Skip this section at first. Go and read the rules and examples. Then come back to here, because before you can make characters or even plan what kind of character you want, you need to make certain fundamental choices about the setting and structure of the campaign. Tolkien's universe ranged in vision from low fantasy to the highest of the high. There could hardly be any more severe contrast than that between Bilbo Baggins and Túrin Turambar, yet they are both heroes of Tolkien's Middle-Earth. Both types would make an excellent player-character, and yet, they could hardly exist in the same campaign.
Ask yourself first, which version of Tolkien's Middle-Earth you want to explore. He had at least three:
Ø The first was the world of the Silmarillion, and took place (for those who don't know) in a land west of what later became the Shire. This western land, including Hithlum and Beleriand, was drowned in the sea at the end of the First Age. Just about everybody who enters into this early story is a hero of grand scale, and a campaign of the First Age will almost certainly be high fantasy in orientation. A First Age campaign also has the advantage of being largely unexplored territory. (ICE has not, I think, published any supplements for the age. It also seems a good place for experiments with the Amber system, since the High Elves and ancient mannish heroes were almost as powerful as Amberites.)
Ø The second world is the familiar world of the Third Age. ICE has published many invaluable source books for this time-period, particularly the middle-years. Both low and high fantasy campaigns are possible here. I don't think the Amber system can add much to a low-fantasy campaign that Rolemaster cannot. Rolemaster is an excellent system for adventure role-playing. However, for a campaign of really powerful types or of mixed types of low and high, the system outlined below can add a bit more of a Tolkien-ish splash to things. The Amber-paradigm is, I think, a more natural avenue for exploring the super-human than the detailed realism of Rolemaster.
Ø The third world is the world of The Hobbit. What makes it different? It's happier and friendlier than the world of the LOTR. Here the Amber system might be a rewarding avenue of approach simply because its more fluid and -- frankly -- less gruesome than Rolemaster. Do you really want to know that Bilbo has been sliced through the leg-artery, is spurting blood, and will die in 6 rounds? The over-arching power given to the GM in Amber can be used to sanitize the story.
Just as in Amber, my system uses a point-based character-creation system. Unlike Amber, however, I do not suggest that all characters start at 100 points. Tolkien's characters varied widely in their skills and abilities: Gandalf was practically a god, whereas Frodo was only slightly above human-average. If both were created at 100 points, we would have (depending on how we defined a point) either the world's toughest Hobbit or the world's wimpiest wizard. Therefore, I suggest different starting levels for each race. The best way to preserve game balance, then, is to limit every player's selection to races of similar power. Another option is to ignore game-balance altogether, but give each player equal time regardless of how
powerful their character might be. Remember that the members of Tolkien's Fellowship varied in power, but everybody had something to do.
Each race listed below has a starting score in each attribute and a number of extra points here called Freebie points (after the White Wolf Storyteller games' points of the same name.) You may spend these points any way that you wish on attributes, powers, items, or stuff. You may also lower your starting attributes and use the points so diverted for something else. Just bear in mind that if your character deviates greatly from the starting level of his or her race, he or she will be unusual.
Player |
|
|
|
|
|
Freebie: |
|
Allowed?: |
Race: |
Strength: |
Endurance: |
Warfare: |
Power: |
1/S/T/F |
|
|
|
|
|
|
|
|
|
Y |
Middle Man |
5 |
5 |
5 |
0 |
35 |
|
Y |
High Man |
10 |
10 |
10 |
5 |
35 |
|
Y |
Noldor Elf |
15 |
20 |
20 |
20 |
50/40/35/* |
|
Y |
Sindar Elf |
15 |
20 |
20 |
15 |
40/35/30/* |
|
Y |
Silvan Elf |
10 |
20 |
10 |
10 |
40/35/30/* |
|
Y |
Hobbit |
5 |
15 |
5 |
0 |
35 |
|
Y |
Dwarf |
10 |
30 |
15 |
10 |
45/40/35/* |
|
Y |
Half-Elf |
10 |
15 |
15 |
10 |
40/40/35/* |
|
Y |
Half-Orc |
10 |
15 |
10 |
0 |
30/25/20/* |
|
Y |
Half-Troll |
15 |
15 |
10 |
0 |
35/30/25/* |
|
|
|
|
|
|
|
|
|
N |
Ent |
30 |
30 |
10 |
10 |
40/40/35/* |
|
N |
Orc |
10 |
15 |
10 |
0 |
30/25/20/* |
|
N |
Troll |
20 |
20 |
10 |
0 |
25/20/15/* |
|
N |
Maiar |
60 |
60 |
60 |
60 |
200 |
|
N |
Valar |
80 |
80 |
80 |
80 |
500 |
Statistics cannot rise out of the Level in which the
character begins without massive amounts of external additional assistance
(i.e.: blessing, magical aid, etc.)
Freebie Points follow in progression. First
Age (“1”), Second Age (“S”), Third Age (“T”), and Fourth Age (“F”). Items marked with an asterisk "*"
indicate that few, if any, of that particular race would remain and that if any
are around, you should use the preceding value for that Age. Freebie Points are also cumulative. A Noldor Elf born in the First Age and still
active in the Fourth Age (rare as can be!) would have 160 Freebie Points to
allot (beginning Characters only) [50+40+35+35=160.] If only one value is listed, that value is
used for all Ages.
Attributes:
The attribute scale runs from zero to seventy-five and above. Fifty is perhaps the practical maximum for starting characters. This necessitates some superficial changes to the Amber system. For one thing, there is no auction. Players simply buy attributes at the desired level, and if there is a tie, well, too bad. Zero is the lowest possible number, and it does not represent, as in Amber, a potent supernatural rank. It’s rather the opposite.
|
Value: |
Category: |
|
Range: |
Level: |
|
|
|
|
|
|
|
6 |
Average Human |
|
0 to 9 |
Ordinary Level |
|
16 |
Average Elf |
|
10 to 19 |
Exceptional Level |
|
16 |
Average Dwarf |
|
20 to 74 |
Supernatural Level |
|
6 |
Average Hobbit |
|
75+ |
Mythic Level |
|
20 |
Average Ent |
|
|
|
|
11 |
Average Orc |
|
|
|
|
12 |
Average Troll |
|
|
|
|
60 |
Average Maia |
|
|
|
|
80 |
Average Valar |
|
|
|
Ø The range from zero to nine is known as Ordinary, or O-level. It is roughly equivalent to Amber's Human ranking.
Ø The range from ten to nineteen is known as Exceptional or E-level. It is roughly equal to Amber's Chaos level.
Ø The range from twenty to seventy-four points is known as Supernatural, or S-level, and is more or less equivalent to player-character Amber ranks.
Ø The range of 75 and above is known as Mythic or M-level. It is the same as the level of Elder Amberites.
This is the equivalent of the Amber Psyche Attribute. Power is the attribute to buy if you plan to use magic of any sort. Only a very few beings in Middle-Earth still (late 3rd age) have noteworthy power. They are, in order:
Ø The Valar. Only Ulmo is remotely likely to make any appearance whatsoever.
Ø Such Maiar as remain East of the sea. Tom Bombadil. Gandalf. Sauron. Saruman. Radagast. Goldberry. PCs will meet them only seldom.
Ø The Noldor. The Noldor that remain in Middle-Earth are all exceptionally powerful, since they have the power of Aman in them. GMs should be reluctant to allow a Noldor PC.
Ø Other Elves have power of a lesser degree, the Sindar more than the Silvan Elves, because the former were taught by the Noldor in the remote Ages of the world, while the latter were not.
Ø The Númenórians. These high men have power, though rarely Spells or Shapeshifting, and are known to be both Crafters and Farsighted.
Ø Dwarves. The Dwarves know their Craft, but rarely have any other abilities.
Ø Men, Orcs, and Hobbits occasionally prove to be Farsighted or to be able to bless and curse.
Power as a whole has declined over the long years of Middle-Earth. Where before, perhaps, many of the Noldor could have stood alone against a Bolrog, by the time of the War of the Rings, their number had shrunk to almost none. And where the men of Númenor had the strength to oppose Sauron at the height of the Second Age, by the Third, he was all but invincible. Even the colors and beauty of the land had shrunk, to become something more mortal, less Elvish.
… At that moment he
caught a flash of white and silver coming from the North, like a small star
down on the dusky fields. It moved with the speed of an arrow and grew as it
came, converging swiftly with the flight of the four men towards the Gate. It seemed
to Pippin that a pale light was spread about it and the heavy shadows gave way
before it; and then as it drew near he thought that he heard, like an echo in
the walls, a great voice calling. "Gandalf!" he cried. "Gandalf!
He always turns up when things are darkest. Go on! Go on, White Rider! Gandalf,
Gandalf!" he shouted wildly, like an onlooker at a great race urging on a
runner who is far beyond encouragement.
But now the dark swooping shadows were
aware of the newcomer. One wheeled towards him; but it seemed to Pippin that he
raised his hand and from it a shaft of white light stabbed upwards. The Nazgûl
gave a long, wailing cry and swerved away; and with t hat the other four
wavered, and then rising in swift spirals they passed away eastward vanishing
into the lowering cloud above; and down on the Pelennor it seemed for a while
less dark.
The Return of the King (791-2)
Power by itself is a motive force, not a tool. As such, contests of raw Power tend to be blunt and spectacular. One Power may try to drive away the other or beat them down. This is a simple contest of attributes. A power exerting itself often has a bit of its nature revealed. Evil powers most often appear dark and dreadful. Lights may often dim, shadows lengthen, etc. Good powers, too, will appear larger than life, and often radiate or glow according to their stature. If one power is marginally better than the other, it can hold it at bay, or force it way. If it is significantly better, it can hold the other in place, or collapse its will. A character must have a Power of Supernatural level or better to initiate such a contest (which takes at least a minute or so, regardless of the outcome.)
A Power may also try to read the thought of a victim, but only after the latter's resistance is overcome. The latter is inevitable, should the victim be unable to move, and the captor has even a slight superiority. Otherwise, a significant superiority is needed to keep the victim's will enthralled. This use also requires an S-level Power or greater.
Power also acts as a focus of perceptions beyond mortal kin. With sufficient Power a character can detect the presence of other Powers, either near at hand, or far away. The first is easier than the second. At
O-level, these perceptions are limited and subjective: "This wood feels evil." or "There's something funny about the old man." At E-level, they solidify somewhat, and come under the control of the character's will, if he concentrates. "The only evil you feel in the wood is far away." or "The old man is more than he seems." At S-level, they become constantly working senses: "You feel evil on the borders of the wood." or "The old man is hiding a power. You cannot read his mind." In any case, the effective range is never more than 20 miles or so.
At the high S-level, however, characters who actively scry from a high place or with the aid of a device like Galadriel’s mirror, can attempt to find and contact other S-level powers or engage them in contests.
Then suddenly, as before under the eaves of the Emyn Muil, Sam saw these two rivals with other vision. A crouching shape, scarcely more than the shadow of a living thing, a creature now wholly ruined and defeated, yet filled with a hideous rage and lust; and before it stood stern, untouchable now by pity, a figure robed in white, but at its breast it held a wheel of fire. Out of the fire there spoke a commanding voice.
"Begone, and trouble me no more! If
you touch me ever again, you shall be cast yourself into the Fire of
Doom."
The Return of the King (922)
"I thought I saw a white figure that
shone and did not grow dim like the others. Was that Glorfindel then?"
"Yes, you saw him for a moment as he is upon the other side: one of the mighty of the Firstborn. He is an Elf-lord of the house of the princes."
Frodo and Gandalf, The Fellowship of the Ring (217)
In addition to his or her "radar" senses, a powerful character can also peep into the symbolic world and the wraith world. In these visions people appear strangely: Glorfindel as a glowing figure, the Ring as a wheel of fire, Aragorn as a man with a magical crown, Saruman as a striking snake, etc. O- and E-level characters can never initiate these visions of their own (though they will be more frequent for E than O), but for S-level characters these function constantly, even if sometimes there is nothing to see in the other worlds. Interpreting such visions is often difficult. They may show a truer aspect of Middle-Earth, or simply one hidden from mortal eyes.
Hiding oneself from the perceptions of others is exceptionally difficult, more so for evil beings than good ones. If one does not exercise one's power, one can hide from all other Powers, provided it is not searching for you, in which case; should its eye fall on you, a contest is immediately engaged. Active use of power (especially Spellcasting) is like a bugle-call for all to hear and can draw all sorts of attention, even upon lesser Powers. You cannot both use a Power and keep it hidden.
Sometimes wounds are not just natural, but supernatural, too. In that case, the healer must have Power greater than or equal to the thing or person who gave the wound in order to effect a cure. There's a certain amount of craft to this, too, so the healer might also need tools or herbs to do the job right. Aragorn needed Atheleas to cure Merry and Éowyn. Elrond had to melt the blade-shard that had lodged in Frodo's arm. Speaking of Frodo, don't neglect Endurance as a factor in magical wounding. It was the Hobbit's Endurance, not his Power, that enabled him to bear up for so long under both the shard, and, later, the Ring.
Great Power goes hand in hand with great Warfare. An S-level or M-level Power can put his or her will into the troops of their army, thereby making command easier and giving a boost to their Warfare in all contests. A high Power allows the building and co-ordination of an army far, far larger than might be possible under ordinary laws of logistics and morale. The converse, of course, is that once the controlling Power is removed, the army will fall apart. If these rules seem to trample on the preserve of Warfare, too bad, ‘cuz it's the way things work.
Aside from these relatively blunt and unsubtle uses, Power may also be channeled through a variety of Arts and Abilities, from Crafting to Shape-changing. These are assumed always to work for a character of
E-level or higher provided the character is not opposed. Any spell attacking the mind or body (sleep, illusion, etc) of person requires a superiority in a Power contest. Any spell attacking with brute force (fireball, etc) requires superiority in Warfare.
Levels of Power:
Ordinary Power provides only the barest protection against invasive spells and magic. Magical abilities lie mostly dormant at this level, or work only sporadically. A character with Ordinary power will only be able to sense the most overpowering forces in the area (10-20 miles), and then only dimly. Merry, Pippin and Sam all had O-level Power.
Exceptional Power Characters with Exceptional power will be able to use freely whatever magical abilities they purchase. Their defense at this point is stronger, and they can usually detect uses of power nearby (10-15' radius) or directed against them. If they concentrate, they can detect the general feel of an area or person: good or evil, powerful or weak, etc, and discern far-off workings of Power. (Provided the other does not hide itself,) Occasionally, they will see with a second sight or into the wraith-world. Legolas had E-level Power.
Supernatural Power puts a whole range of extra-ordinary senses at the command of the character. They can detect the nature of any being, see through magical disguises and invisibility, even read the surface-thought of an adversary, through a simple power-contest. Only an extra-ordinarily subtle creature can hide their intrinsic power or nature, or work magic nearby (5 miles or so) without being sensed. By climbing to a high place or by concentrating, a being with Supernatural level Power can descry things happening far away in other parts of the world, or engage in power contests (usually indecisive) with a distant foe. Upon concentrating (1 to 2 minutes) they will be aware of all powers in the area. S-level Powers can also perceive the invisible or penetrate magical disguise. The latter requires a contest of power. Two or more supernatural Powers may open themselves to the minds of others in the same room or area, and hold a silent "conference call" with each other. Gandalf, Elrond and Galadriel had S-level Power.
Mythic Power is all that Supernatural Power is and more. Even speaking the name of a being with Mythic Power is dangerous. Sauron had M-level power.
Ordinary Strength allows characters to do all the things a normal, everyday, human can do. Since we are all normal humans (well, most of us), I won't much time elaborating O-level Strength. O-level strength can lift a big rock with both hands, but not throw it. It might or might not indicate knowledge of wrestling techniques. Sam had Ordinary Strength.
Exceptional Strength is the level of an Arnold Schwartzenegger. E-level strength can heft and throw a big rock, or lift one end of a Volkswagen off the ground. It includes a good knowledge of wrestling and punching. If it tries hard, it might be able to bend a medium-sized metal bar. Eomer had E-level strength.
Supernatural Strength is one notch up. S-level strength could heft and throw a Volkswagen Rabbit. It almost certainly gives a natural fluidity to boxing and wrestling. S-level strength could bend a good-sized iron bar or sword.
Mythic Strength is scary. M-level strength could chuck a good-sized train-car, or tear a Volkswagen apart with brute force. M-level strength doesn't box it pulverizes. Smaug the Dragon had M-level strength.
Ordinary Endurance is the endurance of any normal human being. O-level Endurance could jog for perhaps a few hours, out and out run for maybe a quarter of that. It could sword-fight for maybe twenty minutes straight. One good sword blow would put it out of the action. Barliman Butterbur had Ordinary Endurance.
Exceptional Endurance is the endurance of a good athlete and then some. E-level endurance could jog for a day without stopping, or run full-pace for an hour. It could sword-fight for 40 minutes without growing tired. It would take a couple of good wounds to put an E-level person out of action. Frodo had E-level Endurance; and so did Gimli.
Supernatural Endurance, quite frankly, is beyond the real structural capacity of the human body. Someone with S-level Endurance could jog for a week without stopping, or run all-out for a day. They could fight for maybe 20 hours without growing tired. You could hack a limb off a person with S-level Endurance and they'd live with or without medical treatment. You'd have to really whack them with a sword to kill them. Legolas had S-level Endurance.
Mythic Endurance doesn't get tired, or not that you'd notice. You might be able to hurt it, if, say, you dropped a mountain on it. Morgoth had Mythic Endurance.
Ordinary Warfare is cannon fodder. They can point the sharp end at the enemy, they might even be quite good at technique, or a knight back home, but against any sort of hero, they're toast. Sam had Ordinary Warfare.
Exceptional Warfare stands out in the crowd. They're as good or better than the best real life human fencer. They could hold their ground against fifteen to twenty Ordinary foes, or clean out half that number. An E-level leader who goes to one area of a battlefield can usually carry the day in that area, even if the whole battle is lost. Eomer had Exceptional Warfare.
Supernatural Warfare is as good or better than the hero in a modern movie. They can hold their ground against an indefinite number of lesser foes. If they command on the battlefield bet that their side will win. The King of the Ringwraiths (possibly) or Aragorn (even more possibly) had Supernatural Warfare.
Mythic Warfare. Think Benedict. Think Morgoth. Think Tulkas. Maybe not even Sauron had Mythic Warfare.
Good Stuff, Bad Stuff, and
Zero Stuff:
This is what determines whether or not you are a good person, a bad person, or a neutral person. Zero Stuff is not an option to purchase, if you place no points in Good Stuff or Bad Stuff, you end up being a Zero Stuff person, you can’t but it.
Roughly, if you are good, you have some Good Stuff points. The more “good“ you are, the more Good Stuff you have. The effect is true (but reversed) for Bad Stuff, the more evil you are, the more bad stuff you have.
As a general rule, players may not purchase more than 3 points of either. And you may not purchase points on both sides, you are either a Good Stuff wielder or a Bad Stuff wielder, not both.
The Stuff you have comes into play in combat and in general luckiness. For players, it’s usually good to have some stuff, bad or good, but that’s up to them and the GM. Bad Stuff luck allows you to “find” things and influence people that assist you in your evil adventures; Good Stuff luck allows you to “find” things and influence people that assist you in your pursuit of defeating the Dark Lord.
Magical Abilities:
Crafting
(15 pts.)
Greater
Crafting (35 pts.)
&
Master Crafting (50 pts.)
Crafting, the ability to make magical items, is by far the most common magical power found in Middle-Earth. It is also the most characteristic. From the elf-smiths to dwarf masons, from the Silmarils to One Ring, Crafting is the power that shapes Middle Earth. Basic Crafting allows the forging of items with magical properties. Simply take the number of points such an item would cost as a Bought Item (see below) and that is the number of weeks a Crafter requires making the thing. (Naturally, the smith needs a forge and tools and proper material, as well.)
Items with properties marked GC, represent a more advanced art and need a more skillful hand. They require the Greater Crafting ability. Properties marked LS require a living subject and can not be given directly by Crafting. (Perhaps another power, Breeding, is required.) They can, however, be given indirectly through Conferring.
[Basic and Greater Crafting items cost no points to create (though they can later be bought, if the player wishes)].
Master Crafting allows the creation of utterly new Things of Power. Things of Power are always special, are not part of the lists, and always cost points, though they do not thereby become Bought Items. See the discussion of Things of Power below.
Beast
Speech (Varies)
This is, naturally enough, the ability to speak with animals. Not every beast-speaker is a Dr. Dolittle, though. Speech of one species costs 5 points. The speech of named and numbered (up to 12) species is 10. The speech of every animal native to a particular region is 15. The speech of every animal everywhere costs 20 points.
Suddenly out of the darkness something fluttered to his shoulder. He started but it was only an old thrush. Unafraid it perched by his shoulder and it brought him news. Marveling he found he could understand its tongue, for he was of the race of Dale.
The Hobbit (236)
Blessing
& Cursing (15 pts.)
He laid his hand on the pony's head, and spoke in a low voice. "Go with words of guard and guiding on you," he said. "You are a wise beast, and have learned much in Rivendell. Make your ways to places where you can find grass, and so come in time to Elrond's house, or wherever you wish to go."
Gandalf, The Fellowship of the Ring (295-6)
Blessing is the ability to attach a little piece of Good Stuff to another character and send it with them when they leave you. Blessing never works in the presence of the caster, because the mobile Good Stuff is considered a kind of substitute for the Blesser himself. Blessing is only moderately tiring, but too much of it might tax even a great wizard's strength or make the crucial difference later.
Cursing works much like cursing in Amber. You say you're cursing so-and-so, and you gain 10 points (or more!) of bad stuff, which goes out from you to make the curse "stick." The greater your power, the more effective such cursing will be. It helps, too, if you've been greatly wronged by the party in question, even better if they have just mortally wounded you.
Foresight
(10 pts.)
"Thus we meet again, though all the
hosts of Mordor lay between us," said Aragorn. "Did I not say so at
the Hornburg?"
"So you spoke," said Eomer, "but hope oft deceives, and I knew not then that you were a man foresighted."
The Return of the King (830)
Sometimes people in Middle-Earth can see the future, or possible futures. The GM can slip these flashes of insight to the player on a piece of paper, to speak or be silent, or he can simply announce that the character says such-and-such prophecy. In either case, the prophecy only "sticks" if it is spoken aloud. This is more useful for NPCs than PCs.
Horde
Mastery (15 points)
. . . a whole regiment of birds had broken away suddenly from the main host, and came, flying low, straight towards the ridge. Sam thought they were a kind of crow of large size. As they passed overhead, on so dense a throng that their shadow followed them darkly over the land below, one harsh croak was heard.
The Fellowship of the Ring (277-8)
A Horde Master can settle down anywhere and put the animals to work for him. This requires a fixed base where both you and the animals live, plus time to train them and instruct them. But with a little breeding, and you have a ready-made batch of spies or guards. Horde Mastery includes Beast Speech for one's current Horde animal.
Shapeshifting
(Varies)
"He is a skin-changer. He changes his skin: sometimes he is a huge black bear, sometimes he is a great strong black-haired man with huge arms and a great beard. I cannot tell you much more, though that ought to be enough."
Gandalf, The Hobbit (116)
Only a very few people in Middle-Earth have shapeshifting. Of them, the Beornings are the most likely to be PCs. The base-cost for shapeshifting is 15 points. For 15 points the character can change into one specific animal-shape. This "skin" is an individual, not a generic beast, so the shifter will always become the same bear or wolf or what-have-you. Changing shape takes perhaps a minute.
Extended Shapeshifting is also possible. To extend one's basic form to birds, the cost is an extra 5 points; to reptiles or insects, an additional 10. To be able to change into different individuals of a species costs another 10.
To this base-cost, one may then buy multipliers. Named and numbered species (up to 6) costs *2, many more species (up to 30) costs *3, unlimited species *4.
Base cost and multipliers may be mixed and matched. For instance, Findulias wants to be able to change into a bear, a wolf, a badger, and an eagle. She pays 15 for basic animal shape-shift, then multiplies it by *2 to buy named and numbered animals: the bear, the wolf, and the badger. But she also wants to change into an eagle. This is 5 more points for the one bird form. So her total is 15 *2 = 30 + 5 = 35 points.
Now the Valar took to themselves shape and
hue; and because they were drawn into the World by love of the Children of
Ilúvatar, for whom they hoped, they took shape after that manner which they
beheld in the Vision of Ilúvatar, save only in majesty and splendor. Moreover
their shape comes of their knowledge of the visible World, rather than of the
World itself; and they need it not, save only as we use raiment, and yet we may
be naked and suffer no loss of our being.
The Silmarillion (11)
The Shapeshifting of the Valar and the Maiar is a different kind of thing altogether. Basically, any Valar or Maiar can body or disembody themselves at will. Thus, killing their body does not kill them. Nor can you be sure their shape will ever be the same twice. Yet, somehow, Middle-Earth itself wears away this capacity, even in good Maiar like Radagast and Gandalf. The existence and cost of Maiar shapeshifting remains the mystery and province of the Game Master. [Note: as a general rule, I attribute a cost of 100 points for Maiar Shapeshifting.]
Spellcasting
(35 pts.)
"Now go on again!" said Beorn to
the wizard.
"Where was I? O yes -- I was not
grabbed. I killed a goblin or two with a flash --"
"Good!" growled Beorn, "It is some good being a wizard then."
Gandalf & Beorn, The Hobbit
Here we come to the rarest of all abilities, and our main example is Gandalf. Unfortunately, we do not see Gandalf work many spells in the course of the LOTR and those spells he does cast often seem inconsistent. Therefore, I've had to simplify a bit. Let's start with what Gandalf can't do:
Ø He can't fly. If he could, he wouldn't have an eagle carting him all over the place. This goes for levitation, too. Or teleportation. All very unlike Gandalf.
Ø He can't burn snow. He says so himself. I take this as a general principle, that he can't do things which a blatantly unnatural nor sustain a magical operation indefinitely. He can, for instance, make a flash of fire, but can't shoot plasma from his fingers like a flame-thrower.
Ø He can't communicate over long distances. Indeed, he denies that such a thing is even possible without a Palantír.
So what can one do with Spell-casting?
"I will come," said Gimli.
"I wish to see him and learn if he really looks like you."
"And how will you learn that, Master
Dwarf?" said Gandalf.
"Saruman could look like me in your eyes, if it suited his purpose with you. And are you yet wise enough to detect all his counterfeits?"
The
A Spell caster can make himself appear as someone else or to make one object appear as another. Or, as Gandalf does, he can keep people from recognizing him for who he really is, until he wants.
Legolas gave a great shout and shot an
arrow high into the air: it vanished in a flash of flame.
"Mithrandir!" he cried.
"Mithrandir!"
"Well met, I say to you again,
Legolas!" said the old man. . . .
At last Aragorn stirred.
"Gandalf!" he said. "Beyond all hope you return to us in our
need! What veil was over my sight? Gandalf!"
The
"There's more behind this than sun and
warm air," [Sam] muttered to himself. "I don't like this great big
tree. I don't trust it. Hark at it singing about sleep now! This won't do at
all!"
The Fellowship of the Ring (114-5)
Spell casters can make any natural process happen very quickly in a very short burst. They can, for instance, make a hot tongue of flame as Gandalf does. Or make wood rot. Or weaken stone. This goes in reverse, too. He can make a fire go out. Or stop a cracking beam. They can also interfere in the processes of a living body. So they could put someone to sleep by turning on their body's natural sleep cycle. Or kill them by stopping their heart. The only thing they can't do is make continual changes in the order of nature. As soon as they stop concentrating, the interference will stop. Now, if they've set wood on fire, it will continue to burn. If they've put someone to sleep, they'll stay sleeping. If they've killed them, they'll stay dead. Spellcasting can also enhance the function of any object. A door, for instance, is supposed to shut. So a shutting spell will make it stay shut. It's also supposed to open. So an opening spell will make it open. A battering ram is supposed to crush, so an aiding spell will make it crush harder.
"I could think of nothing to do but put a shutting-spell on the door. I know many; but to do things of that kind rightly requires time, and even then the door can be broken by strength."
Gandalf, The Fellowship of the Ring (318-9)
Gandalf struck a blue light on the end of
his staff, and in its firework glare the poor hobbit could be seen kneeling on
the hearth-rug, shaking like a jelly that was melting.
The Hobbit (27)
Big deal, you say. But you never have to go without a torch. And you can read in bed.
"If Gandalf would go before us with a
bright flame, he might melt a path for you," said Legolas. The storm had
troubled him little, and he alone of the Company remained still light of heart.
"If Elves could fly over mountains, they might fetch the Sun to save us," answered Gandalf. "But I must have something to work on. I cannot burn snow."
The Fellowship of the Ring (284)
We've gone over this before. A recap:
Ø Effects cannot be continuous. They have to happen once and then stop. Any results will remain, but your interference must end.
Ø You cannot effect things at a distance. You can set the tree next to you on fire, but not the one in Sauron's garden a hundred miles away.
Ø All contests become Attribute contests. If you try to put someone to sleep and they don't want to sleep, you must beat their Power. If you try to hit them with a falling rock, and they dodge, you must beat their Warfare.
Then they brought up their ponies, and carried away the pots of gold, and buried them very secretly not far from the track by the river, putting a great many spells over them, just in case they ever had the chance to come back and recover them.
The Hobbit (51)
Some kinds of spells like the ones the dwarves used to hide their troll-cache are minor common knowledge. These have no special effect on play, unless the Gamemaster wishes to treat them as a form of Blessing & Cursing.
Items:
Just like in an Amber campaign, characters can buy any item they wish. They may either design it themselves or buy whatever magic goodies come their way in the course of the story. Such a bought item then becomes part of their portfolio, and coincidence will act to keep it from being lost or destroyed. If, however, such an unfortunate thing happens, the points return to the character. In either case, the item becomes an important part of the story. For example, let us look at what happens to the four barrow-swords. After the interlude with Tom Bombadil, the GM decides it's Advancement Point time. Merry, Pippin and Sam decide to buy the swords they've found. Frodo feels it would be better to purchase more Power and Endurance. Now watch the swords as the campaign continues:
Ø Frodo looses his almost immediately. The Ringwraiths break it as a kind of a slap-in-the-face, right before they try to grab him. Oh well, if Frodo wanted it, he should have paid for it.
Ø Merry looses his sword, but not until book 5. He gets the points back, and since he helps to kill the Nazgûl with it, it becomes a permanent part of his story. We'll never forget that sword.
Ø Pippin keeps his sword all the way to the end of the LOTR book 6 and beyond. It gets remarked on from time to time, and he kills a troll with it.
Ø Sam looses his sword in Book 4. But it doesn't leave the story. Gandalf steals it from the Messenger in Book 5, and Sam gets it back by Book 6.
The moral? Bought items are hard to get rid of. Un-bought items are far too easily destroyed.
Extra Hard [1 pt] This is the same as the Amber ability of the same name.
Double Damage [2 pt] This is the same as the Amber ability of the same name.
Deadly Damage [3 pt] This is the same as the Amber ability of the same name.
Destructive Damage [4 pt] GC This is the same as the Amber ability of the same name.
Resistant to Extra Hard Weapons [1 pt] This is the same as the Amber ability Resistant to Normal Weapons.
Resistant to Double Damage Weapons [2 pts.] This is the same as the Amber ability Resistant to Firearms.
Resistant to Deadly Damage Weapons [3 pts.] GC This is the same as the Amber ability Invulnerable to all Conventional Weapons.
Glowing [3 pts.] GC The item glows and can illuminate an area perhaps 1' square around itself. While this is not in and of itself useful, it is often combined with Danger Sense.
Illumination [5 pts.] GC The item doesn't just glow: it is a light source at least as powerful as an ordinary lamp and perhaps much more so.
Danger Sense [3 pts.] GC The item can sense immanent danger to itself or its wielder. This can be general danger, but of very short range (30 seconds or 100 yards), or a only specific danger but with a much greater range (up to 10 miles). Elves often made swords that sense orcs. Please note that the item must have a way of communicating if it is to pass this information along to its owner.
Will [5 pts.] GC The item is alive, but not very smart. (About the same IQ as a dog.) It can use its powers of its own volition.
Able to Speak X times [X pts.] GC The item can speak: but only a set number of times. This can be anything from one word to a conversation to a recitation of the Summa Theologica. Every time it speaks, however, it looses a point out of it's speech ability. When all points are gone it can no longer speak. Normally, X is a significant number such as three or seven or one.
Able to Crawl [1 pt] LS This is the same as the Amber ability Mobility.
Able to Run [2 pts.] LS This is the same as the Amber ability Double Speed.
Swiftness [3 pts.] LS This is the same as the Amber ability Engine Speed.
Hiding [1 pt] The item, like a chameleon, can blend into shade and shadow. It is especially easy in a natural environment with shifting texture and light. Lórien's cloaks may have had a form of this ability.
Single Illusion [3 pts.] The item can appear to be a single other thing, or to project a single other image. The image can be up to the size of a small house, but it must be fixed at the time of creation. E.g. A door that looks like rock or a ring that makes its user look like a stump. Such single illusions will reflect and catch light in a normal way.
Multiple Illusion [5 pts.] GC The illusion projected can change at either the owner's or the item's command. In addition two or more illusions can now be projected, both one on the item itself and one beyond, or three external illusions. These illusions cannot speak or move of themselves, though they will react to wind or water.
Able to Alter Size and Weight [3 pts.] The item can become heavier or lighter by about 50% and can expand or contract by about 25%. Thus a ring could slip on or off a finger, or a set of clothes could change to fit the wearer.
Supernatural Strength [5 pts.] GC This gives the item a Strength of 20.
Supernatural Warfare [5 pts.] GC This gives the item a Warfare of 20.
Supernatural Endurance [5 pts.] GC This gives the item an Endurance of 20.
Shape-change [2 pts. times modifier] LS The item can change form into one or more shapes. The base cost is 2, multiplied by standard multipliers, e.g. Named and Numbered, Horde, etc.
Conferring [15] GC The item confers ability onto its owner or wearer. This includes abilities marked LS.
Things of Power are different from Bought Items. Things of Power are the ultimate expression of magic in Middle-Earth. Anything, a river, a ring, a sword, or a jewel can be a thing of power. Items of Power break the limitations of Power, Spell Craft or Shapeshifting. Specifically:
Ø They can function over a great distance or wide area.
Ø They can communicate instantaneously.
Ø They can function continuously.
Three numbers describe things of Power: its Cost, its Power, and its activation Cost.
The cost of a Thing must be worked out between the player and the GM. Typically, it is 30 points at a minimum. The more powerful the thing will be, the more it will cost. Players are not limited to spending free points and stuff on a Thing. They may sell any attribute down or loose any magical power to pay for the cost. These points go into the Thing and if it is ever lost or destroyed, they DO NOT return to the spender. (A carefully constructed Thing may be deliberately unmade by its creator to regain points, but only at the GM's discretion and only under special circumstances.) Don't complain, though. It's what killed Sauron.
This number is usually the same as the item's Cost, though
sometimes it is greater or lesser (GM's discretion). If the Thing acts on its
own, then its uses only its own Power in attribute contests. If it is wielded,
then its adds its Power to that of its master. (Yes,
The wielder of a Thing has to have at least this much Power to make the item work for him. This cost is usually one third to one half of the total Power of the item.
Combat of Arms:
Step #1: Compare the Highest Warfare to the Lowest Warfare, the Highest Warfare is the Aggressive, and is considered to have the Initiative (choice to act first), after the Aggressive acts (or chooses not to) the roles are reversed. The player with the highest Warfare has the option to either strike first or to allow his opponent that option, if he defers, then he automatically receives +5 points to his Warfare (for this combat).
Step #2: Modify the Aggressor’s Strength as listed on the chart (see below).
Step #3: If the modified Strength value exceeds the defender’s Endurance value, apply damage. If the defender’s Endurance exceeds the modified Strength value, then no damage is applied.
Step #4: For every fifteen (15) modified Strength points above the defender’s Endurance, the damage done is increased by one level.
Step #5: Things (like armor) that have the power of “Resistance” to damage levels reduce the damage done in levels by following this progression:
Resistance to Double Damage Weapons: -2
Resistance to Deadly Damage Weapons: -3
“Stuff Points” modifies placement in the below chart by one positive column shift per point and Zero Stuff does nothing.

Damage is applied in the following manner:
Extra Hard Weapons: The Defending Character takes significant damage and will die within
2 days without medical or magical assistance. This level of damage is
inflicted by magic wielded by people with O-level Power. Chance of
unconsciousness is 20%. Fists and other blunt weapons belong here.
Double Damage Weapons: The Defending Character takes Major bodily damage and will die in
24 hours without medical or magical assistance. This level of damage is
inflicted by magic wielded by people with E-level Power. Chance of
unconsciousness is 40%. Most non-magic and low-level magic weapons fit in here
(Orcrist and Glamdring, for example).
Deadly Damage Weapons: The Defending Character takes a mortal wound and will die within
2 hours without medical or magical assistance. This level of damage is
inflicted by magic wielded by people with S-Level Power. Chance of
unconsciousness is 60%. This covers most mid to high-level magic weapons.
Destructive Damage: The Defending Character is killed outright. This level of damage is
inflicted by magic wielded by people with M-Level Power. Really
powerful magic weapons are here (Grond, Anguriel, etc.) These weapons
render smoking pits in the ground, and have all sorts of secondary effects.
For every six (6) wounds taken at a given damage level the overall damage level is increased by one (from Extra Hard to Double, from Double to Deadly, from Deadly to Destructive). Damage levels may never go “above” Destructive but may go below “Extra,” the level below Extra is incidental.
If you
wish to "gang up" on someone, either by physical armed combat or
ranged combat, to figure out the benefit gained simply take the highest Warfare
of those doing the ganging up and shift it one column to the right (making them
better) for each doubling of the assistance, thusly:
# of
people helping in the gang: Positive
(right) column shifts:
2-3
1
4-7
2
8-15
3
16-31
4
...
...
The
progression is easily figured out. You apply this only to the "main"
character in the gang, not to everyone, and you only apply the effects to
whatever this leader can do. (This is fine since the
main character is usually the most powerful, and you'd want to use
that character's abilities anyway.) This is why (in the novels) Boromir
was defeated and killed by multiple Orc attackers, even though he was the
superior fighter: they had benefit of numbers (and arrows.) If there are multiple
combatants on each side, it's best to break it down to a one-by-one battle.
Initiative:
the character with the highest Warefare has initiative, which he/she may
relinquish to the opponent in receipt of any one of the following:
+5 Warefare for this combat, +1 column shift in protection from damage
from the opponent's strikes, +5 Endurance for determining damage from the
opponent's strikes; or +1 column shift in damage that this character will
inflict in his/her strikes. You should choose one of these effects to
apply once Initiative is surrendered.
Here’s an example:
Sauron and Legolas engage in a nasty one-on-one battle!
Sauron’s statistics are thus: Strength 40, Endurance 40, Warfare 40 and his Sword does Deadly Damage, and he has 6 Bad Stuff points. His Black Scale Armor is Resistant to Deadly Damage Weapons.
Legolas (our hero) has: Strength 18, Endurance 25, Warfare 25 and his sword is Extra Hard and he has 2 Good Stuff points. His Shield is Resistant to Extra Hard Weapons.
Sauron’s Warfare 40 (plus his 6 column shifts because of his Bad Stuff points) puts him in the 70 column [not on the chart!]. Legolas receives a 2-column shift in his favor when comparing things on the chart). Legolas has 25 Warfare normally, but with the 2 column shift bonuses; this puts him in the 31 to 35 column. Comparing these values gives Sauron a result of “S+9”, which makes Sauron’s modified Strength 49.
Sauron’s 49 (modified Strength) minus 25 is 24, which is greater than 15, but not a multiple of 15, so Sauron will receive only one shift up in damage he does to poor old Legolas.
Legolas’ shield will protect him for one shift down in damage that he will suffer from Sauron. (This evens out things).
Legolas receives Deadly Damage from Sauron’s first blow and will die in 2 hours without aid. Most likely, Legolas is also now unconscious and doomed anyway…that’s what you get for challenging The Lord of the Rings to a fight! (It could be worse, that had Legolas not had his shield, Sauron’s blow would have produced Destructive Damage and killed Legolas instantly). This combat lasted only a single blow.
It helps, when reading or GMing Tolkien, to rid yourself of many of the conceptions of fantasy and FRPG. Fantasy has the misfortune of being science fiction's sibling. I'll not deny the similarities, or the fruitful cross-fertilization, but the application of science-fiction principles to fantasy often maims the latter, especially the main theory of science-fiction criticism.
Briefly put, much science-fiction criticism assumes the fictional world to be ruled by laws, which may or may not match our own in every detail but do in bulk. Science fiction then tinkers with the laws and creates stories about worlds where this or that variation of natural law is true. Science fiction is "hard" when its rules match scientific theory closely or exactly, "soft" when they do not. (E.g., 2001 is "hard", Star Trek, "soft.") Fantasy fits in at the far end of the scale, as very "soft" indeed.
Now, there is not inherent disagreement between this and Tolkien's own theory of sub-creation. Indeed, it is Tolkien's theory of sub-creation, with the religious aspect scrubbed away. However, people hardly ever noticed how very unlike our own physical laws are to that of Middle-Earth, and so the elves and what not are warped to fitting an essentially modern view of the world.
Elves first: Elves no longer connote -- to role-players and fantasy-readers, thank God! -- tiny winged midgets . Even Fairies, now spelled Faeries, have lost their Victorian coyness. But we have not returned to the raw medieval -- or even earlier -- view. Instead, I woouuuld feign, we think of Elves as something like Mr. Spock: human with pointy ears. Since both of us are basically fellow animals, we might best call elves another species or subspecies of humanity (and people have). Elves might be better sorcerers, or have stronger "magic" genes, or longer life, but, otherwise, they're no different from us than ET (or Spock).
Wrong.
Elves are not so much like aliens as they are like Angels. Now, both words are wrong, but, if I had to choose one or the other, Angels is better. Tolkien's elves, as far as I can gather, are inherently magical. They are not just stronger and longer-lived in scale, but their bodies are better than ours are in kind. They are almost (in a Platonic sense) more real. (Not that I think Tolkien had much truck with Plato.) They are part of the same "class" of super-human beings beginning with the Valar and the Maiar and working its way down. The Valar are sometimes called "gods", the Maiar, then, are just little gods. What does that make the elves? Little, little gods, and, hence, in these terms, not so hard to imagine as different in kind to us mere humans. Because Elves and Men mingle so often in the LOTR this point is often missed in the mundane act of watching, for instance, Legolas eat or talk or banter, but the difference is there. It comes out clearer, I think, in The Silmarillion.
The second trap we are likely to blunder into is in thinking about magic in too modern a way.
Science-fiction assumptions the some set of physical law governs the secondary world. So what is magic? The usual options are: 1) that magic is a capacity to suspend the laws of the secondary world by the power of the mind; that 2) magic is a kind of physics practiced by people in pointy hats; or 3) magic is a kind of psi-power. Again, none of these options are logically troubling. Tolkien admits in the Letters that his world uses options 2) and 3). The problem is in the imaginative facility of the reader. To a mind raised on sci-fi, or just plain sci, is to assume the existence of modern "physics" unless explicitly rejected. Thus the tendency to assimilate Middle-Earth to another planet (when it is our own) to make its elves into aliens (when, in fact, they reincarnate and fade and do many other odd things) to ignore, indeed, its mythic, pre-scientific nature. Superstition is a far better guide to the way things work in Middle-Earth than science. Talking Beasts, ancient curses, restless ghosts, unlucky names, etc. are all part of Arda -- and DNA is nowhere to be found.
Role-playing encourages similar fallacies. Levels, for instance, strike me as a rather poor way of describing a world where power is either inherent or absorbed (from Valinor or the Rings). Gandalf or Bombadil did not get their power by adventuring. They got it by being who they are. So systems where all PCs start out the same (albeit with differently weighted attributes) and work their way up the ladder, seems to me fundamentally misleading. And magic, in role-playing, is often treated as a kind of exceptional "juice" attracted to or produced by certain people, who can then burn some of it up to cast spells, but which is hardly a natural part of the world. Not that any of this is a reason to alter the RPG unless you want to. But the discrepancy between "world" on one hand and "game mechanics" on the other should at least be noted. The Game-Master can then take care that s/he describes the "world" (or not), even if following the "game mechanics" in questions of rules. It is, after all, the verbal descriptions of the Game Master which convey the illusion of being there, and not the dice-rolling.
It's interesting to experiment, as a Game Master, with imitating the style of writing of the author whose world you're using. I tried to do something of the sort in last year's (1995 fall) Amber game. (Did it work? I'll need to ask the participants, if they ever read this.) Language, word-choice, and syntax reflect the personality of the author and -- more importantly, the personality of the world. So it's important to get them right.
The Chronicles of Amber could never be written in the style of the Lord of the Rings, or visa versa. Zelazny (or Corwin, at least) was a smart-ass. You can see it in the way Corwin flirts with the nastiest, most cynical sayings, often giving them a humorous little flip. Corwin can also be poetic, of course, and the Amber books have some of the most beautifully precise images I have ever seen. A lash of bone-crushing cynicism almost always accompanies them. Blame it on Shadow Earth. Corwin knows what a DJ is, what a newsreel looks like, who Freud was, met Van Gogh, and complained about German tourists, etc. Because Corwin speaks to us in our own post-radio, post-television, mass-market speech, we can forget
that Corwin is a nasty, ruthless, superhuman creature.
No authorial style could be more different from Tolkien's. Perhaps I have erred in not writing this entire guide in a Tolkienian style, but that would have been difficult, if not impossible. Tolkien's preferred mode was sonorous, after old patterns, in old words. He was never a smart-ass. The closest he got, as far as I can see, is the ironic or the bitter. The most Zelaznian thing he ever wrote was in The Hobbit, where he said the trolls "began to call each other all sorts of perfectly true and applicable names." And I imagine he later thought the sentence a failure of tone. (I must be careful what I write about him, though: he had little tolerance for opinionated idiots.) The hobbits, in so far as they are the link between modernity and the world of the LOTR, are not smart-assess either. They can be rustic, and they can be irreverent, but hardly ever cynical. And they had no connection to modern media (radio or television) nor referenced any technology which couldn't have been manufactured by, say, 1600. They are modern, but they are not all that modern.
If you want a surface veneer of Tolkien remove all references to things recent. If you want to say something is big, it might be tempting to say, "big as a pickup-truck" or "big as Volkswagen Rabbit," (as I did) but you probably shouldn't. Think of some thing in the right size range that is a natural object, like, for instance, an oak tree or a horse. And try to keep some dignity, at least. Tolkien is reserved (not prudish) in a way seldom found in American college-students. If you wouldn't say it to your grandmother, don't say it as the GM. We never see Frodo urinating (unlike Corwin -- on his tomb, no less!) and there's hardly anything bawdy or lustful in the whole trilogy.
Vocabulary, too, must be carefully pruned and not just the 4-letter variety of words, either. Zelazny can use any word he wants, and his words usually gain, not loose, by being yanked screaming out of their natural habitat. This is not so with Tolkien. His vocabulary remains throughout the trilogy very basic, with preference given to native English. Get rid of Latin and Greek. No elf could ever say "internal combustion engine" or "telephone" and not just because the concepts are foreign. (Interestingly, Palantír ( = that which sees from afar ) is not so different from television (= far sight ) of the German fernseher ( = far-see-er) in meaning, but the difference between Elvish roots and Greek (or German) ones lets us tell TVs from crystal-balls.)
Anything ending in -tion or -sion should be immediately suspected, as are -ive and -ius. Words with the prefixes re-, pre-, and post-, too. What Romance language Tolkien lets in usually comes through the French, and is old enough to be naturalized. Not that there aren't exceptions, but they are rare, and usually where native equivalents don't exist.
T.A. Shippey's The Road to Middle-Earth has an excellent discussion of these issues, particularly the words "rabbit", "tobacco", "potato" and, of course, "hobbit."
Anyone who names his or her Elf Fred should be shot. The same fate if the name chosen is Polonius, Nero, or Xergaphon. The Road to Middle Earth insists, correctly, I think, the sheer centrality of names and their relationship to the depth of Tolkien's work, as a whole, should be evident. To those who have not, I can only say that names carry with them a sense of identity with the thing named, and their own inherent English-ness or Welsh-ness or, whatever, suggest qualities of the thing named. So naming a character something stupid, is not, as it would be in an Amber campaign, a minor fault, but a cardinal blasphemy.
Unfortunately, though the appendices to the Lord of the Rings give an excellent account of the names and name-origins of the LOTR, they are not much help in creating new ones or in naming either PCs or NPCs. GMs and players have options:
Ø
Use the genealogies. These contain a
cross-section from each culture described, and, if you look, you'll see that
names are often repeated, so that if your character is named
Ø
Use The Silmarillion. The Silmarillion has
elvish roots printed in the back. It would not be impossible (in theory) to
shove them together as a new name for an elf or a High man. Unfortunately, you
might be ramming together Quenya and Sindaran in your ignorance or ignoring
some important sound change. (Not that it matters much for the purposes of a
game, but you'd hate to make Tolkien spin in his grave, wouldn't you?)
Ø Do some research. Tolkien took names from other languages (living and dead.) The dwarves are from the Icelandic Poetic Edda. The Rohirrim use Old English. Even orcish has an (unfortunate) similarity to Arabic. So with some digging around, you can often cook up lists of names from the right language.
Ø Use an ICE book. This is best of all. ICE has put together lists of appropriate names in most of its regional books just for this purpose. Mirkwood, for instance, has a list of names for Woodmen and Lake-men (if I remember rightly). And the MERP books often have new Elves, Dwarves, etc, with new names created (authentically I hope) from Tolkien's own principles.
Ø Or, you have the option of taking the benefit of the etymological meaning of a name and applying that to your new character. Simply visit http://www.uib.no/People/hnohf/elfnam.htm
The following are meant as examples only. If I had time, I could create multiple versions of each, but I'm too lazy. GMs are encouraged to customize these based on the needs of the campaign, their own interpretation of the text of the LOTR, etc.
Example
Items of Power:
The
We never find out where this came from. It certainly seems to be evil or cursed, since it knocks out anyone who drinks from it. I think it likely to be a border-fence of the Elf King. The fact that a flying deer (not Sauron’s style) causing only sleep, not death or madness guards it, seems to bear my theory out. Maybe the Elves come by every once in a while to pick up any sleepers caught by the river.
Cost: 20 points
Power: 30
Activation: N/A (unwieldable)
Effects:
The river will put to sleep anyone who drinks or bathes in the water and fails in a simple Power Contest.
In times of war, the river will rise, and enemies of the King must win a power contest to cross it in safety.
The Mirror of Galadriel (20 points)
Cost: 20 points
Power: 20
Activation: 15 Power
Effects:
Anyone who wields the Mirror can cause it to see into other places or into possible futures. If its sight lands on another Power, and that Power becomes aware of the wielder's gaze, an instant Power contest in engaged. The contest may be broken if the wielder has strength enough to look away. The Mirror cannot look into lands under the Shadow or other types of magical protection. Alternatively, the wielder may cause the Mirror to show (apparently) random images. These often prove prophetic or bearing on such troubles as the gazer is having. The wielder can also allow third parties to see in the vision instead of themselves.
Cost: 50 points
Power: 50
Activation: 30 Power and the would-be-wielder must first beat Sauron in a Power Contest
Effects:
The One Ring (100+ points)
Cost: 100 or more, perhaps including Sauron's independent existence.
Power: 100
Activation: 35 Power
Effects:
Anyone who puts the One Ring on becomes invisible, even if they do not wield it. If they beat the activation cost and become its wielder, they may alternatively forgo the invisibility or make the Ring invisible instead of themselves.
Anyone who wields the One Ring has an instant mental connection to the wielders of the Seven, the Nine, and the Three. With a simple Power contest, the wielder may then read the thoughts or control the wills of all the lesser wielders.
The wielder of the One Ring controls the Nazgûl, providing he or she can defeat the current controller of the Nazgûl. If he or she cannot, the Nazgûl remain under the control of the previous wielder (that is to say, Sauron).
The wielder of the One Ring controls all the Things of Power made or enhanced by Sauron after he created the One, provided the new Wielder can defeat Sauron or the current controller in a Power contest.
If the One Ring is ever destroyed, every work made by Sauron or any other Ring is destroyed as well.
The One Ring has limited intelligence and can respond to the will of Sauron, its current or previous wielder, or an agent thereof.
The One Ring acts always to corrupt the will of anyone possessing it or in its vicinity. Anyone who succumbs to it must attempt to wield it, something which Sauron, if he is awake and in range, will immediately sense.
Anyone who becomes the wielder of the One Ring will eventually turn to evil.
In Mordor, the Ring becomes even more active. Whether it gains in Power is debatable, but, certainly, its activation cost rises and it is easier to sense. When carried near or in Mordor, and not wielded, it becomes excessively heavy to its holder.
Anyone who wields the One Ring gains 100 points of Power.
Anyone who carries the One Ring but does not wield it gains limited unconscious access to its powers. The operation of these proxy powers is up to the GM.
If the One Ring is heated in a fire, upon the inside of the ring can be read the in the Human tongues is thus:
One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the Darkness bind them.
The Silmarils
Cost: 330 (for
all three)
Power: 100 (each)
Activation: 50
Effects: Points:
Numbered *2
Naturally, there are 3 Silmarils.
Resistant to Deadly Damage Weapons 3
Indestructable. Irreplacable.
Double Damage 2
This happens every turn to any wielder with Bad Stuff
(i.e: a servant of evil), and becomes more frequent in pain
and suffering proportionate to the number of Bad Stuff points
the wielder has.
Illumination 5
Glows with the light of the Two Trees combined.
Brightness is in relation to the whim of the wielder,
But is always at least that of a brightly-lit lamp.
Additional Abilities/Powers:
Ø Dwarves and Noldo Elves who see a Silmaril must resist versus the power of the Silmaril (100) or be consumed with lust for the stone and will fight even to the death for it.
Ø If a Silmaril was broken (difficult or perhaps impossible) it would be capable of restoring the Two Trees to life or the power contained in the stone could be used for practically any purpose, from the manufacture of whole new items of power (without cost), to granting of immortality, or beyond. (at GM discretion).
Ø The light of a single Silmaril was capable of burning away to mystical mist that hid Aman from travelers, thus allowing Earendil to find Aman and plea to the Valar for assistance.
Ø Possession of a Silmaril grants the wielder Spellcasting powers beyond the scope described in the magic section without restriction.
Ø Spells cast by a possessor of a Silmaril will not fail, nor can they be redirected, canceled, or interrupted.
Characters:
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Character name: |
Aragorn II (AKA: Strider) |
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Sex: MALE |
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Race: Dunadan |
High Man |
Height: |
?? |
Weight: |
?? |
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Points |
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Ability: |
Rating/Level: |
Spent: |
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Good Stuff: |
5* |
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Strength: |
23 / S |
13 |
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Zero Stuff: |
0 |
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Endurance: |
23 / S |
13 |
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Bad Stuff: |
0 |
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Warfare: |
36 / S |
26 |
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Power: |
20 / S |
15 |
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Total Points: |
150 |
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Skills & Abilities: |
Points
Spent: |
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Possessions & Items: |
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Points: |
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Foresight |
10 |
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"The Star of Elendil"* |
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20 |
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Confers +5 Good Points to |
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Aragorn. |
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Anduril |
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3 |
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Deadly Damage |
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Mithril Mail Armor |
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2 |
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Resistant to Double Damage |
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Cloak Of Valacirya |
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1 |
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Resistant to Extra Hard Weapons |
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War Helm |
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2 |
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Resistant to Double Damage |
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Ring of Barahir |
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45 |
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If held before a Dragon, the |
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Dragon must successfully |
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resist a Power vs. Power |
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struggle against the ring's |
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Power of 45 or flee. |
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Power: 45 |
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Activation: 15 |
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Character name: |
Frodo Baggins |
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Sex: MALE |
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Race: |
Hobbit |
Height: |
?? |
Weight: |
?? |
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Points |
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Ability: |
Rating/Level: |
Spent: |
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Good Stuff: |
2 |
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Strength: |
10 / E |
5 |
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Zero Stuff: |
0 |
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Endurance: |
21 / E |
6 |
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Bad Stuff: |
0 |
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Warfare: |
12 / E |
7 |
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Power: |
12 / E |
12 |
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Total Points: |
42 |
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Skills & Abilities: |
Points
Spent: |
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Possessions & Items: |
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Points
Spent: |
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"Sting" |
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Double Damage |
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5 |
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Glowing (w/Danger Sense) |
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Danger Sense (w/Glowing) |
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Mithril Mail Shirt |
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2 |
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Resistant to Double Damage |
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Elven Cloak |
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1 |
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Resistant to Extra Hard Weapons |
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Phial Of Galadriel |
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6 |
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Illumination |
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Double Damage to allies of Morgoth |
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The One Ring (temporarily) |
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Character name: |
Gollum (Smeagol) |
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Sex: MALE |
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Race: |
Hobbit |
Height: |
?? |
Weight: |
?? |
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Points |
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Ability: |
Rating/Level: |
Spent: |
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Good Stuff: |
0 |
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Strength: |
18 / E |
13 |
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Zero Stuff: |
0 |
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Endurance: |
23 / E |
8 |
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Bad Stuff: |
2 |
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Warfare: |
15 / E |
10 |
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Total Points: |
38 |
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Power: |
5 / O |
5 |
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Skills & Abilities: |
Points
Spent: |
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Possessions & Items: |
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Points
Spent: |
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The One Ring (temporarily) |
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Character name: |
Gandalf the Grey |
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Sex: MALE |
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Race: |
Maiar-Istar |
Height: |
?? |
Weight: |
?? |
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Points |
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Ability: |
Rating/Level: |
Spent: |
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Good Stuff: |
5 |
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Strength: |
23 / S |
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Zero Stuff: |
0 |
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Endurance: |
24 / S |
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Bad Stuff: |
0 |
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Warfare: |
35 / S |
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Total Points: |
232 |
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Power: |
60 / S |
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Skills & Abilities: |
Points
Spent: |
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Possessions & Items: |
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Points
Spent: |
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Maiar Shapeshift |
** |
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Robes of Aman |
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2 |
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Resistant to Double Damage |
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Spellcasting |
35 |
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"Glamdring" - The Foe Hammer |
5 |
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Farsighted |
10 |
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Double Damage |
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Glowing |
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Beast Speech (all) |
20 |
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Narya - Ring of Fire |
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35 |
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Blessing/Cursing |
15 |
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Power: 35 |
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Activation: 20 |
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Cost: 35 |
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Staff |
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5 |
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Illumination |
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**: 100 points (?) |
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Character name: |
Gandalf the White |
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Sex: MALE |
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Race: |
Maiar-Istar |
Height: |
?? |
Weight: |
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Points |
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Ability: |
Rating/Level: |
Spent: |
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Good Stuff: |
5 |
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Strength: |
23 / S |
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Zero Stuff: |
0 |
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Endurance: |
40 / S |
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Bad Stuff: |
0 |
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