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Adventures in Middle Earth

B
efore Star Wars, before Warcraft or Warhammer or Returning to the dark land of Mordor, Sauron created a
Dungeons and Dragons, there was Lord of the master ring, One Ring to rule them all. However, once he
Rings. In an era before fantasy was even a genre, John put the ring on his finger, the elves sensed his dark
Ronald Reuel Tolkien started a journey that would change purpose and removed their rings. Enraged, Sauron waged
fiction, and in many ways the world, forever. It began war against the elves of Eregion to take the rings for
with the creation of the elven tongues, and then grew into himself. The elven realm of Eregion was destroyed, and
an entire world with millennia of history and themes so all of the rings were taken, all but the Three.
powerful they transcend ages.
He gave Nine rings to kings of the race of Men and seven
With the creation of Middle Earth, Tolkien became the to the lords of the dwarves. The dwarves proved too
Father of Fantasy. As games like Genesys would likely strong-willed to be dominated by Sauron, but they fell to
have never come into existence without the existence of their own greed. Four of the seven were consumed by
Lord of the Rings, it only makes sense that someone dragonfire and the remaining three were eventually
would make a Middle Earth setting for Genesys. I'm reclaimed by Sauron. The Nine corrupted the Men that
honestly surprised someone else hasn't made one already. wielded them, making them powerful warriors and
sorcerers. Eventually their Rings corrupted them to the
This sourcebook will hopefully give you all the resources point that they faded from the world of the living,
you need to create adventures of your own in the becoming wraiths, the Nazgul.
wondrous world of Middle Earth (or Arda, as the world
itself is called). The Hobbit, the Lord of the Rings, and the Sauron continued to corrupt those weak of heart, his
Silmarillion all give us greater insight into this world, but machinations leading to the fall of the once-great kingdom
for those who want to know more, here is a brief of Numenor, the island nation sinking below the sea.
summary of the history of Arda: Finally, a Last Alliance of Men and Elves came together
and marched on Mordor. Gil-galad, High King of the
The world of Arda began with Eru Ilúvatar, the One Elves and Elendil, King of Arnor and Gondor, led the
Above All. Eru created the Ainur, both the greater (the charge. Together they battled Sauron and defeated him,
Valar) and the lesser (the Maiar), and the Ainur sang the losing their lives in the process. Isildur took the Ring from
world into being. The Firstborn of Eru soon awoke on the the fallen Sauron's hand and claimed it as his own, until it
new world, and would eventually be known as the elves. betrayed him too.
Later the dwarves, men, and hobbits joined the elves in
Middle Earth. The Ring was lost from the world until the most unlikely
creature, Bilbo Baggins of the Shire, found it in the depths
Morgoth, a fallen Valar and the first Dark Lord, sought to of the Misty Mountains. As a member of Thorin's
destroy all the works of the Ainur. To this end he Company, he took part in the events that led to the death
corrupted several of the Maiar, including one who would of the dragon Smaug and the Battle of the Five Armies.
become known as Sauron. Morgoth captured elves and After many years the Ring passed from Bilbo to his
tortured them, creating the first orcs. He then created nephew Frodo, and during the War of the Ring a
trolls, dragons, and all manner of monsters to aid in his Fellowship set foot from Rivendell on a quest to destroy
dark designs. Eventually, after millenia of conflict, the Ring in the fires of Mount Doom. The road was long
Morgoth was defeated in the War of Wrath by the and the journey perilous, but in the end, the quest was
combined might of the elves, men, and the Valar. complete. The Ring was destroyed, and with it Sauron
His servant Sauron became the second Dark Lord. In the finally met his end.
Second Age, Sauron came to the elves of Eregion, taking
a fair form and calling himself Annatar, the Lord of Gifts.
Deceived by his lies and promises, the elves of Eregion,
led by Celebrimbor, learned from Annatar the art of ring-
making. With his guidance they created sixteen Rings of
Power. However, not fully trusting Annatar's intentions,
Celebrimbor created 3 more rings in secret.

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Story Hooks
D
o you want to run a Genesys campaign in Middle If you want more inspiration, the most in-depth version of
Earth but don't know where to start? We've got you the war in the north can be found in the campaign for the
covered. Here are some ideas and story hooks to get you RTS game Battle for Middle Earth II, and elements of this
started. conflict can be found in the games War in the North and
Lord of the Rings Online.
The War of the Ring
The Lord of the Rings focuses on the War of the Ring, in The Time Between
which the Fellowship of the Ring took the long road to There are seventy-seven years between the events of the
Mordor, Sauron's dark forces working to stop them at Hobbit and the Lord of the Rings, years in which Sauron
every turn. Your players can aid the Fellowship in their slowly grew in power, gathering his minions to him.
quest, traveling to iconic locations such as Helms Deep Events during this period include Sauron returning to
and the Black Gate. Mordor and rebuilding Barad-dur, Aragorn serving in the
militaries of Rohan and Gondor and burning a Corsair
This option has both positives and negatives to it, as the fleet from Umbar, and Balin's expedition into Moria. This
PCs have the opportunity to meet and possibly fight open period gives your players the opportunity to be the
alongside famous characters like Aragorn and Gandalf the main characters of their own story, while still being able to
Grey, but also forces them to take a secondary role in the meet famous characters like Gandalf, Aragorn, and
action. Of course, as this is your story, if you want, your Elrond.
characters can alter the path of events, but whether that is
a good thing or not is up to you. While this period is wide open for you to create
adventures of your own, not tied to those of the
Games like Lord of the Rings Online could provide some books/movies, it also provides some challenges. For one,
inspiration for how this situation can work out. you will have to get more creative in making up your own
events for the PCs to take part in. PCs in this period could
The War in the North battle alongside Aragorn against the Haradrim and
While the Fellowship leads the battle in the southern Corsairs of Umbar, or battle with other threats across
kingdoms of Rohan and Gondor, a whole other battle is Middle Earth. If you want to have more epic adventures,
being fought in the northern reaches of Middle Earth. The you might potentially take some elements from the Return
elven realm of Lorien is attacked three times by orcs from of Angmar Story Hook.
the fortress of Dol Guldur and while the Battle of
Pelennor Fields rages in the south, the elves of Mirkwood To the East and South
fought against another army from Dol Guldur, as the Not much is known about the lands of Rhun or Harad to
mountain kingdom of Erebor is besieged by Easterlings the East and South of Middle Earth. However, if you are
from Rhun. In the final battle, the forces of Lorien and willing to put in a little more work, you have a huge area
Mirkwood laid siege to Dol Guldur and as the Men of the to work with. Beyond the Easterlings and Haradrim that
West attacked the Black Gate, Galadriel shattered the most people know about, four of the seven dwarf clans
gates of Dol Guldur and cleansed the fortress. live in Rhun, while Deep Harad is home to a group of
While the southern battles of the War of the Ring have "half-trolls" (though whether or not they are actually part
been described extensively, the war in the north has been troll is debated). The two Blue Wizards, Alatar and
left far more open to interpretation. There is a lot of room Pallando, are also somewhere in the East, though nothing
for a group of PCs to have a large impact on this war, is known of their fates.
whether battling orcs in Mirkwood, defending Erebor,
laying seige to Dol Guldur, or fighting in battles not
recorded in the Appendices. Perhaps the forces of Dol
Guldur were going to receive enforcements from
Gundabad or Goblintown, and it was the actions of your
heroes that stops this force and saves the people of the
North.

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On the flipside, there is also the Fourth Age left to be
explored, after the events of the books/films. As this is the
Age of Men, the other races will have less of a role, and
various enemies (such as the Nazgul) are no longer in
existence. However, the forces of Harad and Rhun are still
in play, and evil never sleeps for long. J.R.R. Tolkien
actually began a fourth book that would have taken place
in this period, though he never completed it.
There are not many places to go for inspiration on this, as
Tolkien only finished a little over a dozen pages of the
As Rhun and Harad are the Middle Earth equivalents of proposed sequel, but you can look at the end of the Return
Asia and Africa, if you need more inspiration, you can of the King to get a better understanding of the basics of
look into the ancient cultures of those two continents for how the world changed at the end of the Third Age.
more inspiration. Egypt, India, China, Japan, and many
other locations could have Middle Earth equivalents,
complete with their own magical creatures and threats.

The Return of Angmar


Early in the third age, the fell kingdom of Angmar rose in
the north. Ruled by the Witch King, greatest of the
Nazgul, this dark nation destroyed the fragmented
Kingdom of Arnor, leaving the Rangers as the only
remnant of the Dunedain of the North. Angmar fell, its
armies shattered by a combined force of Elves and Men
from Rivendell and Gondor.
While this kingdom has been left desolate for centuries,
the return of Angmar has been a theme in various non-
canon Tolkien works, being featured prominently in Lord
of the Rings Online, lightly used in The War in the North,
and hinted at in the Hobbit film trilogy. Whether
characterized as part of the war in the north or set during
another period, such as between the Hobbit and the Lord
of the Rings, this provides your characters with the
opportunity to be the heroes of their own tale while still
having a good amount of source material to work with.

Other Ages
While the majority of the stories we are familiar with take
place in the latter end of the Third Age, Middle Earth is an
ancient world with millennia of stories to tell. Earlier in
the Third Age the kingdom of Angmar rose to power in
the North, and further back conflicts from the War of the
Last Alliance to the War of Wrath provide limitless
opportunities for adventures in Middle Earth.
Many players will be unfamiliar with these periods and
may not want to step out of their comfort zone with this.
However, if they are willing, there are countless stories
you can tell. If you want some more inspiration for this,
the Silmarillion is the best place to go. If you don't want to
read that nearly Biblical record (though I highly
recommend you do), the One Wiki to Rule Them All (I
didn't make that name) can give you the summarized
versions of the events of past ages.
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Factions and Threats
Men
Gondor
The Men of Gondor are a proud people, descendants of
the Dúnedain that survived the fall of Numenor. The
nation was once ruled by a king, but after the last king
died with no heirs, the governance of the kingdom has
fallen to the line of Stewards. The people of Gondor have
long held back the dark minions of Sauron in nearby
Mordor. Gondor is the largest and most populous
kingdom in Middle-Earth, containing about half a dozen
cities and many towns. The men of Gondor are not quite Remnants of Arnor
as mighty or long-lived as their Numenorean ancestors, Where once stood the great northern kingdom of Arnor
but they still number among the greatest Men remaining now only stands ruins and a few scattered townships. The
in Middle-Earth. The primary language of Gondor is people of this land can be split into two categories: The
Westron, also known as the Common Tongue. Bree-landers and the Rangers of the North. The Bree-
landers are short and broad people. They live mostly in
Rohan Bree and the surrounding townships, and have a close
The Rohirrim are known as "horse-lords", as their steads relationship with hobbits, who also inhabit that area. They
are known as the greatest in all Middle-Earth, and a large are simple folk, and generally prefer to keep to themselves
part of the culture of Rohan. Rohan is a land of large and let others do the same. They have no true ruler or
pastures and grasslands, with only two true cities, the military, though each town has a mayor and a town watch.
capital city of Edoras and Aldburg, capital of the Eastfold. They are also under the protection of the Rangers of the
The majority of the people of Rohan are farmers and North, but few realize this, thinking of the rangers as
hunters. The military of Rohan is almost entirely cavalry, strange, fearful folk.
though in times of need each town and city has their own The Rangers of the North are all that remains of the
militia, which can be called upon to fight. The primary Dúnedain of Arnor. They are a wandering people, living a
language of Rohan is Rohirric, though most also speak nomadic lifestyle. They are raised to be warriors from an
Westron. early age, though they have no love for war. They are the
ultimate peace-keepers, protecting the people of Bree-land
Dale & Esgaroth and the Shire from the dark things of the world, often
The Men of Dale and Esgaroth are unique among men without these lands knowing there is anything to be
due to their close relations with Dwarves of Erebor. protected from. The blood of Numenor is strongest with
Despite their proximity and the relatively recent split this wandering people, and the rangers are tall and strong,
between them, these two cities have somewhat different often with lives nearly double that of lesser men. The
cultures. The Men of Dale have learned much from their primary language among both the Bree-landers and the
neighbors in Erebor about craftsmanship and the making Rangers is Westron, though many rangers are also fluent
of beautiful things. The Men of Lake-Town, as Esgaroth in Sindarin, the common tongue of the elves, (due to their
is also named, are simpler folk, predominantly merchants relations with the elves of Rivendell) and in some cases
and fishermen. While Dale is a city of stone and iron, even Quenya, the elves' higher tongue.
Lake-Town is made almost entirely of wood, and floats on
the surface of the Long Lake. Their greatest trade comes Rhun
from both the dwarves in the Mountain and the elves in Not much is known of the culture of the Easterlings. They
the Wood. The primary language of Dale and Esgaroth is are described as having "clans", though what that means is
Westron. uncertain. They likely have many cultures, much like
Rhun's real-world counterpart of Asia. It is fair to assume
that these cultures are much like the cultures of ancient
Asia, so cultures like those of India, China, Japan, and the
Mongols are likely paralleled in Rhun. There are many
languages spoken among the peoples of Rhun.
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Harad
Much like Rhun, not much is known of the culture(s) of
the Haradrim. They are described as having "tribes",
though what that means is uncertain. Much like Rhun, we
can assume Harad's cultures parallel those of ancient
Africa. I personally would be fascinated with seeing an
Egypt parallel in Middle-Earth. There are many languages
spoken among the peoples of Harad.

Elves Mirkwood
Rivendell/Imladris The Woodland Realm is ruled by the Elvenking
Thranduil, a Sindarin elf, the only elven ruler to claim the
The Last Homely House East of the Sea is the last refuge title of King in the Third Age. The elves of Mirkwood are
for the Noldor in Middle-Earth. Here the High-Elves live primarily Silvan elves, and it shows in their love of the
in peace until their eventual journey into the West. The woods. They are a prideful people, with a long-standing
Elves of Rivendell are the greatest of their kind still in enmity against the dwarves. Many perceive them to be
Middle-Earth, with the greatest smiths, loremasters, and isolationist, but they have close relations with the Men of
warriors of the elves all living in this hidden valley. the Lake and the Woodsmen of Mirkwood, and have had
Elrond Halfelven rules as Lord of Rivendell, as he has relations (however strained) with the dwarves of Erebor,
since the sanctuary was created. The elves of Rivendell making them the least insular of the elven realms. They
are peaceful and kind to all peoples, whether elf, man, are fiercely protective of their woodland home and are
dwarf, or hobbit, caring little for the petty squabbles that unfailingly loyal to their king. The primary language of
other elves have with the dwarves. The primary language Mirkwood is Sindarin, though many also speak Common.
of Rivendell is Sindarin, though most also speak the
higher elven tongue of Quenya, and many also speak
Westron.
Lindon
Lindon is ruled by Cirdan the Shipwright, the oldest and
Lorien wisest of the elves left in Middle Earth. Lindon a realm
consisting mostly of Sindarin elves, but as all elves
The Golden Wood is ruled by Galadriel, a Noldorin elf, eventually take the journey west to Valinor, there are also
and Celeborn, a Sindarin elf, but the majority of the elves Noldorin and Silvan elves to be found among the elves of
of Lorien are of Silvan descent. The Galadhrim, as they Lindon. The elves of Lindon love the sea above all else,
are also known, are a secretive people, keeping out of the and are the greatest mariners in Middle-Earth. They have
affairs of other peoples, even their elven brethren in mostly-smooth relations with the Dwarves of the Blue
nearby Mirkwood. The Galadhrim love nature above all Mountains, and occasionally interact with Hobbits, but
else and are fiercely protective of their woodland home, they care little for the struggles of Middle-Earth, their
especially its magical Mallorn Trees. The primary gazes turned westward to Aman. The primary language of
language of Lorien is Sindarin, though some speak Lindon is Sindarin, though most also speak Westron and
Quenya as well, and some, but not many, speak Westron. some speak Quenya.

Dwarves
The Lonely Mountain & the Iron Hills
Durin's Folk have only recently recovered their ancient
home of Erebor, greatest of the dwarven kingdoms of the
Third Age. The nearby Iron Hills are also subject to the
King Under the Mountain, ruler of the mountain kingdom
of Erebor. The dwarves of Erebor have many dealings
with the Men of Dale and the Men of the Lake, but have
had a long-standing grudge against the Elves of the
Woodland Realm. The primary language of Erebor and
the Iron Hills is Khuzdul, the secret language of the
dwarves, but most also speak Westron.

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Bree-land
The hobbits of Bree-land are very similar to the hobbits of
Buckland, but for one major difference: they live among
men, or the Big Folk. This leads to other hobbits thinking
them odd, though they consider Shire hobbits equally
strange. They take after the men of Bree-land in that they
care little about the outside world, prefering to mind their
own business, though they are more hospitable to
strangers than Shire hobbits generally are.
The Blue Mountains Servants of Sauron
The dwarves of Ered Luin are far separated from their
kindred in Erebor and the Iron Hills. A mix of three of the Mordor
dwarf clans, Longbeards, Firebeards, and Broadbeams,
The center of Sauron's power in Middle Earth, the Black
the dwarves of the Blue Mountains have been known to
Land is a volcanic wasteland with corruption in the air
have relations with the elves of nearby Lindon, the closest
and the earth, shrouded eternally by clouds of smoke,
of such relationships remaining in the Third Ages, in a
blocking out all sunlight. Orcs, uruks, trolls, fell beasts,
time when dwarves and elves are often far estranged. The
and many other foul creatures dwell within these lands of
primary language of Ered Luin is Khuzdul, the secret
fire and death. The Nazgul dwell in the dark city of Minas
language of the dwarves, but most also speak Westron.
Morgul, and the tower of Barad-dur stands tall over the
hellish landscape, Mount Doom forever spewing fire and
The Red Mountains ash into the air.
Little is known of the four dwarf clans of the Orocarni, far
to the East in the land of Rhun. The Ironfists are said to be Isengard
a greedy, xenophobic, and warlike clan, but of the other
Home to the legendary wizard Saruman, the tower of
three (Stiffbeards, Blacklocks, & Stonefoots), even less is
Orthanc was once a fortress of Numenor. During the War
known. Some believe these clans, or at least many of their
of the Ring, Saruman, corrupted by his desire for power
members, to be in league with Sauron, but it is unknown
and the whisperings of Sauron, built a powerful army of
if that is true. It can be assumed their primary language is
orcs, uruk-hai, wargs, and wild men with which to
Khuzdul, the secret language of the dwarves, and that
conquer Rohan and eventually Middle Earth. Luckily he
most also speak some language of the East.
was stopped by the Fellowship of the Ring and the might
Hobbits of the Ents before his designed could come to fruition.

The Shire Misty Mountains


The Misty Mountains are home to all varieties of evil
The Hobbits of the Shire are simple folk, not caring much things. Goblins, orcs, and trolls all dwell in tunnels and
for the world beyond their bounds. They live in harmony caverns within these mountains, as well as older, darker
together and the sheriffs, their only law enforcement, things within the depths. Moria, once the dwarven halls of
focus much more on keeping outsiders away than any real Khazad-dum, are overrun with orcs and many goblins
enforcement of laws among fellow hobbits. The Hobbits reside in the nation of Goblintown, with the greatest hosts
of the Shire fear water and know nothing of boats or residing in the fortress of Gundabad. These mountains are
swimming, and think that hobbits beyond the bounds of also home to the mighty Stone Giants, though most
the Shire to be quite odd. consider them to be myth, and they care little for the
conflicts of smaller folk.
Buckland
Directly across the Brandywine River from the Shire, the
hobbits of Buckland consider their neighbors in the Shire
to be rather odd. The hobbits of Buckland are fond of
water, skilled with boats and swimming. They also tend to
be more adventurous than Shire hobbits, occasionally
wandering into the nearby Old Forest. They also know a
thing or two about fighting, something few Shire hobbits
can say.

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Mirkwood
Sauron, disguised as the "Necromancer" once made his
abode in the dark fortress of Dol Guldur, within the depths
of southern Mirkwood. His darkness tainted the forest,
filling it with his evil. Monstrous spiders, spawn of the
cursed creature Ungoliant, prowl the forests, as do armies
of orcs. The Nazgul have at times ruled the fortress in the
stead of their master, and many of their wraith servants
dwell within these darkened woods as well.

Angmar Great Eagles


While the kingdom of Angmar is long dead, the terrors The Eagles of Manwe are the mightiest of all birds,
that once served its Witch King still live in the ice and massive creatures large enough to carry full-grown men in
snow. Great snow trolls, evil men, orcs, goblins, wraiths, their talons. They are a proud race, far more intelligent
and the terrible barrow-wights all once served the Witch than common birds, ruled by the greatest of their kind
King of Angmar. If that fell kingdom were to ever rise remaining in Middle Earth, Gwahir the Windlord. While
again, a terrible evil would be unleashed upon Middle- they have close relations with the wizard Gandalf, they
Earth. answer to no one other than Gwahir and Manwe himself.
Others Ents
Beornings The tree-herders were created at the behest of Yavanna,
the Vala of the earth, to protect the trees of Middle-Earth.
The Beornings are insular people, residing in a land all They are ancient and immortal, mighty beings much like
their own, between Mirkwood and the Misty Mountains. the forests they protect. Their speech is slow, as are all
They distaste dwarves, but hate all creatures of evil far decisions they make. They believe that anything worth
more. They are men great of stature and power, with the saying is worth taking a lot of time to say. While slow to
unique ability to change into the shapes of great bears. anger, when their anger is aroused, there is little that can
While few in number, underestimating Beornings would resist their might.
be folly, as it was the arrival of their patriarch Beorn that
turned the tide of the Battle of the Five Armies. Ancient Evils
As Gandalf has said, "There are older and fouler things
than Orcs in the deep places of the world." There are
many evils from the Elder Days that have been forgotten,
and many others that some wish would be forgotten. The
Balrogs of Morgoth are among the oldest and foulest of
these creatures. Even with none as great as the serpents of
old, dragons still are terrifying and mighty. Werewolves,
vampires, and many nameless beings reside in the darkest
and deepest places in the world. A few of these Sauron has
turned to his cause, but many are so alien that even
Sauron does not try to force them to submit to his will.

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The Free Peoples
The Race of Men
The Secondborn of Eru have always been a conundrum.
Blessed with death, the Gift of Men, much of their
existence seems to consist of fleeing this gift, which many
have renamed the Doom of Men. The most easily
corrupted of the Free Peoples, the Race of Men has also
birthed some of Arda's greatest heroes. It is said that in the
End of Days, it will be a Man that finally slays Morgoth
and ends his evil.

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2 2 2 Rohirrim
The Rohirrim or Horse Lords rule the land of Rohan,
ancient ally of Gondor. They are the only Men remaining
• Wound Threshold: 10 + Brawn who breed and can tame the Mearas, greatest of all horses,
• Strain Threshold: 10 + Willpower and rule over all their lesser kin. The Rohirrim are true to
• Starting Experience: 110 XP their name, and few among Men or Elves are capable of
matching them on horseback. Theodan and Eowyn are
Men of Gondor numbered among the Rohirrim.
Gondor is the greatest remaining kingdom of Men.
• Special Abilities: Rohirrim begin with one rank in Riding. You
Descendants of the survivors of Numenor, they have may train Riding up to rank 3 during character creation.
become adept in many walks of life and have been at war • Horse Lords: Rohirrim remove b bbb from all Riding and
for the majority of their nation's existence, whether against Survival checks to deal with horses and other mounts.
Easterlings, Haradrim, or the endless legions of Mordor.
While the blood of Numenor has grown thin, they are still Men of the Lake
often considered the greatest of the Men of Middle Earth.
Situated between the dwarven kingdom of Erebor and the
Boromir and Faramir are numbered among the Men of
elven realm of Mirkwood, the Men of the Lake trade
Gondor.
freely with Men, Elves, and Dwarves alike. Living in a
• Special Abilities: Men of Gondor begin with one rank in each town built atop a lake has made them skilled boatsmen,
of two different non-career skills. You still cannot train these just as their position has led to them becoming naturally
skills above rank 2 during character creation. skilled merchants. The Bardings of Dale are still very
• Ready for Anything Once per session as an out-of-turn much like their kindred on the Long Lake. Bard the
incidental, you may move one Story Point from the Game
Bowman was numbered among the Men of the Lake.
Master's pool to the player's pool.
• Special Abilities: Men of the Lake begin with one rank in
Dúnedain of the North Operating. You still cannot train their Operating above rank 2
during character creation.
Unlike their cousins in Gondor, the blood of Numenor still
• Lake-Men: Suffer no penalties from moving through water or
runs strong in the Dúnedain of the North. These men once swampland.
ruled over the great northern kingdom of Arnor, but that • Shrewd Deals: When selling goods legally or illegally, gain
kingdom fell to the dark forces of the Witch King of 10% more gold.
Angmar. The remaining Dúnedain are few in number,
living mostly as wanderers and rangers, protecting the Bree-landers
peoples of the North in secret. Aragorn is numbered Generally quite folk, Bree-landers rarely travel but are
among the Dúnedain of the North. welcome to travelers. Originally of Dunlandish stock,
• Special Abilities: Dúnedain of the North begin with one rank they are much more civilized then their cousins in
in Survival. You still cannot train their Survival above rank 2 Dunland but are still strong, hardy folk.
during character creation.
• The Blood of Numenor: Once per session as an out-of-turn • Special Abilities: Bree-landers begin with one rank in Cool.
incidental, a Dúnedain of the North may spend a Story Point as You still cannot train their Cool above rank 2 during character
creation.
an out-of-turn incidental to add aaa to a check.
• Hardy Folk: Bree-landers remove up to b bb b to checks due to
Critical Injuries or the disoriented condition.
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Elves
The Eldar, the Firstborn of Eru, were born in the days
before the Sun and Moon, when the world was lit only by
the stars. They have an unearthly grace and never age,
immune to illness and the passage of time, living until the
end of the world unless they are slain in battle. As the time
of the elves comes to an end, they grow weary of the
world. Many take ships into the West, never to return.

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3

2
2 2 2

• Wound Threshold: 10 + Brawn


• Strain Threshold: 8 + Willpower
• Starting Experience: 70 XP
• Fading of the Firstborn: Add h to all Willpower-based
checks.
• Elven Grace: Elves do not suffer penalties for moving through
difficult terrain.
• Keen Eyes: Elves see twice as far as other races and when
making skill checks, elves remove up to bbbb imposed due to
Sindar (Grey Elves)
darkness. The Sindar began the journey to Valinor, crossing over the
Misty Mountains to Beleriand. However, they never
Noldor (Deep Elves/High Elves) sailed across the sea and finished the journey. They were
The Noldor were among the three tribes of the Eldar to the greatest of the elves to remain, and can often be found
first travel into the West and beheld the light of the Two as rulers among their Silvan brethren. In the depths of
Trees. In Valinor they grew in knowledge and beauty, their hearts, all Sindar feel the pull of the sea, and while
becoming the High Elves, greater than those who many remain in Lindon and the Grey Havens for a time,
remained behind. However, the first Dark Lord Morgoth all eventually take the journey West that they failed to
came to Valinor with the dark monster Ungoliant, who finish all those millennia ago. Legolas, Celeborn, and
drained the light of the Trees while Morgoth stole the Cirdan the Shipwright are numbered among the Sindar.
Silmarils, the greatest treasures ever crafted by the Elves. • Special Abilities: Sindarin elves begin with one rank in
Operating. You still cannot train their Operating above rank 2
The Noldor, greatest in knowledge and craftsmanship, during character creation.
who had forged the Silmarils, swore to hunt the Dark • Lords of the Umanyar: Sindarin elves add b b to all
Lord. As they left to return to Middle Earth, Mandos, Leadership checks.
doomsman of the Valar, prophesied that their vow would
ruin them, and "to evil end shall all things turn that they Silvan Elves (Wood Elves)
begin well," a prophecy that has proven far too true.
The Silvan Elves all either never began the journey to
Elrond, Galadriel, and Celebrimbor are numbered among
Valinor or didn't travel far, never reaching beyond the
the Noldor.
Misty Mountains. They love the stars and the woods most,
• Special Abilities: Noldorin elves begin with one rank in above the sun or the sea or beautiful things made with
Knowledge (Lore). You still cannot train their Knowledge (Lore) hands. The have been described as "less wise and more
above rank 2 during character creation. dangerous" than their high-elven kin, and there are few
• Doom of Mandos: Once per session, when a Noldor character who know the wild places of the world better than they.
makes a skill check, the GM may spend a Story Point to add d The majority of the elves of Mirkwood and Lorien are
to the check.
numbered among the Silvan Elves.
• Beauty of the High Elves: Noldor decrease the difficulty of
all Charm, Negotiation, and Leadership checks by 1. • Special Abilities: Silvan elves begin with one rank in
• Light of Valinor: Noldor can see and interact with the Unseen Perception. You still cannot train their Perception above rank 2
World, dealing full damage to enemies with the Wight or Wraith during character creation.
quality. When beginning an encounter with a creature of evil, • Elves of the Wood: Silvan elves add b b to all Survival checks.
Noldor can force them to make a Hard (d dddd d) Fear check as
an incidental.
• Knowledge of the Noldor: Noldor add b b to all Crafting and
Knowledge (Lore) checks.
9
• Courage of Hobbits: When making a Discipline check, a
Dwarves hobbit character may downgrade the check by one.
The Dwarves are not born of Eru, but were instead created
by Aulë, the smith of the Valar. When Eru learned of Beornings
Aulë's creation He chastised him, as only Eru could create The Beornings were once men, or so it is said. They look
beings with free will. However, having mercy on the much like other men, though far taller and thicker around.
Vala's children, Eru gifted the dwarves with free will. However, I know of few among the Race of Men capable
Because of this, some refer to them as the adopted of changing into the shape of a great bear at will. It is
children of Eru. unknown how they came by this gift, and they aren't
likely to tell you. Beornings are insular folk, liking to stick
Of the seven Dwarf Clans, the most numerous in Middle to themselves more often than not, only begrudingly
Earth are the Longbeard's. also known as Durin's Folk. allowing strangers into their midsts. The greatest of their
They are a hardy people, short, stout, strong, and race was their namesake Beorn, who fought and turned
stubborn, with a love of gold, jewels, and all things made the tide in the Battle of the Five Armies.
by skilled hands. Of all the Free Peoples, only the Noldor
can match the dwarves in craftsmanship. However, their
love of gold has led to much grief, as many great dwarven 3

2

2
2 2 1
kingdoms have fallen by wrath and dragonfire.
• Wound Threshold: 12 + Brawn
2

1

2
2 3 2 • Strain Threshold: 8 + Willpower
• Starting Experience: 95 XP
• Special Abilities: Beornings begin with one rank in Discipline.
• Wound Threshold: 11 + Brawn You still cannot train their Discipline above rank 2 during
• Strain Threshold: 10 + Willpower character creation.
• Starting Experience: 90 XP • Bear-Form: Once per session, Beornings may make a Hard
• Special Abilities: Dwarves begin with one rank in Resilience. (d
dd dd d) Discipline check to unleash their bear form, increasing
You still cannot train their Resilience above rank 2 during their Brawn by 1 and decreasing their Intellect by 1, as well as
character creation. giving their unarmed attacks +2 damage, a Crit rating of 3, and
• Dwarven Craftsmanship: Dwarves remove bb from all the Pierce 1 and Vicious 2 qualities. The difficulty of all social
Crafting checks. checks are upgraded twice, except for Coercion, which has its
• Tough as Nails: Once per session, a dwarf character may ability upgraded twice. They remain in bear form until they are
spend a Story Point as an out-of-turn incidental immediately incapacitated, after eight hours have passed, or after they make
after suffering a Critical Injury and determining the result. If an Average (ddd d) Discipline check to change back.
they do so, they count the result rolled as "01."

Hobbits
Not much is known of the origins of hobbits, not that
many care to ask. Hobbits are simple folk, and love food
and comfort above all else. They are very short, smaller
even than the dwarves, though not nearly as stout. They
have an uncanny ability to move silently, which proves
quite useful when Big Folk come blundering around.
While not particularly mighty or powerful, hobbits have a
courage that surprises those unfamiliar with them.

1

3

2
2 2 2

• Wound Threshold: 9 + Brawn


• Strain Threshold: 11 + Willpower
• Starting Experience: 100 XP
• Special Abilities: Hobbits begin with one rank in Stealth. You
still cannot train their Stealth above rank 2 during character
creation.
• Little Folk: Hobbits are the smallest of the Free Peoples and
count as silhouette 0.

10
Careers
Loremaster
T
he Free Peoples of Middle Earth come from all walks
of life, and to attempt to classify all of them by
putting them into easily-labeled Careers would be folly. Among the Wise, none are more respected than the
Personally, I would highly recommend GMs allow their Loremasters. They have spent much time in all manner of
players to create their own "Careers", using the eight listed studies, from craftsmanship and medicine to ancient
here as a guideline. However, if individual GMs feel the legends, and in some cases even the dark secrets of the
need to classify their players into Careers, then I worked Enemy. They are the wisest and most learned of the Free
to make the available careers feel like they were truly a Peoples, with Elrond Halfelven and Saruman the White
part of Tolkien's world. greatest among their number.
Cool, Crafting, Discipline, Knowledge (Lore),
Burglar Knowledge (Forbidden), Medicine, Melee
When the word Burglar is said, there is one name that (Light), Vigilance
springs to mind: Bilbo Baggins. While hardly considered
Burglar material at the beginning of his quest, Bilbo had Mariner
many of the qualities required for a good Burglar. While the West may be hidden from all but the elves, the
Burglars need to be sneaky and able to squeeze out of Eldar are not the only people to feel the call of the sea.
tight spots, able to trick others, and of course do some Cirdan the Shipwright and Eärendil the Mariner are
burglaring. They are also often good with knives and short greatest among their number, with Eärendil's skill so great
swords and have keen eyes and ears. that he now sails through the heavens, bearing aloft one of
Cool, Coordination, Deception, Melee (Light), the Silmarils as the Evening Star.
Perception, Skulduggery, Stealth, Streetwise Cool, Discipline, Siege, Knowledge
(Adventuring), Leadership, Operating,
Craftsman Perception, Vigilance
The elves and dwarves are both famed for their
Craftsmen, and in the Second Age the Men of Numenor Merchant
grew skilled in their own manners of craft. Craftsmen Not all of the Free Peoples in Middle Earth are great
have shaped the fate of Middle Earth, as Feanor is famed warriors, leaders, or masters of lore. However, while their
for his crafting of the Silmarils, and his descendant deeds are not often mentioned in song, Merchants are a
Celebrimbor is known for his forging of the Rings of necessary part of the world, helping to bring the peoples
Power. Craftmen need to be strong and resilience while of Middle Earth together through trade. Without
working in the forge, and of course need to know how to Merchants, the riches of Erebor would never be seen
get the best price, if they are willing to sell their work of beyond the Lonely Mountain, and the Free Peoples would
course. be even more divided.
Athletics, Discipline, Crafting, Knowledge Charm, Cool, Deception, Knowledge
(Lore), Negotiation, Perception, Resilience, (Adventuring), Negotiation, Perception,
Streetwise Streetwise, Vigilance
Captain Ranger
History and legend are filled with great leaders of Men, While the Rangers of the North such as Aragorn are
Elves, and Dwarves. From the Elven High King Gil-galad certainly the most famous of those to bear the title of
to Boromir, Captain of Gondor, Captains are the ones Ranger, they are not the only ones who can be called
leading the battle against the Shadow. Captains do not Ranger. All those skilled in the ways of the Wild take the
shout orders from behind, but lead from the front, path of the Ranger, from the Dunedain of the North to
charging into battle alongside their brothers-in-arms. They many of the elves of Mirkwood, such as their prince
must be skilled in all the arts of war and be able to stand Legolas Greenleaf. Rangers need to understand the Wild
strong and inspire the men they lead into battle. and be prepared to face any dangers that are to be found.
Athletics, Discipline, Leadership, Melee Athletics, Coordination, Knowledge
(Heavy), Melee (Light), Resilience, Riding, (Adventuring), Melee (Light), Perception,
Vigilance Ranged, Stealth, Survival
11
Soldier
As much as great leaders and learned men are needed, no Warriors such as Gimli can be considered examples of
war can be won without Soldiers. These are the men on Soldiers, but more often these men go unnamed, though
the front lines, fighting every day to protect the Free they care little about such things. They care only that the
Peoples of Middle Earth, often with no songs to sing their people of Middle Earth are kept safe from the Shadow.
sacrifice. Soldiers must be disciplined and resolute, able to
understand and wield any weapon placed into their hands. Athletics, Coercion, Melee (Heavy), Melee
(Light), Ranged, Riding, Siege, Vigilance

Skills
General: Survival (Cun)
Athletics (Br) Vigilance (Will)
Cool (Pr) Combat:
Coordination (Ag) Brawl (Br)
Crafting (Int) - (Replaces Mechanics) Melee - Heavy (Br)
Discipline (Will) Melee - Light (Br)
Medicine (Int) Ranged (Ag)
Perception (Cun) Siege (Int) - (Replaces Gunnery)
Resilience (Br) Social:
Riding (Ag) Charm (Pr)
Skulduggery (Cun) Coercion (Will)
Stealth (Ag) Deception (Cun)
Streetwise (Cun) Leadership (Pr)
Negotiation (Pr)
Knowledge:
Adventuring (Int) Lore (Int)
Knowledge (Adventuring) consists of geography, Knowledge (Lore) includes an understanding of history,
knowledge of plants and animals, knowledge of how and legends, ancient runes, and lost secrets such as Ring-lore,
where to find proper gear, knowledge of foreign lands, as well as knowledge of the powerful figures and strange
and generally all of the things that adventurers need to beings of Middle-Earth.
know.

Forbidden (Int)
Knowledge (Forbidden) includes understanding and
reading Black Speech, comprehending the dark sorceries
of the Enemy, and other dark secrets best not known by
mortal men.

12
Talents
Tier 1 After your character makes a Perception, Vigilance, or
Knowledge (Adventuring) check to notice, identify, or
Apothecary avoid a threat in a cavern, subterrean ruin, or similar
location, your character cancels a number of uncanceled
Tier: 1 a no greater than your character's ranks in Dungeoneer.
Activation: Passive Finesse
Ranked: Yes Tier: 1
When a patient under your character's care heals wounds Activation: Active (Incidental)
from natural rest, they heal additional wounds equal to
twice your character's ranks in Apothecary. Ranked: No

Bullrush When making a Brawl or Melee (Light) check, your


character may use Agility instead of Brawn.
Tier: 1
Activation: Active (Incidental)
Painful Blow
Tier: 1
Ranked: No
Activation: Active (Incidental)
When your character makes a Brawl, Melee (Light), or
Melee (Heavy) combat check after using a maneuver to Ranked: No
engage a target, you may spend aaa or t to use this
When your character makes a combat check, you may
talent to knock the target prone and move them up one
voluntarily increase the difficulty by one to use this talent.
range band away from your character.
If the target suffers one or more wounds from the combat
check, the target suffers 2 strain each time they perform a
Challenge! maneuver until the end of the encounter.
Tier: 1
Precision
Activation: Active (Maneuver)
Tier: 1
Ranked: Yes
Activation: Active (Incidental)
Once per encounter, your character may use this talent to
choose a number of adversaries within short range no Ranked: No
greater than your character's ranks in Challenge! (a
When making a Brawl or Ranged check, your character
minion group counts as a single adversary for this
may use Cunning instead of Brawn and Agility.
purpose). Until the encounter ends or your character is
incapacitated, these adversaries add b
b to combat checks
targeting your character and b bbb to combat checks
Rapid Recovery
targeting other characters. Tier: 1

Dungeoneer Activation: Passive

Tier: 1 Ranked: Yes

Activation: Passive When the character recovers strain after an encounter has
concluded, he recovers one additional strain per rank in
Ranked: Yes Rapid Recovery.

13
Shield Slam Ancient Lore
Tier: 2
Tier: 1
Activation: Passive
Activation: Active (Incidental)
Ranked: No
Ranked: No
Knowledge (Lore) and Medicine are now career skills for
When your character uses a shield to attack a minion or your character.
rival, you may spend aaaa or t to stagger the target
until the end of the target's next turn. Block
Strong Arm Tier: 2
Tier: 1 Activation: Active (Incidental, Out of Turn)
Activation: Passive Ranked: No
Ranked: No Your character must have purchased the Parry talent to
benefit from this talent. While wielding a shield, your
Treat thrown weapons as if they had one step greater character may use the Parry talent to reduce damage from
range, to a maximum of Medium range. ranged attacks as well as melee attacks targeting your
character.
Tavern Brawler
Tier: 1 Bulwark
Activation: Passive Tier: 2

Ranked: No Activation: Active (Incidental, Out of Turn)


Ranked: No
Your character adds a to Brawl checks and combat
checks using improvised weapons. Your character must have purchased the Parry talent to
benefit from this talent. While wielding a weapon with the
Tumble Defensive quality, your character may use Parry to reduce
the damage of an attack targeting an engaged ally.
Tier: 1
Activation: Active (Incidental) Commander
Ranked: No Tier: 2

While engaged with one or more Adversaries, may suffer Activation: Passive
2 strain to move to short range as an incidental.
Ranked: No
Tier 2 Cool and Leadership are now career skills for your
character.
Adventurer
Tier: 2
Dirty Tricks
Tier: 2
Activation: Passive
Activation: Active (Incidental)
Ranked: No
Ranked: No
Athletics and Knowledge (Adventuring) are now career
skills for your character. After your character inflicts a Critical Injury on an
adversary, they may use this talent to upgrade the
difficulty of that adversary's next check.

14
Your character may suffer 2 strain to use this talent. Until
Encouraging Song the start of your character's next turn, enemies must spent
two maneuvers to disengage from your character.
Tier: 2
Activation: Active (Action) Heroic Recovery
Ranked: No Tier: 2

While equipped with a musical instrument, your character Activation: Active (Incidental)
may use this talent to make an Average (dd) Charm Ranked: No
check. For each s the check generates, one ally within
medium range adds b b to their next skill check. For each When your character acquires this talent, choose one
a, one ally benefiting from Encouraging Song heals 1 characteristic. Once per encounter, you may spend one
strain. Story Point to use this talent to have your character heal
strain equal to the rating of the chosen characteristic.
Exploit
Hunter
Tier: 2
Tier: 2
Activation: Active (Incidental)
Activation: Passive
Ranked: Yes
Ranked: No
When your character makes a combat check with a
Ranged or Melee (Light) weapon, they may suffer 2 strain Knowledge (Adventuring), Ranged, and Survival are now
to use this talent to add the Ensnare quality to the attack. career skills for your character.
The rating of the Ensnare quality is equal to your
character's ranks in Exploit. Impaling Strike
Tier: 2
Feral Strength
Activation: Active (Incidental)
Tier: 2
Ranked: No
Activation: Passive
When your character inflicts a Critical Injury with a melee
Ranked: Yes weapon, until the end of the target's next turn they may
Add +1 damage to Brawl, Melee (Light), and Melee use this talent to immobilize the target (in addition to the
(Heavy) checks per rank in Feral Strength. other effects of the Critical Injury).

Flash of Insight Reckless Charge


Tier: 2 Tier: 2

Activation: Passive Activation: Active (Incidental)

Ranked: No Ranked: No

When your character generates t on a knowledge skill After using a maneuver to engaged an adversary, your
character may suffer 2 strain to use this talent. They then
check, roll bbbb and add the results to the check, in
add sshh to the results of the next Brawl, Melee
addition to spending the t as usual.
(Light), or Melee (Heavy) combat check they make this
Grapple turn.

Tier: 2
Activation: Active (Incidental)
Ranked: No

15
Stunning Blow Tier 3
Tier: 2 Armor Master
Activation: Active (Incidental) Tier: 3

Ranked: No Activation: Passive

When making a Melee check, may inflict damage as Ranked: No


strain instead of wounds (does not ignore soak).
When wearing armor, increase total soak value by 1.
Threaten Backstab
Tier: 2
Tier: 3
Activation: Active (Incidental, Out of Turn)
Activation: Active (Action)
Ranked: Yes
Ranked: No
After an adversary within short range of your character
Your character may use this talent to attack an unaware
resolves a combat check that deals damage to one of your
adversary using a Melee (Light) weapon. A Backstab is a
character's allies, your character may suffer 3 strain to use
melee attack, and follows the normal rules for performing
this talent to inflict a number of strain on the adversary
a combat check (see page 101 of the Genesys Core
equal to your character's ranks in Coercion. The range of
Rulebook), using the character's Skuduggery skill instead
this talent increases by one band per rank of Threaten
of Melee (Light). If the check succeeds, each uncanceled
beyond the first.
s adds +2 damage (instead of the normal +1).
Tinkerer Bodyguard
Tier: 2
Tier: 3
Activation: Passive
Activation: Active (Maneuver)
Ranked: Yes
Ranked: Yes
May add 1 additional hard point to a number of items
equal to ranks in Tinkerer. Each item may only be Once per round, may suffer a number of strain no greater
modified once. than ranks in Body Guard to use this talent. Choose one
ally engaged with your character; until the end of your
Well-Traveled character's next turn, upgrade the difficulty of all combat
checks targeting that ally a number of times equal to the
Tier: 2 strain suffered.
Activation: Passive Careful Planning
Ranked: No Tier: 3
Knowledge (Adventuring), Negotiation, and Vigilance are Activation: Active (Incidental)
now career skills for your character.
Ranked: No
Wraithbane Once per game session, the character can choose to
Tier: 2 introduce a “fact: or additional context directly into the
narrative as if he had spent a Story Point.
Activation: Passive
Ranked: No
Your character counts the Critical rating of their weapon
as one lower to a minimum of 1 when making an attack
targeting an undead adversary.
16
Cavalier Dual Strike
Tier: 3
Tier: 3
Activation: Active (Incidental)
Activation: Maneuver
Ranked: No
Ranked: No
When resolving a combined check to attack with two
While riding a mount trained for battle, once per round weapons in a melee combat, your character may suffer 2
your character may use this talent to direct the mount to strain to use this talent to hit with the secondary weapon
perform an action.
(instead of spending aa).
Counterattack Easy Prey
Tier: 3
Tier: 3
Activation: Active (Incidental, Out of Turn)
Activation: Active (Maneuver)
Ranked: No
Ranked: No
Your character must have purchased the Improved Parry
Your character may suffer 3 strain to use this talent. Until
talent to benefit from this talent. When your character uses
the start of your character's next turn, your character and
the Improved Parry talent to hit an attacker, they may also
activate an item quality of the weapon they used as if they allies within short range add b bb b to combat checks
against immobilized targets.
had generated aa on a combat check using that
weapon.
Freerunning
Deadly Accuracy Tier: 3
Tier: 3 Activation: Active (Maneuver)
Activation: Passive Ranked: No
Ranked: No Suffer 1 strain when making a Move maneuver to move
to any location within short range.
Choose one combat skill. The character may add his ranks
in that combat skill as additional damage to one hit of a
successful attack made with that skill made with non-
Frenzied Attack
vehicle weapons. Tier: 3

Dissonance Activation: Active (Incidental)

Tier: 3 Ranked: Yes

Activation: Active (Action) When making a Melee or Brawl check, suffer a number of
strain to upgrade the attack an equal number of times. The
Ranked: No strain suffered may not exceed ranks in Frenzied Attack.
While wielding a musical instrument, your character may
use this talent to make an Average (d dd d) Charm
Lethal Blows
check. For each s the check generates, one enemy of Tier: 3
the player's choosing within medium range suffers 1
Activation: Passive
wound. For each a, one enemy affected by Dissonance
suffers 1 additional wound. Ranked: Yes
Add +10 per rank of Lethal Blows to any Critical Injury
results inflicted on opponents.

17
Nobody’s Fool Unarmed Parry
Tier: 3
Tier: 3
Activation: Passive
Activation: Passive
Ranked: No
Ranked: Yes
May Parry while unarmed. Reduce strain cost to Parry
May upgrade difficulty of incoming Charm, Coercion, or while unarmed by 1 (to a minimum of 1).
Deception checks once per rank of Nobody’s Fool.

Precise Aim Valuable Facts


Tier: 3
Tier: 3
Activation: Active (Action)
Activation: Active (Maneuver)
Ranked: No
Ranked: Yes
Once per encounter, the character may make a Hard
Once per round, may perform Precise Aim maneuver.
Knowledge check. If successful, the character may add t
Suffer a number of strain no greater than ranks in Precise
to any one check made by an allied character during the
Aim, then reduce target’s melee and ranged defense by
encounter. The subsequent check should relate in some
that number.
way to the facts the character learned, or the player should
Precise Archery come up with an explanation for why the information the
character learned is instrumental in the success of the
Tier: 3 ally’s check.

Activation: Passive Tier 4


Ranked: No
Armor Master (Improved)
When making a Ranged combat check targeting a
character engaged with one of your character's allies, Tier: 4
downgrade the difficulty of the check once (thus negating Activation: Passive
the penalty for shooting at engaged targets).
Ranked: No
Shockwave Your character must have purchased the Armor Master
Tier: 3 talent to benefit from this talent. When wearing armor
with a soak value of 2 or higher, increase defense by 1.
Activation: Passive
Ranked: No Back-to-Back
Your character treats Melee (Heavy) weapons as Tier: 4
possessing the Blast item quality with a rating equal to Activation: Passive
your character's ranks in Melee (Heavy). Your character
does not suffer damage from their weapon's Blast quality Ranked: No
(but allies do!).
While engaged with one or more allies, your character
Touch of Fate and allies they are engaged with add b
b to combat checks.
If one or more allies engaged with your character also
Tier: 3 have Back-to-Back, the effects are cumulative to a
maximum of b bb b.
Activation: Active (Incidental)
Ranked: No
Once per game session, the character may add b
bbb to
any one skill check.
18
Death Rage Tier 5
Tier: 4 Coordination Dodge
Activation: Passive Tier: 5

Ranked: No Activation: Active (Incidental)

Your character adds +2 damage to melee attacks for each Ranked: No


Critical Injury they are currently suffering. (Your GM
When targeted by a combat check, may spend 1 Story
may also impost additional penalties on social checks
your character makes if they are suffering Critical Injuries Point to add f equal to ranks in Coordination to check.
due to their frenzied behavior.)
Crushing Blow
Intense Focus Tier: 5
Tier: 4 Activation: Active (Incidental)
Activation: Active (Maneuver) Ranked: No
Ranked: No Once per session after rolling a melee attack but before
Before making a skill check, may perform the Intense resolving the check, your character may suffer 4 strain to
Focus maneuver. Suffer 1 strain and upgrade the ability of use this talent. While resolving the check, the weapon
the skill check once. gains the Breach 1 and Knockdown item qualities, and
destroys one item the target is wielding that does not have
Savage Sweep the Reinforced quality.

Tier: 4 Let's Talk This Over


Activation: Active (Incidental) Tier: 5
Ranked: No Activation: Active (Incidental, Out of Turn)

Increase difficulty of Melee or Brawl check by 1 to Ranked: No


perform Savage Sweep action. May spend aa to hit
Once per game session, when a combat encounter against
additional engaged targets.
one or more sentient beings is about to begin, your
character may make a Daunting (d dd dddd d) Charm
Unrelenting check. If successful, the combat encounter instead
Tier: 4 becomes a social encounter, with the PCs attempting to
convince their opposition to back down, come around to
Activation: Active (Incidental) their viewpoint, or accept a compromise. The GM is the
Ranked: No final arbiter of how the situation resolves without violence
(or how the combat encounter continues if the character's
Once per round after resolving a successful Brawl, Melee check is unsuccessful).
(Light), or Melee (Heavy) combat check, your character
may suffer 4 strain to use this talent to make an additional Retribution
melee attack as an incidental against the same target.
Tier: 5
Increase the difficulty of the combat check by one if this
attack uses a second weapon, or by two if the attack uses Activation: Active (Incidental, Out of Turn)
the same weapon.
Ranked: No

19
Once per round when an adversary attacks an ally within
medium range, your character may spend one Story Point
to use this talent to automatically hit that enemy once with
a weapon your character is wielding, if the enemy is
within the weapon's range. The hit deals the weapon's
base damage, plus any damage from applicable talents or
abilities.

Superhuman Skill
Tier: 5
Activation: Active (Incidental)
Ranked: No
When purchased, choose a skill. Once per session, when
rolling d on a check with that skill, spend a Story Point
to remove the d and replace it with a number of s equal
to ranks in that skill.

Whirlwind
Tier: 5
Activation: Active (Action)
Ranked: No
Your character may suffer 4 strain to use this talent to
make a Brawl, Melee (Light), or Melee (Heavy) attack
against the engaged adversary who is hardest to hit (as
determined by the GM), increasing the difficulty by one.
If the combat check succeeds, each adversary engaged
with the character suffers one hit from the attack, that
deals base damage plus damage equal to the total s
scored on the check.

Zealous Fire
Tier: 5
Activation: Active (Passive)
Ranked: No
Each time your Game Master spends a Story Point, your
character heals 2 strain.

20
Heroic Abilities
P
layer characters are heroes, with unique capabilities each level of the effect are cumulative, so if you spend
that set them apart from the ordinary inhabitants of ability points for the improved effect, your character still
Middle Earth. When you create your Genesys character get all the benefits of the base effect.
for Adventures in Middle Earth, you also choose a Heroic
Ability for your character during Step 4 of character When deciding on a primary ability effect, look to your
creation (see page 44 of the Genesys Core Rulebook). character’s concept and what you know about them
Each player character has only one Heroic Ability, which already. Their Heroic Ability is central to who your
helps set them apart as a hero. As your character grows in character is, and why they adventure. It helps define your
experience, they receive ability points, which you spend character.
on upgrades that further customize your character’s
Heroic Ability. All the Facts
Your character has a knack for knowing vital information
Using a Heroic Ability when it is needed. They might pick up on significant clues
others
missed at the scene of a crime, or recall an ancient
Heroic Abilities are quite powerful, so there are some
Elven song that sheds light on a situation. Whether your
pretty significant limitations on when you can use them.
character remembers
information they already know or
However, one of the ways you can customize your Heroic
discovers something in the moment, their ability to do so
Ability is by spending ability points to reduce these
is extraordinary. It could be thanks to an eidetic memory,
restrictions.
years of study, enhanced senses, or anything else.
By default, activating a Heroic Ability requires you to
Base: While this ability is active, during each of their
spend 2 Story Points. The effects of the Heroic Ability last
turns your character learns (or remembers) an important
until the end of your character’s next turn, and you can
fact about a situation, person, creature, place, or object of
only activate it once per session. Unless stated otherwise
their choice. The subject of the information must be either
in the description of a specific effect, activating a Heroic
observable by your character or directly relevant to the
Ability is an incidental.
situation.
Creating a Heroic Ability Improved: Additionally, while this ability is active your
To create your Heroic Ability, you'll need to follow a character upgrades the ability of all checks they make
series of simple steps. Once you finish, you will have a once if the check relates to the new information.
Heroic Ability tailored to your character.
1. Choose Primary Ability Effect: The primary GM Advice: Resisting Heroic Abilities
effect is the core of your Heroic Ability. It defines what Many Heroic Abilities directly affect NPCs, and
the ability does when you activate it. Even at the base the impact can be significant. For the most part,
level, these effects are potent. NPCs targeted by a character using a Heroic
Ability do not have an opportunity to try to resist
2. Determine Your Ability’s Origin: How does or avoid the Heroic Ability’s effects. Usually, this
your character come by their extraordinary abilities? is a good thing; the PCs are the heroes of the story,
You can make something up or roll randomly to and Heroic Abilities exist to showcase this.
determine the origin of your Heroic Ability.
However, you might want to allow some important
3. Name Your Ability: Every Heroic Ability needs a NPCs, particularly nemeses, to attempt to avoid the
unique, evocative name! full effects of a Heroic Ability. Rather than simply
having the NPC roll a skill check to resist a Heroic
Choose a Primary Ability Effect Ability’s effect, you might consider having the PC
A primary ability effect is the core of a Heroic Ability. The who is using the Heroic Ability make an opposed
effect tells you what your ability does—the benefit your check against the NPC. The adversary resists with
character
from activating it. A Heroic Ability gets only Discipline if they are using force of will or
one primary ability effect, so choose carefully! Your intellect, or Resilience if they are using physical
character receives the benefits for the base ability, unless strength.
you spend ability points to upgrade to the improved or
supreme version. Unless stated otherwise, the benefits of
21
Supreme: For each fact you learn using the ability, you
gain a
temporary Story Point that you or another player Heroic Abilities in the Narrative
may spend
before the end of the session. A temporary Although Heroic Abilities have to be activated
and
Story Point is
removed from the pool when it is used, but last only for a short time, at the GM’s
discretion,
it is not converted
to a GM Story Point. When you use characters may receive some small, narrative
these temporary Story
Points, describe how the benefit from an ability at all times, not only
when it
information your character learned
or provided benefits is activated. After all, a character’s Heroic
Ability
the group. says something important about who they
are, and
is likely to have an impact on much of what
they
Connected do. However, it’s important that these minor
Your character seems to know everyone—or at least considerations don’t duplicate or rival the benefits
everyone
who’s worth knowing. Many people who are provided by activating a Heroic Ability.
highly placed
or just plain powerful owe you favors, and
you can call these
in when the time is right. Alternatively, The Sixth Sense effect is a good example. If a
your character might
have blackmail information or other character
can speak with animals, they might be
leverage over such NPCs. able to
do so at any time—although there is no
guarantee
they will receive useful information
Base: When your character activates this ability, choose without activating
their ability! On the other hand,
one
NPC and reveal that they owe your character a favor. if a character
can read thoughts, the GM might
Work
with the GM to establish the relevant details of the decide that it
requires a high degree of focus, or
existing
relationship between your character and the NPC. even that external
circumstances have to be just
In some
cases, the GM might determine that there is just right. Similarly,
if a character’s primary ability
no way you
could know the NPC in question, in which effect is Connected,
the player and GM might
case your Heroic
Ability does not activate (you don’t decide that the character
already knows many of
spend any Story Points,
and you can still activate it later in the NPCs encountered in
the game, even though
the session). The NPC
won’t risk their life or kill anyone they don’t all owe the character
a significant favor.
as the favor. They also won’t
do something that’s
obviously going to ruin their social standing,
finances, or Base: Each round while this ability remains active, each
so on. However, your character might be able
to convince round you may ask the GM one yes-or-no question about
them there is no such risk! knowledge your character doesn’t have any mundane or
logical
reason to possess, which the GM must answer
Improved: While this ability is active, your character
truthfully.
Your character gains this information through
downgrades
the difficulty of all social skill checks they
whatever esoteric
means are appropriate. (Acting on this
make once.
information is another
matter entirely, of course. You can’t
Supreme: While this ability is active, when an go around accusing nobles
of crimes without evidence
intelligent
adversary declares your character the target of just because you saw it in a vision!)
an attack, as an
out-of-turn incidental you may force the
Improved: While this ability is active, you may reroll
adversary to choose
a different target instead.
one skill
check relevant to a question you asked the GM.
Foretelling Supreme: Once, while this ability is active, when an
Your character possesses mystical means of predicting NPC
makes a skill check you can roll an identical dice
future
events, or lives their life in pursuit of an ancient pool and
choose to substitute its results for the NPC’s
prophecy—of
which they might even be the subject. check.
Whether through interpreting
others’ dreams, seeing
omens in the movement of animals,
scrying in a watery
mirror, or interpreting the words of
ancient seers, your
character has access to useful information
about events in
progress and those yet to happen.

22
Base: When your character activates this ability, and at
Hard to Kill the
beginning of their turn each round while it remains
When your character steels their resolve and tightens their active,
your character heals 3 wounds.
grip on weapon or staff, they can shrug off the worst the
Improved: When you activate this ability, your
enemy throws at them. In moments of dire import, they character heals
all current wounds they are suffering.
face
down overwhelming opposition without taking a
scratch. This
might represent raw toughness and the will Supreme: When you activate this ability, your character
to power through,
or it might be an effect of magic. heals
one Critical Injury they are suffering.
Base: While this ability is active, your character gains +4
soak.
Paragon
When it comes to a particular skill, your character is
Improved: While this ability is active, your character simply
the best. Whether their abilities really are
also
increases the difficulty of combat checks targeting supernatural (or
just seem that way), your character
them by one. always achieves the check
they want when it really
counts. More importantly, even when
things could go
Supreme: While their Heroic Ability is active, your disastrously wrong, they never do.
character
becomes immune to damage; reduce all damage
the character
suffers to 0. Base: When you select this primary ability effect, choose
one
skill. While this ability is active, after rolling the dice
Influential for a
check using that skill but before resolving the results,
Your character is an unparalleled orator, impossibly you may
remove d d of your choice from the pool. (Ignore
charming,
or even possessed of a supernatural ability to the symbols
shown on that die when resolving the check.)
influence others.
Whether through lying, impassioned
Improved: While this ability is active, you may also
speeches, moving poetry
recitations, or any number of
methods, your character gets
people to do what they want. remove bb of
your choice from the results of checks using
your chosen skill.
Base: While this ability is active, when your character
uses
a social skill to inflict strain during a social encounter
(see
page 118 of the Genesys Core Rulebook), they inflict GM Advice: Adjudicating Heroic Abilities
additional
strain equal to their characteristic linked to the While all Heroic Abilities have an important
skill. If
the social encounter is resolved with a single skill narrative impact, some abilities have
a stronger or
check, your
character instead adds a number of s equal entirely narrative effect. While it’s
simple to
to their characteristic
linked to the skill. resolve the use of abilities that directly
interact
with the mechanics of the game, primary
ability
Improved: While this ability is active, your character effects like Foretelling and Connected can
leave a
only
needs to spend aa to trigger a “critical remark” lot up to the GM. As the GM, you should
resolve
(see the
sidebar on page 123 of the Genesys Core these abilities in much the same way as any
other
Rulebook) and
inflict 5 strain on the target. Your character activity the PCs undertake that doesn’t call
for a
can inflict multiple
critical remarks with a single check. skill check, or any other question the players
might
ask about the setting.
Supreme: While this ability is active during a social
encounter,
your character also reduces any strain they While these effects do place certain restrictions on
suffer by an
amount equal to their Presence or their ranks your response, they also allow plenty of freedom to
in Cool (whichever
is higher). This reduction applies to resolve the use of an ability in the way that works
skill checks, talents,
and abilities that inflict strain, but it best for your game and campaign. The favor a PC
applies only during a
social encounter and does not apply gains by using Connected or the knowledge they
to strain your character
suffers voluntarily. gain through All the Facts provide opportunities
for
you to keep the action on track by providing the
Miraculous Recovery PCs with the information or opportunity they need
Your character’s injuries often turn out to be not as bad as to progress the adventure. However you choose to
they look, or perhaps your character actually heals resolve the ability, just make sure the player gains
physical
wounds so rapidly as to defy explanation. In any the benefit they expect from their chosen ability
and that it has a suitably heroic impact on the
case, they
have a tendency to walk away from bloody
fights with nothing
more than scratches. game!

23
Supreme: While this ability is active, you may remove Signature Weapon
c
c
instead of dd from the results of checks you make
using the
chosen skill. Some heroes (and their reputations) are inseparable from
their
chosen weapon. These weapons are often just as
Sixth Sense famous as
the heroes who wield them. Your character’s
signature weapon
may be enchanted, or even intelligent. It
Your character possesses a rare, maybe even unique, could instead simply
be a well-crafted weapon that your
capacity
to perceive that goes beyond the five senses that character wields effortlessly.
The full capabilities of such a
limit most
mortals. They might be able to understand the singular weapon, particularly
one of magical or unknown
language of
animals, sense the thoughts of others, talk to provenance, sometimes only
become apparent in the
rocks and trees, or even communicate
with the spirits of crucible of battle, in moments of true
hardship and
the recently dead. heroism.
Base: When you choose this Heroic Ability, you and the Base: Your character has a signature weapon, which is
GM
decide what type of entity your character’s chosen
from Table 2–1: Signature Weapons which can be
extrasensory perception
applies to, such as animals, the of
Dwarven, Elven, or Steel craftsmanship (see page 97).
dead, others’ minds,
and so on. While this ability is active, You and the GM should work together to determine what
your character can
communicate in a limited fashion with form the weapon takes and how it came to your
this type of entity,
receiving emotions and vague character’s
possession. The appearance of the weapon
impressions. In addition, when
you activate this ability, does not affect its
profile, but may dictate what
your character uses this method of
communication to attachments are available. (For
instance, if you describe
automatically gain one important piece of
information your Signature Weapon as a halberd,
you can’t add the
relevant to the current encounter. weighted head attachment.) In addition,
choose one
Improved: While this ability is active, your character attachment that the signature weapon does not
possess.
can
understand and exchange simple ideas through their When you activate this ability, your signature weapon
unusual
method of perception and communication. In gains the effects of that attachment while the ability
addition, they
automatically gain another important piece remains
active (this does not have a cost or require any
of information
that is relevant to the current session. hard points).
Other attachments can be added to the
signature weapon in
the standard way.
Supreme: While this ability is active, your character can
engage in complex conversations through their unusual If your character’s signature weapon is ever lost or
method
of perception and communication; it is just as destroyed,
it either finds its way back to your character
effective and
efficient as ordinary speech, if not better. In against all odds,
or your character obtains a new signature
addition, they
automatically gain another important piece weapon. Work with
the GM to decide how this happens,
of information
that is relevant to the adventure or based on the ongoing
story. Your character should obtain
campaign. their new weapon (or
reacquire it) at the start of the next
session, if not sooner.
Conversely, your character can
never possess more than one
signature weapon at a time.
If this ever occurs (as a result of
finding a lost signature
weapon after obtaining a replacement,
for instance), work
with the GM to remove all but one signature
weapon from
your character’s possession in a suitably
dramatic fashion.

Table 1-1: Signature Weapons


NAME SKILL DAMAGE CRIT RANGE ENCUM HP SPECIAL
Brawl Weapon Brawl +2 4 Engaged 1 2 Disorient 3, Superior

Melee Weapon (One-Handed) Melee (Light) +3 3 Engaged 1 2 Superior

Melee Weapon (Two-Handed) Melee (Heavy) +5 3 Engaged 3 2 Knockdown, Superior

Ranged Weapon Ranged 8 3 Long 2 2 Superior

24
Unleash
When pushed to the breaking point—or maybe just when
they want to show off—your character unleashes their full
abilities, laying low any who oppose them. This might be
achieved in a flurry of blows as your character lays about
with
weapon strikes, or in a sudden surge of enchanted
light that
blasts away whatever monsters and foes stand
too close.
Base: While this ability is active, your character may
perform
a maneuver once per round on their turn to
immediately
defeat one minion group within short range.
Improved: While this ability is active, your character
may
instead perform an incidental once per round on their
turn
to immediately defeat one minion group within short
range.
(This replaces the base effect.)
Supreme: When you activate this ability, your
character
immediately defeats all minions
within short range.

Heroic Ability Upgrades


As your character grows in experience, they gain ability
points
to spend on upgrades for their Heroic Ability.
Improved: Your character’s signature weapon gains
Obviously,
upgrades improve the ability, but more
either the
Reinforced quality.
importantly, they
help to differentiate it. Even if two
Supreme: Your character’s signature weapon gains 2 player characters have the
same primary ability effect for
hard points and an attachment of your choice of
rarity 9 or their Heroic Abilities, different
choices of upgrades can
less at no cost (subject to the limits of
its new total hard result in very different abilities.
points).
Your character receives ability points based on the XP
Unbowed they gain through play. Every time your character’s XP
total
increases by 50, they gain one ability point to spend.
Your character can fight on despite having the most Your
character does not gain ability points based on their
horrendous
injuries. It might be sheer willpower that lets starting
XP determined by their species, but if you are
them accomplish this feat, or perhaps they are something creating a
character in Epic Play, your character does gain
more than mortal. In any case, even the most grievous an ability point for each additional 50 XP (for a total of 3
wounds do not slow them down in the heat of battle. ability points).
Base: When you activate this Heroic Ability, choose one When your character gains ability points, you decide how
Critical Injury your character is suffering (except for to spend them. Each upgrade includes a cost, and
"dead").
As long as this ability is active, do not suffer any spending
the required ability points on an upgrade
effects of
that Critical Injury, including adding +10 to permanently adds
the benefit of that upgrade to your
further rolls
on the Critical Injury Result table. You can Heroic Ability. Some
upgrades have a cumulative effect if
also activate this
Heroic Ability as an out-of-turn you purchase that upgrade
multiple times.
incidental when your character
suffers a Critical Injury.
Improved: While this ability is active, your character Duration
does
not suffer the effects of any Critical Injuries they are Cost: 1 Ability Point
suffering
(except for the “dead” Critical Injury).
Your character’s Heroic Ability effect lasts for one
Supreme: While this ability is active, your character also additional
turn for each purchase of Duration.
ignores
the effects of the “dead” result. They still die
when the ability
ends, unless the Critical Injury is
somehow removed first.

25
Frequency Empower Allies
Cost: 2 Ability Points While the ability is active, allies within short range add b
b
to their skill checks.
Your character can activate their Heroic Ability one
additional
time per session for each purchase of Rejuvenation
Frequency.
When your character activates the ability and at the
Power beginning
of each turn they take while it remains active,
your character
heals 2 strain.
Cost: Special
The first time you purchase this upgrade, it costs one Rejuvenate Allies
ability
point and your character's primary ability gains the
improved
effect. You may purchase this upgrade a second When your character activates the ability and at the
time at a cost
of another two ability points to gain the beginning
of each turn they take while it remains active,
supreme effect. all allies within
short range heal 2 strain.

Secondary Effect Renewal


Cost: 1 Ability Point When your character activates the ability, you may choose
to
generate a new PC Initiative slot. You may choose to
Add a secondary effect to your character’s Heroic Ability. use Cool
or Vigilance for this roll. The new result remains
When you purchase this upgrade, select one of the for the duration
of the encounter. The new Initiative slot is
following
secondary effects. You may purchase this immediately
available for use, but it does not allow any
upgrade a second
time to choose a different effect, for a PC to take an extra
turn during a round.
total of two secondary
effects. As with the primary ability
effect, you should work
with the GM to come up with an Story
exciting narrative explanation
for each secondary effect.
Cost: 1 Ability Point
Even if the primary effect is instantaneous, the duration
of
the Heroic Ability matters for many secondary effects. Your character only needs to spend one Story Point to
Remember, a Heroic Ability lasts until the end of your activate
the ability. You can only purchase this upgrade
once.
character’s
next turn, or longer if you take the Duration
upgrade.
Heroic Ability Origins
Devastating Your character’s Heroic Ability is an important part of
who
they are, so you’ll want to decide how they came by
While the ability is active, your character adds +2 damage such an
impressive ability. It’s likely that during this
to
one hit of each of their attacks. process you’ve
already thought about the explanation for
your character’s
ability and how they first obtained it, in
Diminish which case you should
discuss your ideas with the GM
While the ability is active, enemies within short range add and make sure you both agree
on what it means for the
b
b
to their skill checks. campaign.
If you don’t have an idea yet, or just want to leave it to
Drain fate,
you can roll on Table 1–2: Heroic Ability
When your character activates their Heroic Ability and at Origins to find out
how your character obtained their
the beginning of each of their turns it remains active, ability.
enemies
within short range suffer 2 strain.

Empowered
While the ability is active, your character adds b
b to their
skill checks.

26
Table 1-2: heroic Ability Origins
D10
ROLL ORIGIN
In Your Blood: Heroism runs in the character’s family. Perhaps their ancestor was a mighty hero or other figure in the past ages of Middle Earth, or the
1
blood of the Ainur runs in their veins.

Chosen One: The character has been chosen for a great destiny. They might be blissfully unaware of this, but sooner or later, others will take an
2
interest. There is likely a prophecy involved.

Artifact of Power: The character’s Heroic Ability doesn’t come naturally, but from an enchanted object in the character’s possession, such as an ancient
3 blade or Lesser Ring of Power. Whether the object was a chance find, a gift, or an inheritance, the character’s life changed forever when they obtained
this item.

Favored by Unseen Forces: The character is watched over and protected by powerful supernatural forces. These might be oath-bound spirits, Sauron,
4
or even the Valar themselves.

Driven: The character’s Heroic Ability is a manifestation of their powerful drive to excel and succeed. This drive could stem from a sense of duty, a
5
sacred oath, or even an obsession with vengeance.

Life-Changing Experience: The character’s ability is the result of a singular experience that changed their life. Perhaps a great hero saved them from
6
monsters, or the character stumbled upon something they shouldn't have.

Blessed/Cursed: The character’s ability is the result of a blessing or a curse. Perhaps the character hopes to find a way to lift the curse, or must abide
7
by a code of behavior in order to retain the benefits of their blessing.

Peerless Training: The character’s Heroic Ability is the result of long hours of intensive and unique training. The character’s teacher might have been a
8
legendary master in their field, a mysterious stranger, or even a powerful Maia.

Lost Knowledge: The character’s Heroic Ability developed as a result of exposure to a lost culture or people that have since been wiped from the earth.
9
The character might be the last survivor of this people or have been exposed to their ways through ancient ruins or texts.

0 Roll again, ignoring duplicates of this result, and apply both origins.

Creating Heroic Abilities Example: Connected


The following are two examples to illustrate the process Sam is creating his character, a Dunedain of the
of creating
Heroic Abilities for PCs, including crafting North named Athelon, for a new campaign. His
origins that
tie into character creation. character concept is that of a grizzled explorer who
has seen everything and been everywhere, so he
Example: Unleashed chose the Ranger career. Brandon is now on step 4
of character creation and has already spent his
Rosie is ready to choose a Heroic Ability for her starting XP, so he is ready to choose his heroic
character, an silvan elf Soldier named Ilthariel. ability.
Ithariel has served as a part of the Mirkwood
Guard for many centuries, but cannot rise far in He decides the Connected primary effect is a good
influence due to her silvan heritage. Rosie hasn't fit for the character - Athelon knows lots of people
quite decided yet how Ithariel became such a from his travels, so at least a few people are bound
skilled swordswoman, but she decides on the to owe him a few favors. He rolls on the Heroic
Unleashed primary effect to represent her ability to Ability Origins table and gets a 1, and the In Your
swiftly best most foes in battle. Blood origin. This fits with the concept, so Sam
decides the Heroic Ability represents the ties
She rolls a 5 for the ability's origin, obtaining a Athelon's family has had through their many
result of Driven. Based on this, Rosie decies that generations of wandering the world.
Ithariel has worked diligently all her long life to
gain the respect of her compatriots in the Guard He's not sure what to call the ability, so he thinks
and desires to gain a high place despite not being about upgrades he might purchase in the future. He
of Sindarin descent. likes the idea of Empower Allies secondary effect,
which could represent Athelon's ability to inspire
Rosie decides to call her Heroic Ability "Martial his allies with his presence, and calls his ability
Ambition." "Old Allies."
27
Weapons
Axe & Battleaxe Dagger & Parrying Dirk
While regular axes are generally meant for chopping Daggers are very small weapons, designed more for
wood, battleaxes are vicious weapons that can leave stealth than open combat. Parrying dirks are much like
painful, incapacitating wounds. Therefore, we gave them daggers, but their crossguards are designed to catch other
the Vicious 1 quality so that any Critical Injuries your blades, making them useful for deflecting attacks.
character inflicts will be worse than expected. Daggers and parrying dirks add b b to checks to find or
notice them.
Barrow and Morgul Blades
These weapons are unique among all weapons crafted by Greatsword, Greataxe, Greathammer, & Elven
men, elves, or dwarves. Morgul blades are designed by Greatsword
the cunning craft of the Enemy, designed to corrupt even Almost any hand weapon can be found as a great weapon,
the incorruptable. They can pierce through nearly any although swords and axes are the most common, and
armor, and if they land a Critical Injury (an easy task with dwarves are fond of greathammers. As you see from their
a Crit rating of 1), they automatically give the special stat lines, great weapons are devastating, but require
Critical Injury: Fading Into Shadow. Someone falling into impressive physical strength to swing (the greataxe and
shadow will have their Wound and Strain Threshold greathammer) or coordination to keep their blade in the
reduced by 1 each round (or every five minutes). If one of right place (the greatsword). The greataxe and greatsword
their thresholds is reduced to 0, they become a Wraith, also have some of the characteristics of their smaller
subject to the will of the one who wielded the blade. After cousins (Defensive and Vicious, respectively), while the
being used, the blade disintegrates. greathammer is particularly brutal. Elven greatswords are
Any use of such a blade gives the user 10 points of special because they are the only Melee (Heavy) weapons
Shadow, with an additional 10 if they succeed in turning capable of being used with the Finesse talent, as elves
their opponent into a Wraith. A Medicine check aided by have always been more agile than brawny, and designed
Athelas can hold off the effects for one day per check, but their weapons accordingly.
the only way to fully heal the wound is with the Heal
spell. Halberd
A halberd is a basic infantry weapon, basically an axe
Barrow blades were designed by the Men of Westernesse blade mounted on a long pole. It requires two hands to
as weapons against the servants of the Dark Lord, wraiths wield and is pretty heavy, but it’s cheap, it keeps an
in particular. A wraith struck with a barrow blade and opponent at arm’s length, and the cutting head can shear
given a Critical Injury is temporarily bound to the Mortal through armor.
World, and is just as subject to physical attacks as any
mortal, as well as having their Wound and Strain
thresholds halved. Like a morgul blade, once a barrow
Light Spear & War Spear
blade is used in this way, the blade disintegrates. Although a simple weapon, a spear is easy to wield and
allows the user to keep some distance from an opponent.
Hence, spears don’t have very high damage, but the
Accurate 1 quality represents their ease of use. In addition,
the Defensive 1 quality represents their usefulness at
keeping someone at arms’ reach. Warspears are much like
their lighter cousins, but are more effective and take two
hands to wield.

Mace & Warhammer


Maces are simple weapons, so they didn’t get any item
qualities. Instead, they are cheaper than other weapons.
Warhammers work similar to maces, but are designed to
break through armor and crush enemy's bones, giving
them Pierce and Sunder.

28
Table 2-1: Weapons
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
MELEE WEAPONS
Axe Melee (Light) +2 4 Engaged 2 25 1

Barrow Blade Melee (Light) +1 1 Engaged 1 1000 9 Breach, Westernesse

Battleaxe Melee (Light) +3 3 Engaged 2 150 2 Vicious 1

Dagger Meele (Light) +1 3 Engaged 1 20 1

Elven Melee
+5 1 Engaged 2 1200 7 Defensive 1, Finesse, Pierce 1, Superior, Unwieldy 4
Greatsword (Heavy)

Melee
Greataxe +4 3 Engaged 4 300 4 Cumbersome 3, Pierce 2, Vicious 1
(Heavy)

Melee Cumbersome 4, Disorient 3, Pierce 2, Inaccurate 1,


Greathammer +5 4 Engaged 4 700 6
(Heavy) Sunder

Melee
Greatsword +4 2 Engaged 3 300 4 Defensive 1, Pierce 1, Unwieldy 3
(Heavy)

Melee
Halberd +3 3 Engaged 5 250 3 Defensive 1, Pierce 3
(Heavy)

Light Spear Melee (Light) +2 4 Engaged 2 90 1 Accurate 1, Defensive 1

Mace Melee (Light) +3 4 Engaged 2 75 1

Morgul Blade Melee (Light) +1 1 Engaged 1 2000 10 Breach, Morgul

Parrying Dirk Melee (Light) +1 4 Engaged 1 75 3 Defensive 1

Pike Melee (Light) +2 3 Short 2 90 1 Defensive 1, Pierce 2

Scimitar Melee (Light) +3 2 Engaged 1 250 5 Vicious 1

Shield Melee (Light) +0 6 Engaged 2 80 1 Defensive 1, Deflection 1, Inaccurate 1

Shortsword Melee (Light) +2 3 Engaged 1 150 2 Accurate 1

Sword Melee (Light) +3 2 Engaged 1 200 2 Defensive 1

Tower Shield Melee (Light) +0 6 Engaged 3 120 4 Cumbersome 3, Defensive 2, Deflection 2, Inaccurate 2

Warhammer Melee (Light) +3 3 Engaged 2 300 2 Pierce 1, Sunder

Melee
War Spear +3 2 Engaged 3 300 3 Defensive 2, Pierce 2
(Heavy)

Melee
Staff +2 5 Engaged 2 80 1 Defensive 1
(Heavy)

RANGED WEAPONS
Axe (Thrown) Ranged +2 4 Short 2 25 1 Limited Ammo 1

Dagger (Thrown) Ranged +1 4 Short 1 20 1 Limited Ammo 1

Bow Ranged 7 3 Medium 4 275 4 Unwieldy 2

Crossbow Ranged 7 2 Medium 4 600 4 Pierce 2, Prepare 1

Longbow Ranged 8 3 Long 4 450 6 Unwieldy 3

Shortbow Ranged 6 3 Short 4 450 6 Inaccurate 1

Spear (Thrown) Ranged +3 4 Short 2 90 1 Limited Ammo 1


29
Pike Throwing Weapons
Throwing weapons are much like their melee
At first glance, pikes are much like spears. However, the counterparts, except that they are designed to be thrown.
10-20 ft long weapon is unique among melee weapons in As you likely do not have an unlimited suppy, they need
that it is terrible in close quarters combat. Pikes are to be retrieved before they can be used again.
designed to be used in groups to keep the enemy as far
away as possible. An opponent trying to move into
engaged range with a minion group wielding pikes
Bow, Longbow, and Shortbow
automatically is subject to a combat check from that The primitive appearance of the bow and longbow belies
their effectiveness. In the hands of a skilled archer, a bow
minion group, and aaa or t can be spent to keep
can volley arrows into targets quickly and at range.
them at short range. This makes pikes especially good
Nocking an arrow and drawing a bow takes virtually no
against cavalry and large enemies. However, once an
time for a trained user, so we don’t think bows need
opponent moves into engaged range, the difficulty of
Prepare or any other qualities to reflect that. However,
attacking with the pike is increased twice, becoming
bows do require a certain innate skill and coordination to
Daunting (d dddd dd d). At that point it is best to drop the
use, hence the Unwieldy quality. Shortbows are easier to
pike and pull out another weapon.
use than their larger relatives, but because of this are also
less accurate.
Sword, Shortsword, & Scimitar
Designed to let the wielder block and parry blows, swords Crossbow
can be defensive, as well as offensive. To reflect this,
Crossbows can never match the effectiveness of a
swords get Defensive 1. Their sharp blades also make it
wellcrafted bow in the hands of a talented archer, but they
easier to inflict Critical Injuries, giving them a better
are simple to use and powerful. The strength of a
Critical rating. Shortswords are smaller and thus likely to
crossbow’s mechanism is represented by the Pierce
do less damage and are less defensive than larger swords,
quality. The downside of a crossbow is the additional time
but their smaller size makes them better for stabbing,
it takes to ready it for firing versus simply nocking an
giving them the Accurate quality. Scimitars are much like
arrow, hence the Prepare quality.
swords, except that their curved blades are better for
leaving vicious wounds than defense, giving them Vivious
1.
Dwarven Weapons
Dwarven weapons increase their damage, hard points, and
Shield & Tower Shield encumbrance value by 1
Whether crafted from wood, steel, or hide, shields are Price: x3
common among warriors of all cultures and skill levels
for a simple reason: they keep you alive. The utility of a Rarity: +2
shield for blocking and parrying blows cannot be
overstated, and thus shields are a staple of most ancient Elven Weapons
cultures. We represented these elements of a shield by Elven weapons increase their damage by 1, reduce their
giving it the Defensive 1 and Deflection 1 qualities. It also encumbrance value, hard points, and Critical rating by 1
has the Knockdown quality, since nothing beats a shield (to a minimum of 1), gain the Superior quality and either
for bowling someone off their feet. However, a shield gain Unwieldy 2 or increase their Unwieldy quality by 1.
can’t be used to hit someone as easily as a sword or axe, They also glow when orcs, goblins, or uruks are nearby.
hence the Inaccurate 1 quality.
Price: x4
Tower shields are basically larger shields that cover more
of the user's body, thus providing a greater among of Rarity: +3
defense. Unfortunately, their greater size also makes them
much heavier and more difficult to wield.

Staff
Staffs are the simplest weapons you can find, little more
than long, thick sticks. They are most often used by
travelers and old men. However, if you come across a
traveling old man with a staff, you might want to be
weary...
30
Armor
Table 2-2: Armor
TYPE DEFENSE SOAK ENCUMBRANCE PRICE RARITY
Chainmail 0 +2 3 550 4

Dwarven Mail 0 +3 3 1000 6

Dwarven Plate 1 +4 4 2550 7

Elven Mail 2 +2 2 1500 7

Elven Plate 3 +3 3 3075 8

Heavy Robes 1 +0 1 45 0

Leather 0 +1 2 50 3

Mithril Mail 4 +4 1 - 10

Plate Armor 1 +2 4 1,250 6

Chainmail Mithril Mail


Chainmail is good at absorbing a hit and dispersing the Mithril is the strongest and rarest metal in Middle-Earth,
force over a broader area. We’ve represented such armor "light as a feather and as strong as dragon-scales," only
with a solid soak value, but no defense. Mail armor is found within the darkest depths of the Mines of Moria.
somewhat noisy, so your character adds b b to Stealth Items made of mithril would all have the Reinforced
checks they make while wearing it. quality, as it is virtually unbreakable. Items made of
mithril would be impossibly rare, but however unlikely it
Dwarven Mail & Plate is still possible to find such things, so we put this shirt,
Dwarven smiths excel at making armor that is stronger much like the one worn by Bilbo and Frodo, for an
than any other, and thus armor forged by dwarves has a example. It adds both high soak and high defense, as
higher soak than the type made by Men, but no more mithril has been known to both incredibly reduce damage
defense. and stop it completely. Mithril is best used as a reward at
the end of an adventure or campaign instead of something
Elven Mail & Plate one can purchase.
While elven smiths can make stronger armor, their focus
is more on stopping attacks entirely than on just absorbing
Plate Armor
damage, and thus elven armor has a higher defense than Plate armor absorbs a considerable amount of damage,
human or dwarven armor. Elven armor is also light and and the angled plates can turn aside blows entirely. Hence,
silent, reducing encumbrance by 1 and removing penalties the armor both has a high soak value and provides some
to Stealth checks. defense. Plate armor is heavy and very noisy. Your
character adds bbbb to Stealth checks they make while
Heavy Robes wearing it.
Swirling robes in the midst of combat can entangle an
attacker’s weapon and make it hard for an attacker to
pinpoint your vital areas. To represent this, robes don’t
provide any soak but do add defense.

Leather
Leather armor, whether soft or boiled and hardened, might
absorb some of the impact from a blow, but it won’t turn a
blade entirely. That’s why we’ve given it a low soak
value, but no defense.
31
Gear and Services
Gear Table 2-3: Gear
ITEM ENCUM PRICE RARITY
Athelas
Athelas 0 50 5
Athelas is a plant used often for healing by the elves and
the Rangers of the North, and is believed by some to have Athelas Essence 0 100 6
magical qualities. When making a Medicine check, your
Backpack +4 50 3
character may use athelas to add automatic sa to the
results. The athelas is consumed when used. Bedroll 1 15 1

Athelas Essence
Burglar's Tools 1 75 5

Climbing Gear 1 20 2
Athelas Essence is concentrated athelas and works as a
painkiller (see Core Rulebook, pg 94). Cooking Supplies 2 25 2

Backpack Craftsman's Tools 1 50 3

Few things are more essential to the traveler and Elven Draught 0 50 4
adventurer than a humble backpack. Without its copious Fine Cloak 1 90 4
storage space, one could not carry the supplies needed for
a lengthy journey - or escape from a spider-infested forest Flask (Empty) 0 1 1
with a haul of loot. While wearing a backpack, your Flint and Steel 0 10 2
character increases their encumbrance threshold by four.
Healer's Kit 2 150 4
Bedroll Lantern 1 50 1
Whether camping beneath the boughs of the Mallorn trees
Musical Instrument 1 100 3
of Lorien or lying amid the rubble of an ancient ruin, a
good bedroll can be just what one needs to get a restful Rations (10 days) 1 10 0
night's sleep.
Rope 1 5 1

Burglars' Tools Tent 3 50 2


This is a collection of lockpicks, files, wires, and oil Torches (3) 1 1 0
contained in a small leather pouch, used for quietly
opening locks. Wagon - 200 2

Burglars’ tools allow your character to attempt to open Waterskin (Empty) 1 5 1

any mechanical locks or latches, even complicated ones. Winter Clothing 4 100 3
In addition, when making a Skulduggery check to open a
lock or latch, your character adds automatic a to the
results. Cooking Supplies
A small travel pot, pan, ladle, and other equipment allow
Climbing Gear characters to cook food to help them survive in the
Ropes, pitons, and a small hammer make climbing up a wilderness. When rations run out, these tools can mean
sheer cliff or wall merely difficult, rather than nearly the difference between life and death. Allows PCs to cook
impossible (and potentially fatal). When your character food they gather from Survival checks.
uses climbing gear they remove b b from any Athletics
checks they make to climb something.
Craftsman's Tools
An assortment of tools including a hammer, tongs, and
other items required for the work of a craftsman.
Craftsman's tools allow your character to perform
Crafting checks to make and modify weapons without
penalty.

32
Elven Draught Rations
Middle Earth is a big place, and those who travel without
A drink favored by the elves, especially during long food soon find themselves either returning home or at the
journeys, a drink of elven draught, also known as whims of the wilds. While hardly delicious, ration foods
Miruvor, fills those who drink it with renewed strength such as cram can mean the difference between life and
and energy. After drinking an elven draught your character death for a traveler. Any adventurers in the wilds should
immediately recovers 5 strain. Each subsequent elixir keep a good supply of rations with them at all times.
used in the same day heals 1 less strain., so that the sixth
elixir (and further) has no effect. Rope
Fine Cloak No self-respecting soldier, sailor, miner, merchant, or
traveler would ever be caught without a length of sturdy
A fine silk or embroidered wool cloak not only protects rope close at hand, and that goes doubly for an adventurer.
the wearer from the elements, it also elevates their stature Rope can be used as the right tool for the job in the right
in the eyes of others. When wearing a fine cloak, your circumstances and stretches out to roughly medium range.
character removes b from any Charm, Deception, or
Leadership checks they make. When worn, a fine cloak’s
encumbrance is 0.
Tent
Traveling through the wilds of the world is not easy work.
Flask While sleeping under the stars isn't the worst fate in the
world, having something over your head, even just a piece
A clay or pewter flask can be just the thing for carrying of cloth or animal hide, can mean a lot, especially in
water on a long journey. Of course, a dwarf would
nights of cold or rain. Tents add a to Survival or
probably consider carrying water a waste of a good flask.
Resilience checks made as part of a Trek.
Most flasks can carry roughly ten ounces of liquid.

Flint and Steel Torches (3)


Torches are wooden sticks with oil-soaked cloths wrapped
As long as an adventurer has time, patience, and a supply
around one end. When lit, they burn for a long time and
of fine, dry kindling, they can use a flint and steel to strike
help illuminate your surroundings. A lit torch provides
sparks and start a fire.
light and removes b added to checks due to darkness. (If
it becomes important to determine how far the light
Healer's Kit reaches, a torch can provide light out to short range.)
Healers often travel with specialized kits. These kits
commonly contain bandages, salves, poultices, and other Wagon
items necessary to heal the injured and sick. A healer's kit
Wagons can be expensive enough that several farmers
allows your character to perform Medicine checks to heal
may share one. A farmer's wagon is usually constructed
wounds and Critical Injuries without penalty.
from heavy, rough-hewn timbers - a marked contrast to
the varnished wood of a merchant's wagon or the brightly
Lantern painted covered wagon of a wandering minstrel. A wagon
An iron lantern is easier to handle than a torch and can be can hold characters and gear totaling up to 50
hung from a belt or shield. Protected inside a cage of encumbrance. A wagon features two or more wheels and
metal and sturdy glass, its flame is relatively safe even if can move at moderate speed if a beast of burden pulls it.
the lantern is knocked about. This can prove vital in the
darkest caverns in the deep places of the world. A lit Waterskin
lantern provides light and removes b b added to checks Typically made from sheep or cow bladders, water-skins
due to darkness. (If it becomes important to determine
provide a simple and effective way to transport liquids
how far the light reaches, a lantern can provide light out to
from well water to traveling wines. A waterskin can carry
short range.)
enough liquid to quence the thirst of two people per day.
When full, its encumbrance increases to 2.
Musical Instrument
For most a musical instrument is simply a tool for
pleasing melodies or a medium to tell interesting stories.
For some however, including many among the elves,
music has a power all its own. This can represent many
musical instruments, such as a lute or a lyre.
33
Winter Clothing Table 2-4: Animals and Gear
ITEM ENCUM PRICE RARITY
Made of thick wool and furs, winter clothing keeps
adventurers warm in the coldest environments. When Barding 5 900 4
wearing winter clothing, your character removes b bbb Horse - 400 2
from any Survival or Resilience checks they make due to
cold weather. When worn, winter clothing’s encumbrance Mearas - 2,000 8
is 1.
Pony - 200 1

Animals and Related Gear Saddlebags +4 75 3

Barding Pony (Minion)


Barding is metal armor or similar protection for a horse or Smaller and slower than horses, they are nevertheless
other mount. Barding counts as armor for a mount and stout and good for long treks across vast distances. They
provides defense 1 and soak 2. are the favored mount among hobbits and dwarves,
mostly because they can actually sit on them.
Horse (Minion)
Horses are the primary choice of mount for many of the
peoples of Middle Earth. While not particularly powerful,
3

2

1
1 1 1
they are fast and easily trained.


4

3

1
1 1 1 4 4 0 0

• Skills: Athletics, Resilience





• Talents: None
4 5 0 0 • Abilities: Encumbrance Capacity 14
• Equipment: Hooves (Brawl; Damage: 4; Crit: 5; Range
[Engaged]), harness or riding tack
• Skills: Athletics, Resilience
• Talents: None
• Abilities: Ecnumbrance Capacity 12, Silhouette 2 Saddlebags
• Equipment: Hooves (Brawl; Damage: 5; Crit: 5; Range Saddlebags allow creatures to carry more gear and
[Engaged]), riding tack traveling supplies than usual, and thus provide their riders
a wider range of operation. Saddlebags increase a mount's
Mearas (Rival) encumbrance threshold by four.
Among horses, there are none as great as the Mearas. Far
more intelligent than their lesser cousins, the Mearas are Services
not easy to tame. However, if one convinces a Mearas
they are worthy of riding them, none could ask for a finer Ale
mount. The Hobbits of the Shire claim that the Green Dragon has
the best ale in the world. Dwarves don't deign to argue
4

4

2
3 3 2 with this; they just pour a mug of their own beer and
suggest they see for themselves which is better.




Lodgings
6 16 0 0 After many long days in the wild, nothing feels better than
a real bed for the night. Travelers can find lodgings in
• Skills: Athletics 3, Brawl 2, Discipline 1, Resilience 1, Survival many places, from proper establishments to tavern
2 common rooms. Stables for horses and ponies are an
• Talents: Hard to Tame (Upon riding a Mearas for the first time, assumed part of the deal in most places.
must make a Survival check opposed by the Mearas's Discipline
to convince the Horse to allow you to ride it.)
• Abilities: Encumbrance capacity 13, Silhouette 2
• Equipment: Trampling Hooves (Brawl; Damage: 7; Crit: 4;
Range [Engaged], Knockdown)
34
Meals Table 2-5: Services
TYPE ENCUM PRICE RARITY
For many adventurers, the thought of a proper meal not
involving trail rations may be all that keeps them going Ale (Flagon) - 1 0
during a long trek.
Lodging (Common Room, 1 night) - 1 0

Porters and Torchbearers Lodging (Private Room, 1 night) - 5 1

Able-bodied helpers can be essential in many questing Meal (Tavern) - 2 0


adventures, especially in carrying extra supplies across
rough terrain or aiding in establishing camps in the Porter (Per day) - 1 1

wilderness. Sometimes just a few extra people to offer Torchbearer (Per day) - 1 1
additional light for nighttime travel can ensure a group
doesn't become yet another "but they never returned" Travel, Riverboat (1 day) - 5 2
travel tale. Travel, Wagon (1 day) - 2 1

Travel Arrangements Wine (Bottle) - 2 1

Adventurers traveling in groups often rely on hired


wagons, especially when they are extracting weighty Wine
treasures from some forgotten ruin. Boats can also be The Elves of the Woodland Realm have a special love for
arranged for passage throughout the riverways of Middle the wine of the Men of the Lake, though many lands have
Earth. their own vintages.

Magical Items
Table 2-6: Magical Items Elven Rope
TYPE ENCUM PRICE RARITY Woven from Hithlain by the elves with a special art only
they know, these ropes are long and thin and glow faintly
Elven Cloak 1 800 6
in the darkness. Evil things burn when they touch the
Elven Rope 1 100 4 rope. It is impossibly strong and the knots it ties never
undo unless desired to do so by the one who tied them.
Elven Vial 1 2500 9

Hammer of Eregion 1 3000 9 Elven Vial


Horn of the West 1 2000 9
The elves have mastered the art of catching light inside of
gems. These small fist-sized "vials", as they are often
Lesser Ring of Power 0 - 10 called, glow faintly regularly, but when an individual's
Lightning Rune 1 1000 8
will is directed through them they shine brightly,
illuminating the darkness out to medium range, removing
Rune of Courage 1 800 7 b
bb bbb from darkness and upgrading Perception checks
Rune of Fate 1 1200 8 to notice illusions, hidden objects or doors, and similar
details twice. Upon seeing this light, evil things must
Rune of Flame 1 1000 8 make a Daunting (d dddddd d) Fear check.
Rune of Healing 1 800 7

Rune of Warding 1 800 7

Sunburst Rune 1 1000 8

Elven Cloak
Elven cloaks are fashioned by the elves to aid them in
blending in to their environment. Their magic upgrades
the ability of all Stealth checks made while wearing the
cloak twice. When worn, elven cloak's encumbrance is 0.
35
Lesser Rings of Power have no price listed because no
one in possession of such an item is likely to ever let it go.
Lesser Rings of Power are more likely to be found or
won, potentially as a reward at the end of an adventure or
campaign.

Runestones
Runes are a magic that, while invented by the elves, the
dwarves have become the masters of. Runestones are one
Hammer of Eregion example of their rune magic. Runestones each have a rune
These enchanted hammers were used by the Smiths of carved into them, and when a word is spoken, the rune
Eregion in their efforts to create the Rings of Power. Few unleashes the power inside. After the effect is over the
remain, but the powerful enchantment upon them is still rune dies and the stone shatters, making them a powerful
strong, adding t to any Crafting check made with the but one-use item. The exact nature of the runestone's
hammer. effect depends on the rune, but runestones can have runes
of warding, runes of healing, or runes of fire.
Horn of the West
These special horns were crafted by the Men of Numenor Lightning Rune
in days of old to bring courage to men in their times of When Activated: Until the end of your character's turn,
need and drive off the forces of darkness. Not many the lightning rune counts as a Ranged weapon with the
remain in these days and are often treasured heirlooms of following profile: (Discipline; Damage 8; Critical 3;
families of the Men of Gondor. Range [Long]; Auto-fire, Disorient 3).
As an out-of-turn incidental, your character may blow the
Horn of the West; all evil things within medium range
Rune of Courage
must make a Hard (d dd dd d) Fear check and until the When Activated: Until the end of your character's turn,
end of the following round, your character and their allies your character ignores the effects of fear, as per page 243
within medium range reduce the difficulty of fear checks of the Genesys Core Rulebook.
by one, to a minimum of Simple (-). Obviously the horn
is very loud; under most circumstances, it can be easily Rune of Fate
heard by all characters and creatures out to extreme range, When Activated: Move one Story Point from the
and likely farther. player pool to the GM pool; add d to the next check that
targets your character.
Lesser Ring of Power
20 Great Rings were made; three for the elves, seven for Rune of Flame
the dwarves, nine for men, and one ring was forged by the When Activated: Until the end of your character's turn,
Dark Lord to rule them all. However, before the forging of the rune of flame counts as a Ranged weapon with the
the Great Rings, many Lesser Rings were made as following profile: (Discipline; Damage 8; Critical 3;
"essays" in the craft of ringmaking. While nowhere near Range [Short]; Burn 2).
the power of the Great Rings, these Lesser Rings still
possess great power. Rune of Healing
It is unknown how many Lesser Rings were forged, and When Activated: Your character immediately recovers
how many of them Sauron claimed when he waged war all wounds and strain.
against the Elves of Eregion. What is known is that all the
rings possess the ability to enhance the wielder's natural Rune of Warding
abilities in some way, and many likely had other abilities, When Activated: Until the end of your character's turn,
such as making someone invisible or allowing them to gain +2 defense (unlike usual, this can exceed the 4
have limited control of some aspect of the elements. defense limit).
When Bilbo first found the One Ring, Gandalf believed it
to be one of the Lesser Rings, as they, like the One, have Sunburst Rune
no jewel, unlike most of the Great Rings. When Activated: Until the end of your character's turn,
the rune of flame counts as a Ranged weapon with the
following profile: (Discipline; Damage 4; Critical 1;
Range [Medium]; Breach 1).
36
Item Attachments and Enchantments
Weapon Attachments Runic Frost
This runic inscription coats the weapon with an icy chill
Explosive Missile that saps strength from those it strikes.
Whether through runic power or elven enchantments, a
Use With: This attachment can be applied to any melee
weapon with this attachment launches projectiles that
weapon.
explode on impact.
Modifiers: The weapon gains the Ensnare 1 and Stun 4
Use With: This attachment can be applied to any non-
qualities.
thrown Ranged weapon.
Hard Points Required: 1
Modifiers: The weapon gains the Blast 5 item quality.
Hard Points Required: 1 Runic Thunder
When its weapon strikes a foe, this rune carving flashes
Runic Flame white like a bolt of lightning. The deafening boom of
The runic flame is designed to be used in conjunction with thunder comes a half-second later, staggering the foe with
a close combat weapon. Swords with aperatures in the concussive force.
pommel or the guard for such runic attachments can be
Use With: This attachment can be applied to any
found in the armories of great dwarven families.
weapon.
Use With: This attachment can be applied to any melee
Modifiers: The weapon gains the Concussive 1 quality.
weapon.
Hard Points Required: 2
Modifiers: The weapon gains the Burn 1 quality
Hard Points Required: 1

Table 2-7: Weapon Attachments


ATTACHMENT HP REQUIRED PRICE RARITY SOURCE
Balanced Hilt 1 1,000 6 Genesys Core Rulebook (page 207)

Duelist Cross Guard 1 800 5 Genesys Core Rulebook (page 207)

Explosive Missle 1 1,250 7 Adventures in Middle Earth

Razor Edge 1 1,250 6 Genesys Core Rulebook (page 208)

Recurve Limbs 1 300 4 Genesys Core Rulebook (page 208)

Runic Flame 1 2,000 8 Adventures in Middle Earth

Runic Frost 1 1,750 8 Adventures in Middle Earth

Runic Thunder 2 2,000 8 Adventures in Middle Earth

Serrated Edge 1 75 2 Genesys Core Rulebook (page 208)

Superior Weapon Customization 1 750 7 Genesys Core Rulebook (page 208)

Weighted Head 1 250 2 Genesys Core Rulebook (page 209)

37
Armor Attachments Ironbound Rune
Use With: This attachment can be applied to any metal
Gilded armor.
Though it serves no practical purpose, many nobles like to Modifiers: The armor increases its defense and soak by
adorn their armor with gold leaf. It certainly makes the 1.
wearer seem impressive, but acts as a lure for every bandit
within eyesight. Hard Points Required: 2

Use With: This attachment can be applied to any armor. Spikes


Modifiers: While wearing this armor, your character Use With: This attachment can be applied to plate armor
adds b to Charm, Negotiation, and Leadership checks. of any variety.

Hard Points Required: 0 Modifiers: If your character is targeted by a melee


combat check while wearing this armor, you may spend
hhh or d to cause the attacker to suffer 3 wounds.
Hard Points Required: 2

Table 2-8: Armor Attachments


ATTACHMENT HP REQUIRED PRICE RARITY SOURCE
Deflective Plating 1 450 4 Genesys Core Rulebook (page 209)

Gilded 0 1,500 5 Adventures in Middle Earth

Intimidating Visage 0 236 3 Genesys Core Rulebook (page 209)

Ironbound Rune 2 6,000 8 Adventures in Middle Earth

Reinforced Plating 2 8,000 7 Genesys Core Rulebook (page 209)

Spikes 2 600 4 Adventures in Middle Earth

Vehicles
V ehicles don't generally play a very large role in
Middle Earth. There are no cars, planes, or space
Ships
ships, and even carriages aren't really a thing. However,
ships have taken a large role in the history of Middle
Frigate
Earth, and siege weapons are often used during, well, The most common warships, frigates are designed to be
sieges. These are some examples of the sort of ships and swift and deadly. These vessels are a favorite of the
siege weapons you might be likely to find in Middle Corsairs of Umbar.
Earth.
4

4

-1

2 0

30 20
• Control Skill: Operating
• Complement: 12
• Passenger Capacity: 25
• Price/Rarity: 200,000/7
• Consumables: 3 months
• Encumbrance Capacity: 150
• Weapons: 2 ballista (Fire Arc Forward and Fire Arc Rear;
Damage 2; Critical 5; Range [Short]; Breach 1, Prepare 2, Slow
Firing 1)

38
Merchant Vessel Ballista
Basically a very large crossbow, ballista are smaller, more
Merchant vessels have no weapons, as they are accurate, and easier to move than other siege weapons,
predominantly designed to carry as much cargo as though they pay for this with less range, firepower, and
possible. As most of the space is taken up by storage, they area of effect.
do not have as much room for passengers as other ships,
and usually only have a small group of guards for defense
in the case of attacks by pirates. 2

1

-1

0 0
4

3

-2

1 0 2 2
• Control Skill: Siege
• Complement: 1
20 10 • Passenger Capacity: None
• Control Skill: Operating • Price/Rarity: 10,000/6
• Complement: 10 • Consumables: None
• Passenger Capacity: 15 • Encumbrance Capacity: None
• Price/Rarity: 100,000/6 • Weapons: Ballista bolt (Fire Arc Forward; Damage 2; Critical
• Consumables: 4 months 4; Range [Short]; Accurate 1, Breach 1, Prepare 2, Limited
• Encumbrance Capacity: 250 Ammo 1, Slow Firing 1)
• Weapons: None
Catapult
Siege Ship A standard rock-throwing machine, catapults are larger
The largest and most devastating ships on the seas of and more powerful than ballista, but not as powerful as
Middle Earth, siege ships boast two large catapults, the more advanced trebuchet. They can lob boulders and
designed to sink or set fire to smaller vessels or to balls of flaming tar over large distances, though they have
bombard coastal settlements. While not often seen, these also been known to throw corpses as a means to
ships are devasting war machines. demoralize and cause illness among a defending force
during a siege.
5

3

-3

3 0
3

1

-2

0 0
40 30
• Control Skill: Operating 4 4
• Complement: 25
• Control Skill: Siege
• Passenger Capacity: 20 • Complement: 4
• Price/Rarity: 300,000/8 • Passenger Capacity: None
• Consumables: 3 months • Price/Rarity: 20,000/7
• Encumbrance Capacity: 200 • Consumables: None
• Weapons: 2 catapults (Fire Arc Forward and Fire Arc Rear; • Encumbrance Capacity: None
Damage 3; Critical 3; Range [Medium]; Breach 2, Blast 20, • Weapons: Boulder (Fire Arc Forward; Damage 3; Critical 3;
Prepare 3, Limited Ammo 1, Slow Firing 1) or (Fire Arc Range [Medium]; Breach 2, Blast 20, Prepare 3, Limited Ammo
Forward; Damage 2; Critical 3; Range [Medium]; Breach 1, 1, Slow Firing 1), burning tar ball (Fire Arc Forward; Damage 2;
Blast 20, Burn 10, Prepare 3, Limited Ammo 1, Slow Firing 1) Critical 3; Range [Medium]; Breach 1, Blast 20, Burn 10,
Prepare 3, Limited Ammo 1, Slow Firing 1)
Siege Weapons
In war, sometimes soldiers aren't enough. Stone fortresses
and iron-bound gates aren't going to fall to swords and
arrows. That is when siege weapons come in. These
massive machines tear down fortifications, allowing
soldiers to take fortresses without being forced into a
prolonged siege.

39
• Weapons: Rubble (Fire Arc Forward; Damage 4; Critical 3;
Trebuchet Range [Long]; Breach 2, Blast 30, Prepare 3, Limited Ammo 1,
Slow Firing 1)
A more sophisticated and advanced variant of the catapult,
trebuchets are capable of throwing massive objects over a
great distance. The city of Minas Tirith has trebuchets
along its seven walls and uses large pieces of rubble from
the stone city as ammunition for these mighty siege
weapons.

3

1

-3

0 0

6 6
• Control Skill: Siege
• Complement: 6
• Passenger Capacity: None
• Price/Rarity: 30,000/8
• Consumables: None
• Encumbrance Capacity: None

Mounted Combat
F rom the Riders of the Mark to the Lancers of
Rivendell, warriors across Middle Earth ride into
battle atop fierce steeds, while the servants of the Enemy
Generally, a mounted character has an advantage in melee
against opponents and should add b b to melee combat
checks targeting them, while opponents on foot add bb to
often ride savage wargs into battle. These steeds give melee attacks against mounted characters. Conversely,
speed and maneuverability in combat and a skilled rider firing a ranged weapon from the back of a galloping horse
has numerous advantages over opponents on foot. is more difficult, and a mounted character should add b
b
to ranged attack checks. Your GM will make the final call
Mounting or dismounting from a riding animal requires a
on adding b b and bb to checks performed while mounted,
maneuver. Once mounted, a rider and steed should be
as with any check.
treated as one character in most situations (attacks target
the rider, the steed does not act independantly in Since we treat a mount and rider as one character, the only
structured encounters, and both act when a player chooses way to target a mount is by using the aim maneuver to
an initiative slot for their mounted character). target specific "parts" of an opponent, as per page 98 of
A mounted character can perform a maneuver to direct the Genesys Core Rulebook. (In certain circumstances,
your Gm may allow characters to attack a particularly
their mount to move. The rider and mount immediately
large mount such as a fell beast without penalty.)
move as if they had performed two maneuvers to do so
(ex: instead of traveling from engaged to short range, they A character whose mount is slain or incapacitated is
can travel from engaged to medium range). In certain knocked prone and suffers 3 strain. Depending on the
situations, such as controlling a mount not trained for situation and the results of any related check, the character
combat in the midst of a large battle, your GM may istead might suffer additional damage or become trapped under
require the character to make a Riding check as an action the fallen mount.
to direct and control the mount.

40
Crafting and Magic
Crafting Roughing It
Crafting is a large part of the world of Middle Earth. The Your Game Master may allow characters to use the
Noldor and Durin's Folk are both renowned for their great Survival skill to craft certain simple items, such as
smiths and craftsmen, and some of the greatest works of crude spears and traps. This follows the normal
craftsmanship have had a profound impact on the history rules for crafting, but such items are not made to
of Middle Earth, from the Elder Days to the Third Age last, and generally wear out quickly. The GM may
and beyond.
spend d on any check involving an item crafted
Characters may craft almost anything, from swords and using Survival to cause the item to break and
crossbows to ships and siege weaponry, given sufficient become unusable.
time, resources, and skill. Although fletching,
blacksmithing, and tannery are very different trades, for To craft an item, your character must have appropriate
simplicity most crafting uses the Crafting skill (replacing tools and components. For instance, to craft a sword, your
Mechanics). All crafting follows the same basic character must have access to a forge, craftsman's tools,
guidelines, although the process your character undertakes and a supply of iron equal to half the cost of the item.
witihin the narrative may vary greatly. Of course, your Typically, the cost of raw materials to craft an item is
GM might modify these rules based on the situation and equal to half the cost of the item. These materials are
the specific item, and might impose additional consumed in the process, whether the crafting check
requirements. succeeds or fails.
Creating items first requires that the PC knowns how to The process of crafting an item takes one day, plus a
craft the item in question. The GM can determine how number of days equal to the rarity of the item. This does
exactly this must be discovered, whether during play, not include any time spent gathering tools or supplies.
buying blueprints, or some other method. Once the PC Your GM may decide that some items take significantly
knows how to craft the item, they can begin work on the more or less time, depending on the nature of the item and
item, with the time and resources required determined by its construction.
the difficulty of the item.
If the crafting check is successful, your character creates
The difficulty of the check is generally half the rarity of the item. Additionally, you and the GM may spend dice
the item, rounded up. For instance, an item with a Rarity 1 symbols for additional effects, as shown in Table 2-1:
or 2 would be an Easy (d d) check, while an item with Spending a, h, t, d on Crafting Checks. Of
Rarity 9 or 10 would be a Formidable (d dd dd dddd d) course, these effects are only examples, and you and the
check. The check can be effected by other circumstances, GM might come up with additional results.
adding bb or upgrading the difficulty of the check. (The
GM is recommended to upgrade the difficulty of crafting
magical items.)

Alchemy
While alchemy has a major role in many fantasy
settings, it takes a bit of a backseat in Middle
Earth. Poisons and special drinks still exist, but
they have much less of a role and their effects are
far less varied. Thus, any checks that would
normally use the Alchemy skill instead use the
Crafting skill. You should discuss with your GM
what sort of "potions" would be suitable in their
campaign.

41
Table 3-1: Spending a, h, t, d on Crafting Checks

COST EFFECT
a or 1. Reduce the time to craft the item by one day, to a minimum of one. (You may select this option multiple times.) 2. Your character adds b
b to their
t next check using the same skill.

1. Your character saves enough materials to reduce the cost of the next similar item they craft by half. 2. Decrease the item's encumbrance by one, to
aa
a minimum of 0. 3. If the item has the Limited Ammo 1 quality or is otherwise limited to a single use, craft one additional identical item. (You may
or t
select this option multiple times.)

aaa
1. Increase the item's hard points by one. 2. Reduce the difficulty of future checks to craft the item by one (to a minimum of Simple [-]).
or t

1. The item gains the Superior quality. 2. Increase the value of one numerical benefit of the item by one or increase the rating of one quality the item
t possess by one, ecluding damage, critical rating, soak, and defense (e.g., the extra encumbrance capacity a backpack adds). 3. Increase the narrative
benefit of the item, or add a new narrative effect, as approved by your GM.

tt The item gains one other item quality, subject to your GM's approval (You may select this option once.)

h or
1. Increase the time to craft the item by one day (You may select this option multiple times.) 2. Add b
b to the next crafting check the character makes.
d

hh
1. Increase the item's encumbrance by one. 2. Your character must purchase additional materials worth half the original component cost.
or d

hhh 1. If the item is a weapon, it gains the Inaccurate 1 quality. 2. Decrease the item's hard points by one, to a minimum of 0. 3. Your character's tools are
or d ruined in the process and must be replaced.

d 1. The item gains the Inferior quality. 2. Whenever the item is damaged, it is damaged one additional step.

There is a terrible accident, and your character suffers a Critical Injury, or, at the GM's discretion, some related narrative event can occur of equal
dd
distress (your character's anvil explodes, the smithy catches on fire, poison gases spread into the village, etc).

Magical Items
Middle-Earth is a world filled with magical items, from Like all other equipment, magical items are created with a
Rings of Power and scrying mirrors to talking purses and Crafting check, the time and resources required to
buttons that fasten themselves. Some of them, such as the complete the check and the difficulty of the check being
aforementioned Rings of Power, are items both great and determined by the rarity of the item. With magical items
terrible, while others are silly things that do little other however, another check is also required. To know how to
than amuse the reader. In such a world, it makes sense that craft a certain type of magical item, make a Knowledge
we would want rules for how to craft these mystical (Lore) check. (Note: The art of creating true Rings of
objects. Power is so lost that not even Saruman, after millennia of
searching, could discover it, so don't expect to create a
second One Ring.)

Table 3-2: Knowledge (Lore) and Crafting Magical Items


DIFFICULTY EXAMPLES
Easy (d
d) Weapons that glow when orcs (or some other category of creature) are around (ex: Sting), other minor narrative effects

Average (d
ddd) Items that add b
b to skill checks, moderate narrative effects

Hard (d
dddd
d) Items that upgrade ability of skill checks (ex: Elven cloaks & Stealth), major narrative effects

Daunting (d
dddd
ddd) Runestones, Unbreakable Items (Reinforced quality)

Formidable (d
dddd
dddd
d) Lesser Rings of Power

42
Magic
Characters with direct magical powers are rare in
Tolkien's mythology. Most of these individuals are Ainur
(gods/angels), whether Valar (greater gods/archangels) or
Maiar (lesser gods/angels), including characters such as
Sauron & the Balrog (both fallen Maiar) or the Five
Wizards (Maiar in mortal form).
However, there are certain individuals in Middle Earth
that are not Ainur and have magical powers, such as the
elven warrior Glorfindel, the Lady Galadriel, and to a
smaller extent Aragorn. The Mouth of Sauron is described
as a sorcerer, the Nine Rings of Men were said to make
those who wore them power sorcerers, and the Witch
King is shown casting certain spells.
So, I tried my hand at creating a magic system that stays
at least mostly true to Tolkien's mythology. These are
optional rules, so if your GM wants, characters with
outright magical abilities might be restricted in your
game. Characters with magical powers in Middle Earth
generally seem to have very polarized roles in the struggle
between good and evil, or Hope and Shadow. Glorfindel
is a prime example, as he was reincarnated by the Valar
and sent back to Middle Earth as their champion, while Light magic is earned from a high Hope and is unlocked
characters like the Mouth of Sauron and the Witch King at Valorous. It represents unlocking the light within
are about as evil as they come, and have studied dark yourself to wield great power, and ugrades the check by
sorcery under Sauron himself. their ranks in Discipline. The ability is increased at Wise
and Champion of the Valar (See Hope and Shadow). Dark
So here, your magical ability is tied directly to your sorcery is earned from a low Hope and is unlocked at
relation to Hope and Shadow. No character starts off with Miserable. It represents learning dark secrets and the
magical abilities, but they can earn them through drawing sorceries of the Enemy, and upgrades the check by their
nearer to light or darkness, either discovering the light ranks in Knowledge (Forbidden). The ability is
within themselves or learning dark sorcery from the increased at Corrupted and Fallen (See Hope and
Enemy. When making magic checks, instead of Shadow). Because magic is rarely used in Middle-Earth
using a characteristic like Intellect, Cunning, or even by those with such powers, a character may
Willpower, the base ability of the check is only make a Magic check once an encounter.
determined by how high or low your Hope is.
Light magic can use the Attack, Augment, Barrier,
Dispel, Divination, & Heal actions. Dark sorcery can
use the Attack, Augment, Curse, Divination,
Enchantment & Illusion actions. (See the Magic on
Therill pdf in the Genesys Master Resources list on the
Forums)

43
Hope and Shadow
Hope
Hope is a powerful force in Tolkien's world, and one of
the primary themes of all his works. No matter how dark
the night becomes, there is always hope for the dawn.
While most say that Lord of the Rings is a story of Good
versus Evil, it may be more accurate to say that it is more
a story of Hope versus Shadow.
It is Hope that gives the Fellowship strength in their
darkest moments. It is the influence of Shadow that drove
Saruman to give up Hope that Sauron could be defeated,
and thus fell to darkness himself.
In this system, all characters have a Hope rating, starting
at 50. Actions that they make can raise their Hope, while
other actions can cause them to fall to Shadow, causing
their Hope to fall. Character's actions have an important
impact on their role within the battle between Hope and
Shadow.

Champion of the Valar (91-100)


You are above all temptation and fear. The Hope of the
Valar burns within you, and the deceits of the Enemy are
nothing to you. Your mastery of the powers of Arda is
nearly unmatched, your ability with magic growing to
d
dddd dd ddd. Add b bbbb bbb to checks to resist fear and
temptation. Normal (41-60)
Wise (81-90) You are a fairly average individual. You have not been
corrupted by Shadow, but neither have you fully let Hope
You are among the Wise of Middle-Earth, able to see into your heart.
through all the deceits of the Enemy. Your mastery of
unknown powers grows, your ability with magic growing Lost (31-40)
to d
dddd ddd. Add b bb bb b to checks to resist fear and
temptation. The Shadow seems to grow stronger, and you cannot see
how Hope could be enough to defeat it. Add b
b to checks
Valorous (71-80) b
to resist fear and temptation and to checks to find dark
secrets and forbidden knowledge.
Your Hope burns bright, and there is little the Enemy can
do to darken that flame. The brightness of your hope
enables you to call upon magical powers to aid in your
Miserable (21-30)
struggle against the Enemy. Your ability with magic is What Hope could possibly stand against the power of the
d
dd ddd. Add b bbb to checks to resist fear and temptation. Enemy? You have become a miserable creature, the
deceits of the Enemy seeming ever more logical. Your
Hopeful (61-70) newfound knowledge of dark secrets enables you to tap
into those vile powers. Your ability with magic is d
dddd
d.
You have Hope for the future of Middle Earth and are Add b bb b to checks to resist fear and temptation and
practiced in resisting fear and the deceits of the Enemy.
b
bb b to checks to find dark secrets and forbidden
Add bb to checks to resist fear and temptation.
knowledge.

44
Corrupted (11-20)
There is no Hope. You have been corrupted by the deceits
of the Enemy, becoming a servant of his dark will. You
continue to learn forbidden secrets from your new master,
growing stronger in evil, your ability with magic growing
to d
dd dddd d. Add b bb bbb to checks to resist fear and
temptation and bbb bbb to checks to find dark secrets and
forbidden knowledge.

Fallen (0-10)
You have completely fallen under the power of the
Enemy, and are now little more than an extension of his
will. You are a master of the dark arts of the Enemy, your
ability with magic growing to ddddd. Add
b
bb bb bbb to checks to resist fear and temptation and
b
bb bb bbb to checks to find dark secrets and forbidden
knowledge.

Table 4-1: Pull of Shadow


SHADOW ACTION
Knowing Inaction: The PC knows that an NPC or another PC will do something particularly bad (an action that would earth 5+ Shadow) and
chooses not to intervene. Lying for Personal Gain: The PC tells a lie for selfish reasons or to benefit himself. Some lies can be told without
1 penalty to benefit others, such as avoiding a combat situation or protecting innocents. Resorting to Violence as the First Solution: When
confonted with a problem, the PC defaults to violent acts to solve it, without exploring any other options. This penalty can be mitigated if the
PC is the one being attacked.

Coercion and Threatening with Violence: The PC threatens someone with violence, or coerces the person to do his bidding against the person's
2
will. Inflicting Emotional Abuse: The PC says something cruel or petty just to upset or cause mental torment in a person.

Theft: The PC steals something that does not belong to him. The Shadow can be mitiaged in this case if the PC is stealing from a corrupt
2-3 authority or evil being, and does so to give back to those who need it. The Shadow can be increased if the PC steals something from those who
can particularly ill afford to lose it.

3-4 Unnecessary Destruction: The PC destroys objects, property, or other items willfully and without good cause.

Unprovoked Violence or Assault: The PC assaults, beats, or otherwise attacks an NPC or PC for no reason. Searching for Forbidden Knowledge:
4-5 The PC does research into foridden knowledge to discover the secrets of the Enemy. Even if they do so with the intent of using this knowledge
against the Enemy, it is still corruptive to search for these dark secrets.

Unnecessary Cruelty to Non-Sapient Creatures: The PC maliciously torments animals or other creatures with animal-level intelligence
6-7
(tormenting intelligent animals such as the Great Eagles would be classified under torture).

10 Torture: The PC tortures a character. Performing Dark Rituals: The PC uses forbidden knowledge to call upon dark powers.

10+ Murder: The PC murders a character. In this case, murder is killing someone who is helpless or no threat to the PCs.

45
Table 4-2: Birth of Hope
HOPE ACTION
Inspired: Another PC succeeds in a Leadership check (potentially during a rousing speech) and inspires the PC to find Hope. Other inspiring events
1 could have the same effect, such as seeing a previously corrupted land being healed, or coming into someplace beautiful like Rivendell or Lorien
after a particularly hopeless journey.

Inspiring: The PC succeeds a Leadership check (see prior example), inspiring others to find Hope, and finding greater reserves of Hope themselves.
2-3
Small Acts of Kindness: The PC helps an NPC with no indication of being repaid in any way.

4-6 Self-Sacrifice: The PC helps an NPC or another PC, knowing that it will hurt or otherwise negatively impact themselves to do so.

The Ultimate Sacrifice: The PC sacrifices their own life to save another, fully aware that it will result in their own death (This will obviously not come
up very often, but might be the end of a character's redemption arc or a similar situation. I would caution against using this for "false sacrifices" in
10+
which the character thought they were going to die but didn't, or they died and then came back to life. While Gandalf could be considered an example
of this, he is a rare case.)

Fear
Fear is an adversary more dangerous than any goblin Besides the impact on a character's Hope, fear can have
horde. It drives us to commit dark acts we otherwise other effects as well, even damaging one's mind. Fear is
would not have contemplated, and strips us of Hope. one of the greatest weapons of the Enemy, and if they
While actually committing evil acts certainly draws one cannot corrupt you, they will seek to break you.
under the Shadow, fear can do the same, whether evil acts Whenever a PC fails a fear check they gain 1 point of
have been committed or not. Shadow, when they succeed their Hope increases by 1.

Table 4-3: Fear Guidelines


STATE
OF FEAR DIFFICULTY EXAMPLE
Something momentarily frightening, such as someone leaping out of a closet to surprise you, or unsettling circumstances like
Startled Easy (d
d)
being alone in a spooky ruin. These circumstances may not even elicit a check.

Moderately Confronting something unexplainable, such as objects moving when you are not looking or voices in an empty space; being
Average (d
ddd)
Afraid stalked by a dangerous animal; danger that appears credible but nor mortal.

Very Ghostly apparitions and other obviously supernatural occurences, being hunted by a pack of wild animals (or malevolent
Hard (ddd)
Afraid humans, orcs, etc), danger that seems eminent and could be mortal.

Mortally Daunting Being actively hunted by a wraith, wight, or other malevolent supernatural being, being attacked by a mythical beast, or facing
Afraid (dddd) a situation likely to result in your death.

Utterly Formidable A hopeless and utterly terrifying situation, combat against things incomprehensible to one's mind, being attacked by multiple
Terrified (d
ddddddddd) Nazgul, fear so paralyzing that sanity cracks.

Effects of Fear
Suggested effects for generating h or d: • Frozen in Terror: The character is immobilized and staggered • Fe
during their next turn and gains 3 additional points of Shadow. no
• Adrenaline Rush: Momentary panic gives the character a rush This is a good penalty for failure with a lot of h or d. au
of adrenalin, but at a cost. The character adds bb to their next is
check, but suffers 3 strain. This is a good penalty for success Suggested effects for generating a or t: the
with h.
• Stand with Me: The character's steadfast response emboldens
• Flee in Terror: The character has to spend their next turn
their allies, giving them all 1 additional Hope. Any allied
doing nothing but fleeing the source of their fear check (this
characters forced to make a fear check from the same source add
includes downgrading their actions to maneuvers to move
b
b to their check. This is a good result for passing a fear check
farther away), and gains 1 additional point of Shadow. This is a
with a.
good penalty for failure with a small amount of h.

46
Oaths
O
aths are an optional rule for Adventures in Middle Players can also incure a greater Oath value during play to
Earth. Oaths have a long history in Middle Earth, receive rewards related to their Oath. Someone with the
and have often changed the fates of many. The elf-smith Treasure Oath might discover a part of their stolen
Feanor and his sons swore an oath to recover the Silmarils treasure, which fills them with a greater desire to recover
from Morgoth no matter what or who stood in their way. the rest of their stolen riches. Someone with a Revenge
It was this same oath that led to the Doom of Mandos and oath might find someone else wronged by their enemy
caused so much grief for the Noldor for millennia to who promises to help them out.
come. When the Men of the Mountain broke their oath to
come to Gondor's aid, Isildur cursed them, and it was only A broken Oath frees the player of the binding of the Oath,
by fulfilling their oath when called upon by Aragorn that but gives them a different Motivation, a Curse. Curses are
the Oathbreakers finally found peace. determined based on the nature of the Oath broken,
determined by the GM. The Curse cannot be used to help
When using the Oaths optional rules, players choose a the player, and can only be removed by an act that fulfills
fifth motivation for their character during character their previous Oath. The GM is encouraged to make the
creation: An Oath. The Oath drives the character to Curse a regular nuisance for the players, to ensure the
perform acts that will fulfill the oath, whether for good or players understand the danger of breaking an Oath, and
ill. However, while fulfilling the oath may result in foul attempt to rectify it.
events, breaking the oath is even worse, with the results
determined by the GM. Table 5-1: Group Oath Example
The PCs each have a Oath rating that shows how far they OATH VALUE OATH TYPE CHARACTER
need to go to fulfill their oath. Different actions they take 1-15 Redemption Athelon
in the game help them to fulfill their Oath overtime
(similar to Obligation in EotE). They can choose to start 16-25 Love Ithariel

with a greater Oath they need to fulfill in order to gain an 26-35 Revenge Grigni
advantage, adding 10 to their total Oath value and gaining
either 1000 gold or 10 additional starting xp. 36-45 Loyalty Shoto Took

The GM makes a table out of the character's Oath value,


and before each session rolls a d-100 to determine if
someone's Oath will impact that session, and if it does,
whose Oath it is. That person has their strain threshold
reduced by 2 for the session, and will have to deal with
their Oath in some manner or another.

Table 5-2: Specific Oaths


D100 RESULT
01-14 Revenge: The PC has sworn to take revenge on someone or something that has wronged them, and will do anything to get their vengeance.

15-28 Treasure: The PC once had great riches or an item of great value, and they have sworn to do anything to get their treasure back.

29-42 Love: The PC loves someone and has promised to do anything for the person they love.

43-57 Redemption: The PC did something disgraceful once in the past, and has sworn to do anything to redeem themselves.

58-70 Cause: The PC was sworn themselves to a cause, such as restoring a people to their ancestral home, and will do anything to further their cause.

71-85 Fealty: The PC has sworn their life and service to a Lord or another ruler. They will do anything that their lord commands them.

86-100 Friendship: The PC has sworn friendship to someone else, and will do anything to help or protect them.

47
Epic Play
L
ord of the Rings is the epitome of epic sagas. Epic characters also get to choose to start off with a Hope
Unstoppable evil, impossible odds, powerful magic, rating of either 71 or 30, making them either
and unquenchable hope all typify this wonderful world Valorous or Miserable. This not only gives them
that Tolkien has created for us. There is plenty in this greater strength to resist the Enemy (or greater resources
world for starting characters to deal with, from goblins to study his ways), it gives those players that want it the
and ruffians to wolves and giant spiders, but Middle Earth option to start off with magical abilities.
is also a land of fire-breathing dragons, giant trolls, and
demons of shadow and flame from the Elder Days. If GMs, be prepared to give your heroes greater challenges
there is any setting that deserves rules for Epic Play, it is in Epic Play. While hiding from an orc hunting party
Middle Earth. works with characters with lower xp, Epic characters will
need something more challenging. An invasion from the
Epic Play is an opportunity for your players to start off as South might be imminent, and if the Haradrim manage to
characters with greater power and a little more experience bring their massive Mumakil to the walls of Minas Tirith
under their belts, more like Aragorn, Legolas, and Gimli the city could fall, so your heroes are sent into the wastes
than Frodo, Sam, Merry, Pippin, or our old friend Bilbo. of Harad to kill the beasts before they can be used against
Epic characters start off with an additional 150 xp (which Gondor. Perhaps Angmar is rising again in the North, and
cannot be spent to increase Characteristics) and 3000 your heroes must battle the Nazgul and their fell minions,
gold, giving them the opportunity for greater power and keeping them from using the bones of an ancient dragon
better equipment than any starting character. to create the most terrifying wight that has ever been. The
possibilities are limitless, but remember to make it epic!

Mass Combat
W hile adventures with small companies and
fellowships are a staple of Middle Earth, so are
massive battles. From the Battle of the Five Armies to the
When planning mass combat, the GM should determine
what constitutes a victory or defeat for the active force
during each phase. The GM should also consider what the
Battle of Pelennor Fields, the Free Peoples have long been PCs can do in each phase to facilitate a victory for their
at war with the forces of Sauron, and long before that the own side of the battle and prepare encounters for them
Eldar and the Edain battled alongside the Valar against accordingly.
Morgoth and his endless legions.
The base ability of the acting force (the player's side) is
Mass Combat is very different than individual combat. determined by the size and strength of the force, while the
Luckily, this is a highly narrative system, so we get to skip difficulty of the check is determined by the size and
all the boring bits of warfare and really experience those strength of the enemy force.
cinematic moments. After all, this is all about telling a
great story. Table 6-1: Active and Enemy Forces
The first thing is to seperate the battle into Phases. The FORCE STRENGTH ACTING FORCE ENEMY FORCE
GM should have a rough idea of how the battle could go, Trivial d
d d
d
and thus develop several Events to structure the battle
around, with each event starting a new phase of the battle.. Significant d
ddd d
ddd
Each of these events should mark a change in the battle. Imposing d
dddd
d d
dddd
d
(For example, in the Battle of Helm's Deep, the
destruction of the Deeping Wall and the arrival of Gandalf Staggering d
dddd
ddd d
dddd
ddd
and Eomer would both be events separating phases.) The Vast d
dddd
dddd
d d
dddd
dddd
d
GM rolls a Mass Combat check at the transition between
each phase and the next to determine how the battle has Overwhelming d
dddd
dddd
ddd d
dddd
dddd
ddd
unfolded and may affect the phases to come.

48
Table 6-2: Force Strength
STRENGTH FORCE
Trivial 200 goblins/human militia, 50 orcs/human soldiers, 12 uruk-hai/dwarves

Significant 800 goblins/human militia, 200 orcs/human soldiers, 50 uruk-hai/dwarves, 12 elven warriors

Imposing 3000 goblins/human militia, 800 orcs/human soldiers, 200 uruk-hai/dwarves, 50 elven warriors, 12 trolls

Staggering 10,000 goblins/human militia, 3000 orcs/human soldiers, 800 uruk-hai/dwarves, 200 elven warriors, 50 trolls

Vast 40,000 goblins/human militia, 10,000 orcs/human soldiers, 3000 uruk-hai/dwarves, 800 elven warriors, 200 trolls

Overwhelming 40,000 orcs/human soldiers, 10,000 uruk-hai/dwarves, 3000 elven warriors

While the ability and difficulty of the dice pool represent At the end of a Phase, the GM rolls a Mass Combat check
the tangible elements of the battle, upgrades to that pool to determine how the phase went. On a successful check,
represent how well those elements are being used. A good the acting force accomplishes its objectives for that phase
enough leader can turn the tide of a battle, and a poor or prevents the enemy from achieving their objectives.
leader can mean disaster. The forces of Minas Tirith were Objectives could range from pushing back an enemy
in shambles under Denethor's leadership, and it was not advance to overtaking the enemy force's current position.
until Gandalf stepped in that they began to present a real Additional s can be spent to achieve further goals or
defense. increase the magnitude of success.
The ability of the pool is upgraded a number of times In some cases, the GM may want to define success in
equal to the Leadership skill of the leader of the acting degrees. If the goal for that phase was to buy time for
force, and the difficulty of the pool is upgraded equal to peasants to escape, each additional s might mean
the Leadership skill of the leader of the opposing force. another set of civilians escape the conflict faster than
For a leader to give this upgrade, the leader needs to be expected, which could lead to the battle lasting fewer
able to command. If they are cut off from their troops in phases.
some way, the force loses the advantage.
On a failed check, the enemy force achieves its objectives
Boost and Setback dice are added based on other elements for that phase, or the active force is halted. The enemy
that may be affecting the battle. These can include the objective may be to break through the fortress gates or to
moral of the forces, circumstances on the battlefield, slaughter all the civilians in the town.
actions of the PCs, and any other extraneous
circumstances.
Table 6-3: bb and b b in Mass Combat

REASON TO ADD B
B REASON TO ADD B
B
The acting force is in a defensible position (a fortress, a natural choke point, The enemy force is in a defensible position (a fortress, a natural choke point,
etc.) etc.)

The acting force is caught off guard, under extreme pressure, or otherwise
The acting force has had ample time to prepare for the engagement (set
unprepared for the battle (weapons are locked away, troops are out of position,
traps, prepare covered positions, etc.)
defense systems are cycled down, etc.)

Weather provide the acting force with cover, the element of surprise, or a Weather disrupts or distracts the acting force or provides the enemy with cover
distraction to the enemy force. or the element of surprise.

The acting force is well supplied with ammunition, tactical data, or The acting force is low on ammunition, lacks reconnaissance data about the
equipment that is particularly useful for the task at hand. environment, or is undersupplied.

The acting force has noncombatant allies who provide useful support The acting force is hindered by noncombatant involvement in the battle
(carrying a resupply of useful supplies, acting as scouts or spotters, offering (noncombatants are aiding the enemy force, present possible civilian casualties
their knowledge of the battle site to the active force, etc.) to guard against, are taken as hostages by the enemy, etc.)

The acting force is fighting for more than just martial victory or personal
The acting force has particularly unheroic motives for its actions (conquest,
gain (higher ideals like protection of the innocent, freedom from tyranny,
pillage, vengeance, etc.)
justice, etc.).

49
Table 6-4: Spending a, h, t, d in Mass Combat

RESULT RESULT OPTIONS


1. Members of the acting force notice a key feature of the enemy force (enemy captain, siege weapon, etc.) and its position on the battlefield. 2. All
a or t
Player Characters with the acting force can recover 1 strain.

aa or An attack by the acting force reveals a weakness in the enemy force's defenses. Add b
b to the next Mass Combat check as the acting force exploits
t the weakness.

1. A previously unseen geographical feature of the battlefield (a vantage point atop a ruin, a rock formation, etc.) affords the acting force some
advantage and allows it to upgrade the ability of the next Mass Combat check once it exploits that feature. 2. The acting force disables an
aaa
important component of the enemy force that provided the enemy an advantage in battle (siege weaponry, a fellbeast/great eagle, etc.) 3. The acting
or t
force delivers a blow to the enemy leadership (killing their messengers, assaulting their position with siege equipment, etc.) Downgrade the
difficulty of the next Mass Combat check once.

1. The acting force effectively removes the enemy force commander from the next phase of the mass combat (by physically incapacitating him,
cutting him off entirely from his troops, etc). Unless a new enemy force commander steps up, the enemy force does not upgrade the difficulty of
t
the next mass combat phase. 2. Reinforcements arrive to support the acting force. These increase the force strength of the acting force by one step
in future phases.

tt 1. Sizable reinforcements arrive to support the acting force. These increase the force strength of the acting force by two steps in future phases.

1. The PCs and NPCs with the acting force suffer 1 strain. 2. The fog of war creates confusion on the battlefield. Add b
b to the next Mass Combat
h or d
check, as the acting force struggles to tell allies from enemies.

hh or 1. Each member of the enemy force adds b


b to the first skill check they make during the next Mass Combat phase. 2. Each member of the active
d force adds b
b to the first skill check they make during the next mass combat phase.

1. The acting force gets bogged down in difficult terrain. As a result, it upgrades the difficulty of the next Mass Combat check once. 2. The enemy
hhh force disables an important part of the acting force's strategy, such as a siege weapon or some other element that provided the acting force an
or d advantage in the battle. 3. The enemy force gains a significant advantage in the battle due to a blow to the command of the acting force (the
Commander is wounded, messengers are killed, etc). Downgrade the ability of the acting force in the next Mass Combat check once.

1. One of the PCs involved in the acting force (chosen at random, or as determined by the GM to fit the narrative) is greivously hurt in the fighting
and suffers one Critical Injury. 2. A notable NPC within the acting force suffers a grievous Critical Injury. This deprives the acting force of a
tangible asset and seriously endangers someone important to the PCs. 3. Communications are disrupted and orders are garbled. The commander of
d
the acting force cannot clearly communicate orders to the troops. Unless another officer or respected leader who can communicate to the acting
force steps in to take the commander's place, the acting force does not upgrade the ability of the dice pool in the next Mass Combat check. 4.
Reinforcements arrive to support the enemy force, increase its force strength by one step in future phases.

1. Either succumbing to panic or enemy infiltration, a portion of the acting force turns traitor and joins the enemy force. Decrease the force
dd strength of the acting force by one step and increase the force strength of the enemy force by one step in future phases. 2. Sizable reinforcements
arrive to support the enemy force, icnreasing its force strength by two steps in future phases.

Where do the PCs Fit In? Turning Points


The PCs are the wild cards. As the heroes of the narrative, Mass Combat is as much about the PCs and their
they are instrumental to the outcome of the battle. When actions as it is about the forces clashing around
planning a Mass Combat, it is up to the GM to determine them. This is the story of their adventures after all.
what events the PCs will be able to take part in during The PCs have an enormous capacity to affect the
each phase. Most importantly, the GM should determine world around them, in many cases far exceeding
what the objective of each phase is and what success or what appearances would suggest.
failure means for the greater scope of the battle.
When the actions of the PCs cause extreme results
The GM should provide ways that the players can on the battlefield, the GM can call an end to the
influence the outcome of each phase, giving the players current phase, determine the dice pool, and roll the
smaller objectives of their own, or simply interpreting check for that phase immediately. This is called a
their actions's effects and modifying the dice pool turning point, and the GM is encouraged to use
accordingly. If the player's actions would upgrade, them sparingly. In this way, truly heroic and epic
increase, decrease, etc the pool, adjust it accordingly. actions performed by the PCs can shape the course
Most often, the actions of the PCs are likely to add b or of even a massive battle.
b
b to the check, or remove existing b
b.
50
Treks and Hunger
M
iddle-Earth is an immense world, filled with good
and evil, creatures beautiful and terrible and
everything in-between. However, there is also much of the
world of Arda that is relatively empty. It is a world of vast
wildernesses and endless forests, empty plains and
volcanic wastelands. With all of that land comes quite a
lot of traveling.
Let me give you a little context. The movies make
distances seem a lot shorter than they are, but the journey
from Bree to Rivendell is a journey of over 300 miles, a
journey that took Aragorn and the Hobbits about twenty Treks
days to complete. Between those two settlements there is Treks represent the time the PCs take to journey between
little more than empty land. And that is just between Bree destinations. Before their next encounter, players roll
and Rivendell. A journey from Rivendell to Gondor or either Survival or Resilience checks, with the results of
from Rivendell to the Lonely Mountain takes quite a lot those checks determining what occurs on the Trek. PCs
longer. While the films often skip over this with scenic journeying through the frozen wastelands of Forodwaith
shots of New Zealand, the books do not, and things like might roll Resilience checks to handle the sub-zero
cold and hunger were a real problem for the Fellowship temperatures, while those traveling through the dark
and Thorin's Company alike. forests of Mirkwood might be forced to roll Survival
checks to find their way through the darkness.
There are two ways to play a Lord of the Rings game:
Film-style or book-style. In order to help those that want Various circumstances can influence the Trek check, from
to create an authentic Middle-Earth experience, I have the severity of conditions and outside influences to hunger
created the optional rules of Treks and Hunger. If you and poor preparation. The check could result in everything
want to have the more cinematic experience of the films from an ambush by enemies to b b or b b to checks in
then feel free to ignore these rules and use "screen wipes" subsequent encounters due to lack of rest. A failed Trek
to show the passage of time instead. Of course the check results in the PC having their strain
uneventful travels in the wilderness don't make for the threshold reduced by 3 until their next Trek check or
most entertaining roleplaying moments, so Treks are until they are able to get a full night's rest in a town or
designed to bring the Genesys narrative experience to home.
your travels through the wilds.
Table 7-1: Spending a, h, t, d in Treks

RESULT RESULT EXAMPLES


a or t The PCs find a secret path through the wilds, reducing the length of the Treck by 10%.

aa or t The PCs find lodging along the way, allowing them to get food and rest.

aaa or t The PC finds a large supply of food (fruit trees, huntable animals, etc) freeing members of the Fellowship from the effects of Hunger.

t The PC discovers a hidden treasure, determined by the GM.

h or d The PCs get lost along the way, increasing the length of the Trek by 10%.

hh or d The PCs are ambushed by enemy forces.

hhh or d The PC contracts a disease or other nasty condition, determined by the GM.

d Thieves come in the night and steal half of the PC's gold.

51
When food has run out, immediately before making their
Hunger Trek check the PCs make Resilience checks to overcome
Many people in the modern world take food for granted. the affects of hunger. If the check succeeds, they don't
Getting the right kind of food can be expensive, but if all ignore Hunger completely, but instead suffer the effects of
you care about is being able to eat, pretty much anyone the state of Hunger one step less. (For example, someone
can get ramen for about a quarter a pack. While traveling succeeding a Hunger check after 4 days of going without
the wilds for extended periods of time however, food is a food would suffer the effects of Hungry instead of
commodity. The unprepared traveler can quickly find Extremely Hungry.)
themselves far from home with nothing to eat.
Rations are a necessity for any adventurer, and skill with
hunting is helpful for when those rations run out. Survival
checks can be made to hunt for more food, with the
difficulty of the check determined by the likelihood of
finding something edible. For example, Mordor's barren
wastelands are going to have a lot fewer animals and
edible plants than Fangorn forest (though that has its own
dangers).

Table 7-2: Hunger Guidelines


STATE OF HUNGER DIFFICULTY EFFECT OF FAILED CHECK
Mildy Hungry (1 day without food) Easy (d
d) Reduce strain threshold by 1 until fed.

Hungry (2-3 days without food) Average (d


ddd) Reduce strain threshold by 2 and add b
b to all checks until fed.

Extremely Hungry (4-6 days


Hard (d
dddd
d) Reduce strain threshold by 4 and add b
bbb to all checks until fed.
without food)

Daunting Reduce strain threshold by 6, reduce wound threshold by 2, and upgrade the difficulty of all
Ravenous (1 week without food)
(d
ddddddd) checks once until fed.

Formidable Reduce strain threshold by 10, reduce wound threshold by 5, and upgrade the difficulty of all
Starving (2+ weeks without food)
(d
ddddddddd) checks twice until fed.

52
Adversaries
The Free Peoples
As long as there has been evil in the world, there have • Talents: Pike Wall (Dwarf Soldiers interlock their shields and
been those willing to stand against it. The Free Peoples of hold out their pikes to hold off attackers. For an enemy to break
Middle Earth are those who are willing to stand up against through the line, they must make a Hard (ddd) Melee,
Athletics, or Coordination check, with the difficulty upgraded
the Shadow instead of bowing down to it. Whether simple
for each additional minion in the minion group, also suffering an
farmers or ancient elf-lords, these men and women are
engaging attack (see Pike in Weapons.)
willing to do whatever is needed to see that Sauron is • Abilities: None
defeated and the world is made safe once more. • Equipment: Battleaxe (Melee [Light]; Damage 6; Critical 3;
Range [Engaged], Vicious 1), dwarven plate (+3 soak), pike
Bounder (Minion) (Melee [Light]; Damage 5; Critical 3; Range [Short], Defensive
1, Pierce 2), shield (Melee [Light]; Damage 3; Critical 6; Range
Hobbits have never been a very warlike bunch. However,
[Engaged], Defensive 1, Deflection 1, Inaccurate 1)
when times require, they are willing to fight. The
Bounders are the closest thing the Shire has to a fighting
force, a loose group of Hobbits given authority by the
Elven Warrior (Minion)
Sheriffs to patrol the borders or "bounds" of the Shire, The elves are the oldest and wisest of the Free Peoples,
keeping strange folk out, though force is rarely required, and their armies, while smaller than those of men or
and the Bounders would much rather tell the strangers off dwarves, contain the greatest warriors in Middle Earth.
than get into a fight. Many of these elves have hundreds, if not thousands of
years of experience.
1

3

2
3 2 2
2

4

2
3 2 3

2 4 0 0

4 6 4 3
• Skills (group only): Melee (Light), Perception, Ranged,
Stealth, Vigilance • Skills (group only): Discipline, Melee (Light), Perception,
• Talents: None Ranged, Stealth, Vigilance
• Abilities: Silhouette 0, Courage of Hobbits (When making a • Talents: Finesse
Discipline check, Bounder may downgrade difficulty of the • Abilities: None
check by one.) • Equipment: Elven mail (2 defense, +2 soak), longbow
• Equipment: Club (Melee [Light]; Damage 3; Critical 4; Range (Ranged; Damage 8; Critical 3; Range [Long]; Unwieldy 3),
[Engaged]), leather jerkin (+1 soak), short bow (Ranged; shield (Melee [Light]; Damage 2; Critical 6; Range [Engaged],
Damage: 6; Crit: 3; Range [Short]; Inaccurate 1) Defensive 1, Deflection 1, Inaccurate 1), sword (Melee [Light];
Damage 5; Critical 2; Range [Engaged], Defensive 1)
Dwarf Soldier (Minion)
The dwarves have always been legendary warriors, and
their armies are nearly unparalleled in the field of battle.
These stats are based off of the dwarf army from the Iron
Hills as seen in the Battle of the Five Armies.

3

1

2
2 3 2

6 6 2 1

• Skills (group only): Discipline, Melee (Light), Resilience,


Vigilance

53
Elf Lord (Nemesis)
Few can match the wisdom and might of the lords of the
elves. They have lived for thousands of years and are the
veterans of many wars, familiar with the deceits and
minions of Sauron than any others. Few can match them
on the battlefield, and fewer can match their strange
magics. While these stats represent a Noldor elf lord, they
can easily be modified to represent a Sindar lord as well.

3

5

4
4 4 4

6 24 20 4 3
• Skills: Charm 2, Cool 3, Discipline 3, Knowledge (Lore) 3,
Melee (Heavy) 3, Negotiation 2, Ranged 3
• Talents: Adversary 3, Improved Parry 3
• Abilities: Beauty of the High Elves (Elf lord decreases the
difficulty of all Charm, Negotiation, and Leadership checks by
1), Light of Valinor (Elf lord can see and interact with the
Unseen World, dealing full damage to enemies with the Wraith
or Wight talent. When beginning an encounter with a creature of
evil, Elf lord can force them to make a Hard [d dddd d] Fear
check as an incidental), Valorous (See Hope & Shadow) Gondorian Captain (Rival)
• Equipment: Elven greatsword (Melee [Heavy}; Damage 8; The armies of Gondor are led by battle-hardened captains
Critical 2; Range [Engaged]; Accurate 1, Defensive 1, Finesse, who have fought against the evil of Mordor for years.
Pierce 2, Superior, Unwieldy 4), elven longbow (Ranged; They lead their troops from the front, racing into battle
Damage 9; Critical 3; Ranged [Long]; Accurate 1, Pierce 1,
alongside their men.
Superior, Unwieldy 4), elven plate (3 defense, +3 soak)

Gondorian Soldier (Minion) 3



3

2
2 3 3
The armies of Gondor have long held back the legions of
Mordor. While not as strong as the dwarves or as skilled
as the elves, few can deny the power that the Race of Men

have to fight against evil. 5 16 4 3

2

2

2
2 2 2 • Skills: Cool 2, Discipline 2, Leadership 2, Melee (Light) 3,
Vigilance 3
• Talents: None
• Abilities: None



• Equipment: Plate armor (1 defense +2 soak), sword (Melee
4 5 3 2 [Light]; Damage 6; Critical 2; Range [Engaged], Defensive 1),
tower shield (Melee [Light]; Damage 2; Critical 6; Range
[Engaged], Defensive 2, Deflection 2, Inaccurate 2)

• Skills (group only): Discipline, Melee (Light), Ranged,


Vigilance
• Talents: None
• Abilities: None
• Equipment: Bow (Ranged; Damage 7; Critical 3; Range
[Medium]), chainmail (+2 soak), light spear (Melee [Light];
Damage 4; Critical 4; Range [Engaged], Accurate 1, Defensive
1), sword (Melee [Light]; Damage 5; Critical 2; Range
[Engaged], Defensive 1), tower shield (Melee [Light]; Damage
2; Critical 6; Range [Engaged], Defensive 2, Deflection 2,
Inaccurate 2)

54
Guard (Minion)
Beyond the soldiers and warriors of grand armies, there
are also the simple men and women who try to protect the
small villages and towns that they call home. These
people have little experience with war and even less
resources, but they do what they can to protect those they
love.

2

2

2
2 2 2

Creatures and Beasts




3 4 2 1 Middle Earth is vast and mysterious, with many peoples


and even more beasts that call it home. Some of these
creatures are natural, denizens of the wild that have lived
• Skills (group only): Melee (Light), Vigilance
there since before the Eldar awoke beneath the stars.
• Talents: None
Others are dark, vile creatures, twisted to serve dark
• Abilities: None
• Equipment: Leather armor (+1 soak), light spear (Melee
purposes.
[Light]; Damage 4; Critical 4; Range [Engaged], Accurate 1,
Defensive 1), shield (Melee [Light]; Damage 2; Critical 6; Bear (Rival)
Range [Engaged], Defensive 1, Deflection 1, Inaccurate 1) Bears are relatively ordinary beasts, with no love for evil
things. However, they are fiercely protective of their
Ranger (Rival) homes, and adventures should be weary not to anger
The Rangers of the North are often feared by those who them, as even ordinary creatures can prove to be deadly
don't understand their true intentions. The truth is that threats.
there are few with nobler hearts than these Dunedain of
the North. They wander the northern lands, hunting the
minions of evil and protecting those that fear them. These
4

2

1
1 1 1
stats also work for their southers cousins, the Rangers of
Ithilien, also known as the Rangers of Gondor.


6 20 0 0
3

4

2
3 3 2
• Skills: Athletics 1, Brawl 2, Resilience 2
• Talents: None



• Abilities: Silhouette 2
4 18 1 1 • Equipment: Claws (Brawl; Damage: 7; Crit: 3; Range
[Engaged]; Disorient 1), Bite (Brawl; Damage: 8; Crit: 3; Range
[Engaged]; Pierce 1, Vicious 2), Thick Hide (+2 Soak)
• Skills: Melee (Light) 3, Melee (Heavy) 3, Perception 4, Ranged
3, Stealth 4, Survival 4, Vigilance 3
• Talents: Adversary 1
Fell Beast (Rival)
• Abilities: None It is unknown how these foul creatures came to be. Some
• Equipment: Leather armor (+1 soak), longbow (Ranged; say they were great eagles once, twisted and tortured by
Damage 8; Critical 3; Ranged [Long]; Unwieldy 3), ranger Sauron to be mounts for his greatest servants. Others say
cloak, shortsword (Melee [Light]; Damage 5; Critical 3; Range they were the weakest spawn of ancient cold-drakes,
[Engaged], Accurate 1), sword (Melee [Heavy]; Damage 6;
dragons without fire, and over time Sauron weakened
Critical 2; Range [Engaged], Defensive 1)
their minds until they were little more than beasts. And
some say that they were spawned by Sauron himself
through some dark sorcery, fed with the foul meat of
Mordor and bred to be extentions of his will.
What is known of these beasts is that they are terrifying to
behold, and sighting them means that one of the Nazgul
has ridden forth to execute his Master's dark will.
55
4

3

1
2 1 1 Horse (Minion)
Horses are the primary choice of mount for the Free
Peoples, and many of the servants of the Enemy as well.



While not particularly powerful, they are fast and easily
5 25 0 0 trained.

• Skills: Brawl 2, Survival 2, Vigilance 3 4



3

1
1 1 1
• Talents: None
• Abilities: Silhouette 3, Flyer, Swoop Attack (after making a
Brawl check, a fell beast can move from engaged to short range


of the target as an incidental), Terrifying (upon first seeing a fell 4 5 0 0


beast, a character must make a Hard (c cd ddd) Fear check
with the difficulty upgraded once, to reflect the gigantic stature
and terrible presence of the beast) • Skills: Athletics, Resilience
• Equipment: Razor Claws (Brawl; Damage: 8; Crit: 2; Range • Talents: None
[Engaged]; Ensnare 2, Pierce 2, Vicious 3) • Abilities: Ecnumbrance Capacity 12, Silhouette 2
• Equipment: Hooves (Brawl; Damage: 5; Crit: 5; Range
Great Eagle (Rival) [Engaged]), riding tack

Servants of Manwe, the King of the Valar and Lord of the


Winds, the Great Eagles are a proud and noble race. They
Mearas (Rival)
turned the tide of battle during the War of Wrath in the Among horses, there are none as great as the Mearas. Far
first age, battling against the legions of fire-breathing more intelligent than their lesser cousins, the Mearas are
dragons unleashed by Morgoth. It is incredibly rare for not easy to tame. However, if one convinces a Mearas
them to interact with other races, usually only if the eagles they are worthy of riding them, none could ask for a finer
owe that individual a great debt (as was the case with mount.
Gandalf). They are unlikely to act unless the need is truly
great. 4

4

2
3 3 2
4

4

2
3 2 1


6 16 0 0


4 20 2 2 • Skills: Athletics 3, Brawl 1, Discipline 2, Resilience 1, Survival


2
• Talents: Hard to Tame (Upon riding a Mearas for the first time,
• Skills: Brawl 3, Perception 4, Survival 2, Vigilance 3
must make a Survival check opposed by the Mearas's Discipline
• Talents: None
to convince the Horse to allow you to ride it.)
• Abilities: Silhouette 3, Flyer, Swoop Attack (after making a
• Abilities: Encumbrance capacity 13, Silhouette 2
Brawl check, a great eagle can move from engaged to short
• Equipment: Trampling Hooves (Brawl; Damage: 7; Crit: 4;
range of the target as an incidental)
Range [Engaged], Knockdown)
• Equipment: Razor Claws (Brawl; Damage: 10; Crit: 2; Range
[Engaged]; Ensnare 2, Pierce 3, Vicious 2)
Mirkwood Spider (Rival)
The foul beasts that have taken up residence in Mirkwood
do not have their origin in the world of Arda. They are the
cursed spawn of Ungoliant, a dark creature from the vast
emptiness of the Void. These spiders are intelligent, even
capable of speech, though there is little that talk can do to
save you from their vile clutches.

3

3

2
3 1 1

4 15 0 0
56
• Skills: Brawl 2, Cool 2, Coordination 2, Perception 1, Ranged
1, Stealth 2, Vigilance 3
• Talents: None
• Abilities: Skitter (can move across walls, ceilings, tree trunks,
tree limbs, and giant spider webs without penalty)
• Equipment: Venomous fangs (Brawl; Damage 5; Critical 3;
Range [Engaged]; Burn 2, Pierce 3), webbing (Ranged; Damage
1; Critical 6; Range [Short]; Ensnare 3)

Mumakil (Rival)
Known to the Hobbits as Oliphaunts, the Mumakil are the
greatest weapon the Haradrim have in their arsenal. They
are much like real-world elephants, except that they are
much, much larger, with four tusks and trained for war.
Attempting to defeat one of these without an army at your
back is a fool's errand.

6

1

1
1 2 1 Warg (Rival)
While wolves are natural beasts, Wargs most certainly are
not. These foul creatures possess an unholy intelligence,
complete with their own cruel manner of speech. While


8 50 0 0 they have their own system of governance, they often ally


themselves with goblins and orcs as their motives are
aligned, even letting the chiefs ride upon their backs.
• Skills: Brawl 1, Resilience 2
• Talents: None
• Abilities: Silhouette 4, Sweep (a mumakil may spend aa to 3

3

2
3 2 1
hit an additional target with a successful Brawl check), Trample
(if a mumakil takes a maneuver to move closer to its target
before attacking with its Feet, it gains b
b to its attack check and


deals +2 damage), Trained Mount 1 (add b b to a rider's Riding


checks while mounted), Beast of Burden 30 (add 30 to
4 12 0 0
encumbrance threshold)
• Equipment: Tusks (Brawl; Damage: 15; Crit: 5; Range • Skills: Athletics 2, Brawl 3, Perception 2, Survival 3, Vigilance
[Engaged], Concussive 1), Feet (Brawl; Damage: 18; Crit: 4; 2
Range [Engaged], Knockdown) • Talents: Silhouette 2
• Abilities: Pack Tactics (when using the assist maneuver, wolves
Pony (Minion) add b
bb b instead of bb)
• Equipment: Bite (Brawl; Damage: 6; Crit: 3; Range
Smaller and slower than horses, they are nevertheless [Engaged], Vicious 2)
stout and good for long treks across vast distances. They
are the favored mount among hobbits and dwarves,
mostly because they can actually sit on them.
Wolf (Minion)
While natural beasts, wolves are nontheless dangerous in
packs. They are stealthy and swift, and many an
3

2

1
1 1 1 unfortunate traveler has met their end from a pack of
hungry wolves.




2

3

1
3 1 1
4 4 0 0

• Skills: Athletics, Resilience






Talents: None
Abilities: Encumbrance Capacity 14
3 4 0 0
• Equipment: Hooves (Brawl; Damage: 4; Crit: 5; Range
[Engaged]), harness or riding tack

57
• Skills (group only): Athletics, Brawl, Perception, Stealth
• Talents: None
Black Numenorean (Nemesis)
• Abilities: Pack Tactics (when using the assist maneuver, wolves Not all those descended from the Men of Numenor fight
add b
bb b instead of b
b) against the Shadow. Near the end, many Men of Numenor
• Equipment: Bite (Brawl; Damage: 5; Crit: 3; Range were deceived by Sauron into worshipping Morgoth, and
[Engaged], Vicious 1) their descendants still serve Sauron to this day, many of
them numbering among the greatest of his servants. They
Servants of Sauron are skilled in warfare, torture, and even the dark sorceries
Sauron's will stretches far, calling many evil things to his of their foul master.
cause. Orcs, trolls, and wicked men are just a few of his
many servants. Sauron seeks to dominate all life in 3

3

3
4 3 3
Middle Earth, and he will use every weapon in his arsenal
to see it done.

Barrow-wight (Rival)


5 18 18 1 1
When the Witch King waged his war on the splintered • Skills: Charm 2, Coercion 3, Cool 2, Deception 3, Knowledge
kingdom of Arnor, he called upon the darkest of powers. (Forbidden) 3, Leadership 3, Melee (Heavy) 4, Negotiation 2,
The kings of Arnor had long been buried in the Barrow Vigilance 2
Downs in Cardolan, so the Witch King sent dark spirits • Talents: Adversary 2 (upgrade the difficulty of all combat
from Angmar to the Barrow-Downs, and there they checks against this target twice), Nobody's Fool 2 (upgrade the
possessed the long-dead bodies of the ancient kings. difficulty of all social checks against this target twice), Parry 3,
Scathing Tirade (use this talent to make an Average (d dd d)
These Barrow-Wights, as they became known, were Coercion check; for each s, one opponent within short range
terrifying to behold, dread creatures with a hatred for all suffers 1 strain; for each a, one affected opponent suffers 1
light and life. While nearly immune to most weapons, additional strain)
they are vulnerable to the light of the sun, and fear all • Abilities: Corrupted (See Hope & Shadow)
light. The most fearful thing about these dread undead is • Equipment: Black plate armor (1 defense, +2 soak), cruel
that those they kill are often possessed in turn, becoming greatsword (Melee [Heavy]; Damage 7; Critical 2; Range
[Engaged]; Defensive 1, Pierce 1, Unwieldy 3, Vicious 2), dark
Wights themselves.
cloak

3

2

2
2 3 2 Easterling (Minion)
The Men of Rhun, known commonly as Easterlings, have
often been at odds with the Kingdom of Gondor. Even in



ancient times, many in the East served Morgoth, and
5 12 1 1 many now serve Sauron. However, not all of the East is
under Sauron's sway, and if it were not for the efforts of
• Skills: Athletics 1, Melee (Light) 3, Perception 2, Vigilance 2 the two Blue Wizards, the Men of the East alone would be
• Talents: Adversary 1 (upgrade difficulty of all combat checks enough for Sauron to conquer all of Middle Earth.
against this creature once), Wight (Wights suffer half damage

3

2

2

from physical attacks, taking full damage from magical attacks)


• Abilities: Death Sight (A wight suffers no Perception penalties 2 2 2
at night or in total darkness), Fearful (upon first seeing a fell
beast, a character must make an Average (cd) Fear check
with the difficulty upgraded once, to reflect the terrible presence

of the wight), Life Drain (a target wounded by a wight must 5 5 1 0


make a Hard (ddd) Resilience check or have its Wound
and Strain threshold reduced by two until the next sunrise. If
either threshold is reduced to zero, the target dies. It will rise as • Skills (group only): Discipline, Melee (Heavy), Vigilance
a wight at the next nightfall), Sunlight Vulnerability (a wight • Talents: None
exposed to natural sunlight takes two Wounds per turn until it is • Abilities: None
• Equipment: Chainmail (+2 soak), halberd (Melee [Heavy];
out of the sunlight. If reduced to zero Wounds, it collapses into
dust), Undead (A wight is immune to poison, disease, and sleep, Damage 6; Critical 3; Range [Engaged]; Defensive 1, Pierce 3)
and needs no air, water, or food to survive)
• Equipment: Sword (Melee [Light]; Damage: 6; Crit: 2; Range
[Engaged]; Defensive 1), shield (Melee [Light]; Damage: 3;
Crit: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate
1), ancient chainmail (+2 Soak)
58
Goblin (Minion)
Goblins are the weakest of orc-kind, small, sniveling
creatures that hide in holes and have little strength, except
when in exceedingly large numbers. They hate the sun
and all forms of light, hiding from it whenever possible.
However, they are very craft and many an adventurer has
been overcome by a horde of goblins while traveling
through the mountains.

1

2

2
3 1 1

2 4 2 1

• Skills (group only): Athletics, Melee (Light), Ranged, Stealth,


Survival Nazgul (Nemesis)
• Talents: Not Another One (Spend hh on a player's combat
Once, the Nazgul were nine great kings of Men. These
check to have add another goblin to the minion group. Spend d
men were tempted by Sauron and each given a Ring of
to have another goblin minion group to appear)
• Abilities: Silhouette 0, Discretion (A goblin may disengage as
Power. The Rings gave them dominion over lesser men
an incidental rather than a maneuver), Hatred of the Sun (Adds and made them great warriors and sorcerers, able to
b
bb b to all checks when in direct sunlight) become invisible at will and walk in the Unseen World.
• Equipment: Cruel sword (Melee [Light]; Damage: 4; Crit: 2; However, the longer they wore the rings, the more they
Range [Engaged]; Defensive 1, Vicious 1), leather armor (+1 fell into Shadow, until eventually they faded entirely,
soak), shield (Melee [Light]; Damage: 1; Crit: 6; Range becoming wraiths. Now the Nazgul are the greatest of the
[Engaged]; Defensive 1, Deflection 1, Inaccurate 1), short bow servants of Sauron, living extensions of his dark will.
(Ranged; Damage: 6; Crit: 3; Range [Short]; Inaccurate 1)

Haradrim Soldier (Minion) 4



4

3
5 4 3
The Men of Harad have been at war with Gondor for
millenia, and their hatred runs deep. For centuries they
were ruled by Black Numenoreans, but even without their


cruel influence, many Haradrim join Sauron's forces for


6 20 20 2 2
the chance to defeat their ancient enemy. • Skills: Coercion 4, Knowledge (Forbidden) 5, Melee (Heavy) 4,
Melee (Light) 2, Riding 3, Stealth 3

2

3

2

• Talents: Adversary 3 (upgrade difficulty of all combat checks


2 2 2 against this creature thrice), Lethal Blows 3 (+30 to results of all
Critical Injuries), Wraith (When uncloaked, cannot be seen or
interact with the physical world and takes no damage from



physical attacks. When cloaked, Nazgul take half damage from
4 4 1 0 physical attacks, taking full damage from fire and magical
attacks)
• Abilities: Death Sight (Nazgul suffer no Perception penalties at
• Skills (group only): Melee (Light), Perception, Ranged night or in total darkness), Fallen (See Hope & Shadow), Hatred
• Talents: None of the Sun (Adds bb to all checks when in direct sunlight),
• Abilities: None Terrifying (upon first seeing a Nazgul, a character must make a
• Equipment: Bow (Ranged; Damage 7; Critical 3; Range Hard (cdd) Fear check with the difficulty upgraded once,
[Medium]; Unwieldy 2), chainmail (+2 soak), light spear (Melee to reflect the terrible presence of the wraith), Undead (Nazgul
[Light]; Damage 4; Critical 4; Range [Engaged], Accurate 1, are immune to poison, disease, and sleep, and need no air, water,
Defensive 1), scimitar (Melee [Light]; Damage 5; Critical 2; or food to survive) *Add Black Breath ability
Range [Engaged]; Vicious 1) • Equipment: Armored robes (1 defense, +2 soak), greatsword
(Melee [Heavy]; Damage: 8; Crit: 2; Range [Engaged];
Defensive 1, Pierce 1, Unwieldy 3), morgul blade (Melee
[Light]; Damage: 5; Crit 1; Range [Engaged]; Breach, Morgul)

59
Olog-hai (Nemesis)
Much like Uruk-hai are with orcs, Olog-hai are a newer,
better breed of troll. They are bigger, stronger, and
smarter, even capable of speech (though they exclusively
speak Black Speech, and not very well) and are trained to
fight with swords and armor. They often appear as
champions in the armies of Mordor, leading charges of
orcs, or in extreme cases even a charge of lesser trolls.
Unlike their weaker cousins, Olog-hai do not turn to stone
in sunlight.

5

2

2
3 3 1
Orc Captain (Rival)




Sauron's desire is to bring absolute order to all of Middle
8 25 15 1 0 Earth. In this light, it makes sense that his armies have a
well-defined system of leadership. Many of the orc
• Skills: Brawl 2, Coercion 2, Melee 3, Resilience 3, Vigilance 2
• Talents: Adversary 2 (upgrade difficulty of all combat checks
captains are uruks, though this is not always the case. If
against this creature twice), Berserk (Once per encounter, may
the captain is an uruk, remove the Hatred of the Sun
make Berserk maneuver. Until the end of the encounter or until ability.
they are incapacitated, olog-hai adds saa to all melee combat
checks they make. However, opponents add s to all combat 3

3

2
3 2 1
checks they make against olog-hai. At the end of the encounter,
olog-hai suffers 6 strain.), Feral Strength 5 (+5 damage to Brawl
& Melee attacks)
• Abilities: Silhouette 3, Sweep Attack (on a successful Brawl or

Melee check, an Olog-hai can spend aa per target to hit 5 12 1 1


additional targets engaged with the first target), Stone Skin
(Reduce results of all Critical Injuries by 10) • Skills: Brawl 2, Coercion 3, Leadership 1, Melee (Light) 2,
• Equipment: Massive sword (Melee (Heavy); Damage 15; Ranged 2, Vigilance 1
Critical 2; Range [Engaged]; Defensive 1, Cumbersome 5, • Talents: None
Pierce 2, scavenged armor (+2 soak) stony fists (Brawl; Damage
• Abilities: Hatred of the Sun (Adds bbb b to all checks when in
10; Critical 5; Range [Engaged]; Ensnare 3) direct sunlight)
• Equipment: Bow (Ranged; Damage 7; Critical 3; Range
Orc (Minion) [Medium]; Unwieldy 2), cruel sword (Melee [Light]; Damage:
Believed to have been created by Morgoth torturing elves, 6; Crit: 2; Range [Engaged]; Defensive 1, Vicious 1), chainmail
orcs are the rank-and-file of Sauron's forces. They are not (+2 soak), shield (Melee [Light]; Damage: 3; Crit: 6; Range
[Engaged]; Defensive 1, Deflection 1, Inaccurate 1)
very strong, but they are great in number and answer their
master's will unquestioningly.
Ruffian (Minion)
2

2

1
2 1 1 These stats work for a large variety of criminals and
bandits throughout Middle Earth.




3

2

1
2 2 1
3 4 1 1


• Skills (group only): Coercion, Melee (Light), Ranged


• Talents: None
4 4 0 0
• Abilities: Hatred of the Sun (Adds b
bb b to all checks when in
direct sunlight) • Skills (group only): Brawl, Coercion, Melee (Light)
• Equipment: Bow (Ranged; Damage 7; Critical 3; Range • Talents: None
[Medium]; Unwieldy 2), cruel sword (Melee [Light]; Damage: • Abilities: None
5; Crit: 2; Range [Engaged]; Defensive 1, Vicious 1), leather • Equipment: Club (Melee [Light]; Damage 5; Critical 4; Range
armor (+1 soak), shield (Melee [Light]; Damage: 2; Crit: 6; [Engaged]), dagger (Melee [Light]; Damage 4; Critical 3; Range
Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1) [Engaged}), leather jerkin (+1 soak)
60
• Equipment: Bow (Ranged; Damage 7; Critical 3; Range
Troll (Rival) [Medium]; Unwieldy 2), cruel sword (Melee [Light]; Damage:
7; Crit: 2; Range [Engaged]; Defensive 1, Vicious 1), chainmail
Standing from 10-18 ft tall, trolls are some of the largest (+2 soak), tower shield (Melee [Light]; Damage: 4; Crit: 6;
and strongest of the minions of Sauron, though they are Range [Engaged]; Defensive 2, Deflection 2, Inaccurate 2)
also among the dullest. There are several varieties of
trolls, but all are large and stupid, and all but the Olog-hai Uruk Berserker (Rival)
turn to stone if they are caught in direct sunlight.
The fiercest of the uruks are the berserkers, warriors that
charge into battle in a rage. They are great warriors, and
5

2

1
1 1 1 only the mightiest of heroes can think to challenge one in
battle. These stats can easily be modified to represent
berserkers of other races.


6 20 0 0 4

3

2
3 2 1
• Skills: Athletics 2, Melee (Heavy) 2, Resilience 2, Survival 1
• Talents: Adversary 1 (upgrade difficulty of all combat checks


against this creature once), Feral Strength 4 (+4 damage to


Brawl & Melee attacks)
6 14 1 1
• Abilities: Berserk (Once per encounter, may make Berserk
maneuver. Until the end of the encounter or until they are • Skills: Melee (Heavy)
incapacitated, troll adds saa to all melee combat checks they • Talents: Berserk (Once per encounter, may make Berserk
make. However, opponents add s to all combat checks they maneuver. Until the end of the encounter or until they are
make against troll. At the end of the encounter, troll suffers 6 incapacitated, uruk berserker adds saa to all melee combat
wounds.), Return to Stone (If exposed to direct sunlight, a troll checks they make. However, opponents add s to all combat
will turn to stone immediately), Silhouette 3, Sweep Attack (on a checks they make against uruk berserker. At the end of the
successful Brawl or Melee check, a troll can spend 2 Advantage encounter, uruk berserker suffers 6 wounds.), Feral Strength 2
per target to hit additional targets engaged with the first target), (+2 damage to Brawl & Melee attacks)
Stone Skin (Reduce results of all Critical Injuries by 10) • Abilities:
• Equipment: Cudgel (Melee (Heavy); Damage 12; Critical 4; • Equipment: Cruel greatsword (Melee [Heavy]; Damage: 10;
Range [Engaged], Cumbersome 4, Disorient 2, Knockdown), Crit: 2; Range [Engaged]; Defensive 1, Pierce 1, Unwieldy 3,
stony fists (Brawl; Damage 8; Critical 5; Range [Engaged]; Vicious 1), plate armor (1 defense, +2 soak)
Ensnare 3)
• Cave Troll: +1 Soak, remove bb due to darkness
• Snow Troll: Remove bb due to cold conditions
• Hill Troll: +1 Cunning, +1 Survival, +1 Perception

Uruk-hai (Minion)
Greatest of orc-kind, the uruk-hai were bred for war. They
are stronger and fiercer than their lesser cousins, tireless
and with no fear of the sun. While the term often is used
to describe the uruks of Isengard, these stats also work for
the Uruks of Mordor.

3

3

2
3 2 1




Wraith (Rival)
5 5 3 2 While the Nazgul are the first and greatest of the wraiths,
they have many fell servants. The Nazgul wield cruel
• Skills (group only): Athletics, Coercion, Melee (Light), daggers known as morgul blades. These blades are cursed
Ranged, Vigilance with dark sorcery, so that any struck with them fade until
• Talents: Feral Strength 1 (+1 damage to Brawl & Melee they too become wraiths. They serve as servants and
attacks)
lieutenants to the Nazgul, extensions of their will as the
• Abilities: None
Nazgul are extensions of Sauron's.

61
• Abilities: Fallen (See Hope & Shadow) Fiery Aura (Anyone
1

3

2
3 2 2 within short range of a Balrog must make a Hard (cdd)
Resilience check upgraded once. If they fail the check, they are
dealt 5 wounds and 5 strain. If they succeed, they are dealt 2




wounds and 2 strain. On a d, they immediately go 1 over their
3 12 1 1 wound threshold), Silhouette 4, Supremely Terrifying (upon first
seeing a balrog, a character must make a Daunting
(c
cd dd ddd) Fear check with the difficulty upgraded once, to
• Skills: Coercion 3, Cool 2, Discipline 2, Knowledge reflect the massive size and terrible presence of the Balrog),
(Forbidden) 2, Melee (Light) 3, Stealth 3 Sweep Attack (on a successful Brawl check, a balrog can spend
• Talents: Adversary 1 (upgrade difficulty of all combat checks aa per target to hit additional targets engaged with the first
against this creature once), Feral Strength 3 (+3 to Brawl and target)
Melee attacks), Finesse, Wraith (When uncloaked, cannot be • Equipment: Immense flaming blade (Melee [Heavy]; Damage
seen or interact with the physical world and takes no damage 20; Crit 1; Range [Short]; Burn 3, Sunder), whip of flame
from physical attacks. When cloaked, wraiths take half damage (Melee [Heavy]; Damage 15; Crit 1; Range [Medium]; Burn 3,
from physical attacks, taking full damage from fire and magical Ensnare 3)
attacks)
• Abilities: Death Sight (A wraith suffers no Perception penalties
at night or in total darkness), Fearful (upon first seeing a fell
Ent (Nemesis)
beast, a character must make a Hard (c cd d) Fear check with Ents are the ancient protectors of the forests and the
the difficulty upgraded once, to reflect the terrible presence of woods, the tree-shepherds. They look much like walking
the wraith), Hatred of the Sun (Adds bbb b to all checks when in trees themselves, and while there were once many, now
direct sunlight), Miserable (See Hope and Shadow), Undead (A there are few. They are mighty, but are slow to decide and
wraith is immune to poison, disease, and sleep, and needs no air, slower to act.
water, or food to survive)

5

3

4

• Equipment: Armored robes (1 defense, +2 soak), sword (Melee


[Light]; Damage: 7; Crit: 2; Range [Engaged]; Defensive 1), 3 3 2
morgul blade (Melee [Light]; Damage: 5; Crit 1; Range
[Engaged]; Breach, Morgul)



Ancient Powers 8 30 20 0 0
There are things in Arda that existed long before the • Skills: Brawl 3, Knowledge (Lore) 3, Resilience 2, Survival 3,
kingdoms of elves or men, before Sauron rose to power in Vigilance 2
the Second Age. Beings of the Elder Days both great and • Talents: Feral Strength 5 (+5 to Brawl & Melee attacks),
terrible. Some are foul mockeries of Morgoth and others Adversary 2 (upgrade difficulty of all combat checks against this
are ancient beings created by the Valar to protect the creature twice)
• Abilities: Silhouette 3, Sweep Attack (on a successful Brawl or
natural world. All of them are powerful and none should
Melee check, an ent can spend aa per target to hit additional
be taken lightly.
targets engaged with the first target)
• Equipment: Huge limbs (Brawl; Damage 10; Crical 4; Range
Balrog (Nemesis) [Short]; Knockdown, Prepare 1)
Demons of shadow and flame, Balrogs were once
numbered among the Maiar. However, they were
deceived by Morgoth, turned to evil by his dark promises.
Most of the Balrogs died in the War of Wrath, but a few
survived by fleeing into the dark places of the world, such
as Durin's Bane beneath Moria.

6

3

3
3 5 1

12 50 30 0 0
• Skills: Athletics 3, KNowledge (Forbidden) 2, Coercion 3,
Melee (Heavy) 4
• Talents: Adversary 2 (upgrade difficulty of all combat checks
against this creature twice)

62
• Skills: Brawl 2, Resilience 2
Fire Drake (Nemesis) • Talents: Adversary 1 (upgrade difficulty of all combat checks
against this creature once), Feral Strength 4 (+4 to Brawl &
The greatest of Morgoth's creations were the great flying
Melee attacks)
dragons. These beasts nearly turned the tide in the War of
• Abilities: Cage of Roots (perform an out-of-turn incidental to
Wrath, led by Ancalagon the Black, greatest of their kind, immobilize a character within medium range, The character may
who was larger than a mountain. However, no other make a Hard (ddd) Athletics check to break free),
dragons have matched the size and power of Ancalagon. Silhouette 2
There are none left of his ancient brood, as the last of the • Equipment: Limbs (Brawl; Damage 8: Critical 4; Range
great dragons, Smaug the Terrible, fell to the arrow of [Engaged]; Knockdown).
Bard the Dragonslayer. While none as great as Smaug
remain, there are other, lesser drakes who are still truly Stone Giant (Nemesis)
formidable. Few would dare face a dragon of any kind in Little is known about these mighty and ancient beings.
battle. There are also cold-drakes, which are exactly like They reside within the Misty Mountains, and there they
their fiery brethren, but without the fiery breath weapon. remain separate from the rest of Middle Earth, caring little
for the concerns of the tiny peoples, if they notice us at all,
5

3

3
3 4 3 that is. Since Tolkien never gave us a real description of
these creatures, I am basing these stats off of the Stone
Giants shown in the Hobbit film trilogy.




However, while I wanted to test out making stats for them,
10 40 25 1 1 I do feel the need to note that they would best be used as
• Skills: Athletics 2, Brawl 3, Charm 3, Resilience 3, Survival 2 environmental hazards rather than actual enemies. They
• Talents: Adversary 2 (upgrade difficulty of all combat checks are unlikely to attack anyone, good or evil. Due to their
against this creature twice), Flyer, Swoop Attack (after making a size and stone skin they are unlikely to even notice if the
Brawl check, a fire drake can move from engaged to short range
someone attempted to attack them.
of the target as an incidental)
• Abilities: Dragonspell (A fire drake can make an opposed
Charm vs Discipline check with one target, if successful the 8

2

2
2 3 1
target comes under the drake's power, following their directions
for one round or five minutes), Silhouette 4, Terrifying (upon
first seeing a fire drake, a character must make a Hard



(cdd) Fear check with the difficulty upgraded once, to


reflect the massive size and terrible presence of the beast),
20 100 60 0 0
Sweep Attack (on a successful Brawl check, an ancient wurm • Skills: Athletics 3, Brawl 2, Ranged 2, Resilience 5
can spend aa per target to hit additional targets engaged with • Talents: Hurler (May use Brawn for thrown weapons)
the first target) • Abilities: Silhouette 6, Supremely Terrifying (upon first seeing
• Equipment: Fiery breath (Brawl, Damage 18; Range [Long]; a stone giant, a character must make a Daunting (c cddd ddd)
Blast 12, Burn 3, Prepare 1, Slow-Firing 2, Vicious 2), massive Fear check with the difficulty upgraded once, to reflect the
jaws (Brawl; Damage 10; Crit 2; Range [Engaged]; Breach 1, massive size and terrible presence of the giant), The Mountains
Vicious 4), massive claws (Brawl; Damage 16; Crit 4; Range are Weapons (May use a maneuver to tear a chunk out of a
[Short]; Concussive 2, Ensnare 2) mountain as a Massive Boulder)
• Equipment: Massive Boulder (This weapon uses vehicle scale)
Huorn (Rival) (Ranged; Damage 4; Crit 3; Range [Long]; Breach 2, Blast 30,
Limited Ammo 1, Slow Firing 1), Stony Fists (This weapon uses
In ancient times, elves taught the trees to sing. The ents vehicle scale) (Brawl; Damage 5; Crit 4; Range [Short]; Breach
have shepherded the trees since those days, and over the 1, Blast 20, Slow Firing 1)
ages some trees have begun to grow "entish", moving
around and filled with hatred for fire, axes, and those who
wield them. While not as mighty as the ents themselves,
these walking trees are truly a terrifying force, especially
when surrounded by them in a dense forest.

4

1

2
3 2 1

5 18 0 0
63
Wurm (Nemesis)
While winged dragons like Smaug are the most well-
known of dragons, the first dragons were wingless. While
none remain that are as mighty as their sire Glaurung, the
remaining wurms are larger and thicker around than their
flying cousins. Like drakes, there are also cold-wurms that
lack the fiery breath weapon.

6

2

3
3 4 3

12 60 40 1 1
• Skills: Athletics 2, Brawl 2, Charm 3, Resilience 4, Survival 2
• Talents: Adversary 2 (upgrade difficulty of all combat checks
against this creature twice)
• Abilities: Dragonspell (A wurm can make an opposed Charm
vs Discipline check with one target, if successful the target
comes under the wurm's power, following their directions for
one round or five minutes), Silhouette 4, Supremely Terrifying
(upon first seeing a wurm, a character must make a Daunting
(cddd) Fear check with the difficulty upgraded once, to
reflect the massive size and terrible presence of the beast),
Sweep Attack (on a successful Brawl check, a wurm can spend
aa per target to hit additional targets engaged with the first
target)
• Equipment: Fiery breath (Brawl, Damage 20; Range [Long];
Blast 15, Burn 3, Prepare 1, Slow-Firing 2, Vicious 2), massive
jaws (Brawl; Damage 12; Crit 2; Range [Engaged]; Breach 1,
Vicious 4), massive claws (Brawl; Damage 18; Crit 4; Range
[Short]; Concussive 2, Ensnare 2)

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