora given civilized are, theGamemaster should ratethe difficulty ofhiringnon- glyer characters who are looking to go adventuring. The following ating for difficulty are based upon the offer made bythe character attempting to hire. AGM may decide to use these values for the sample adventure in Part VI (ic should varybased upon how many players thereare).A “share” isthe total money value of non-magic treasure (gp, sp. bp. cp. tp. and gems) obtained during the adventure divided by the tuber of characters inthe group. Difficulty Offer Made Routine ..1 gp (or more) per day + a share Easy 5-9 ap per day + 1/2 of a share. Light 5-9 sp per day + 1/4 of ashaee. Medium 1 gp (or more) per day Hard 5-9 sp per day. Vecy Hard 1-4 sp per day comely Hard ..A balf of a share Sheet Folly A quarter ofa share Alosurd "Come adventure with us” After being hired, the Gamemaster still controls the hired character, but the hirer should decide his actions in non- crucial of non-dangerous situations. Unless the hirer makes a successful influence of interaction roll, the GM should make “reaction roll” (se the beginning ofthis ection) for the hired character in dangerous or distasteful situations to determine his actions. A relatively ow roll would indicate an ‘unwillingness to enter or deal with the situation, while 2 relatively high roll would indicate willingness Auuies Certain non-player characters may be allies ofthe player characters and aid them if they happen to be on the same mission or in the same area. A good example of this is the iecting between Frodo and Sazn with Faramir and the Rangets of Ithilien in the forests of North Ithilien. Frodo and Faramie were “allies,” and Faramir gave Frodo advice, ad, and a place eo reseup. A Gamemaster may wish to structure huis game so cha the player characters have alles to turn to for healing, information, and other help. Guarp1ans ited characters and allies are mote passive examples of the type of help chat a Gamemaster may give to player characters. “Guardians” are more active forms of ad. Guard- ians are non-player characters who either show up when needed or when summoned by the player characters. For example, Tom Bombadil was a guardian for Frodo and his, friends for alittle while after they lefe the Old Forest. When they were about to be destroyed by Wights, Frodo sum- moned Tom Bombadil by reciting a verse. We suggest that guardians be limieed by distance, by the numberof times that they may be called, or by the severity of the danger faced by the player characters. Guardians can vary in their power and effectiveness. Section Ls Sections: 120 121 122 123 ‘The setting for a game can vaty according tothe amount of time, effort, or money a Gamemaser is willing to spend. Fortunately for a Gamemaster running a game in Mide- carth, an enormous amount of the work has already been done—by JR. Tolkien. Further detailed material is also available in the form of ICE's sourcebooks. Playing aids such as maps, Layouts of buildings and towns, descriptions of ‘arious hazards, and provisions for treasure are all necessary ingredients for a setting that is realistic and playable. For the purpose of bringing beginning Gamemasters gradually into fantasy role playing, MERP will simplify the process of constructing and designing a setting for a game. The three basic types of settings defined in MERP are: civilized areas, the countryside, and adventure sites. Each ype of setting satisfies a different need in a fantasy vole playing game. The three taken together providea framework that will handle most situations thae arise in a game. @ 12.1 * CIVILIZED AREAS @ Civilized areas in a fantasy role playing game provide a place for player characters (and other characters) ro buy and sell things, to get food and lodging, to get information on potential adventures, to heal and recuperate, etc. In other words, a civilized area is a place that serves as a base of operations for a group of adventurers, These areas also have potential for adventures such as attacks by thieves or mug gets, con jobs, tavern brawls, attempted poisonings involve- ment in politics, etc. Suggestions for various activities ofthis type and guidelines on how to run them are presented in Seetion 14.1 (p. 65) and Part VI (p. 98-100). A civilized area can be as simple as an isolated inn or castle (che sample eivilized area provided with MERP isthe Inn at the Last Bridge, p. 98-100), oras complexasa huge city with intricate internal polities and adventures. In general, a civi- lized area setting (Part VI provides a complete example) can bbe described by providing: 1) Maps and layouts 2) A description of inhabitants and visitors 3) A price list of available services, supplies and equip- 4) Some sort of outline of available information and clues 5) An outline of available healing and recuperation facilities. 6) An outline of possible hazards and adventures. 7) A basic description of the area's current events and ‘mood. 12.0 * THE SETTING @ 12.2* THE COUNTRYSIDE @ ‘The countryside in a fantasy roleplaying game includesall of the areas of the world which are not adventute sites or civilized areas. The countryside is the setting in which characters can travel, camp, explore, scout, hide, and evade pprsuing forces. Charactets can also encounter creatures and ‘ther characters in the countryside, resulting in ambushes, fights, meeting, sightings, ete. These activities and how to resolve them are detailed in Sections 14.2 and 14.3 (p. 66- 68) and Part VI (p. 101). Basically, che countryside is the general setting in which the civilized areas and adventure sites ae placed. ‘The counteyside thar a Gamemaster uses can be repre- seated by a simple pencil sketch of a small area with the primary terrain features, the locations ofthe civilized areas, and the locations of the adventure sites all marked. Alterna. tively, che countryside can include all of Middle-earth in a very general form (from the maps in JRLR. Tolkien's works and ICE's Middl-earbmaps) along with very detailed maps and descriptions ofthe specific region in which che game is taking place. The map and sample terran layout provided in MERP are good examples of a detailed countryside. In general an adequate counteyside (sce Pare VI for a complete cxample) can be described by providing: 1) A sketch map of the overall world. 2) Detailed maps of the specific area in which the alventures occur. 3) The location of civilized areas and adventure sites. 4) Sketches of typical terrain that might be encountered '5) A description of normal creatures and inhabitants. 66) A description of characters and creatures who might passthrough. 7) A list of possible encounters and hazards (including weather). @ 12.3* ADVENTURE SITES @ Adventure sites are specific places which provide oppor- tunities for characters to sneak around, explore, fight, lot, and all of the other things thae contribute to the cent objective of fantasy role playing—adventure. Section 14.4 (p. 68-69) describes some suggested types of adventures, ‘Adventure sites usually have several common attributes: + A physical layout (a eastle, a ruin, a eave complex, a temple, ee), + Some sore of danger (guards, hostile inhabitant, traps, ‘e.), + Some sort of objective or goal (treasure, rescuing captives, wiping out evil creatures, etc:) These features are described in the following sections Activities in adventure sites ae resolved asactions ina tactical cnvironment Sections 7.0-10., p. 42-57),

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