Middle-earth D6 Rules (mostly complete)

by Kyle Marquis

formatted by J Hanju Kim from original at https://forum.rpg.net/index.php?threads/middle-earth-d6-rules-mostly-complete.190283/

A few people have asked for my D6 Middle-earth rules. I've been using these to run a very fun game for the past few months, and I figure I ought to share.

For perspective, the characters are competent mortals (a Rider of Rohan and a Gondorian spy), and they've faced threats ranging from the mundane (feuds with the Dunlenders west of Rohan and the descendants of the Balchoth to the east) to the extraordinary (fighting the unnatural ice-magic of a ringwraith's enchanted harp), gearing up for the War of the Ring that's going to start any day now. Along the way they've rescued Shadowfax from Easterlings, fought armies of Wolves and Wargs alongside Beorn's descendants, traveled to Lond Daer, the last great sea-haven of the Numenoreans and foe of Umbar, explored the Marsh of Tode and battled cannibal-spirits, and organized a resistance to Dul Guldur, the Tower of Sorcery in the south of Mirkwood.

The plot revolves around the possible resurfacing of the last of the Silmarils, broken in a forgotten war: the heroes have met the Unhoused spirit of Maglor, son of Feanor, who wants the Silmaril destroyed, while other forces would reassemble it and use it for their own glory.

The rules are modified D6: anyone familiar with the old Star Wars game should be able to pick them up. Note that though the rules are complete for my needs, the magic system in particular still needs work. Though lesser works of magic (prophecy, beguiling) are treated as Advanced skills, the system for real power (Enchantment) still needs play-testing. I just haven't had the chance, since all my players are regular folks, and spell-slingers are rare in Middle-earth.

Also, note that Templates aren't finished. Character creation is still "by hand," as it were. I'll post this enormous thing in segments.


MIDDLE-EARTH D6

CHAPTER 1: CHARACTER CREATION

Templates:

The Appendix contains several Templates. Use these in constructing your character. The template contains most of the information about your character. Start by selecting a template that appeals to you.
Templates contain a great deal of information. Some is provided already, while some you will have to add.

[Yes, the Template idea is pulled from Star Wars. It would work well for new players, though. "I want to be like Aragorn!" "Alright, here's your Ranger of the North template. Choose seven skills from the list.]

Allocating Skills:

To finish the template, you must select skills. The number of skill dice you have, and your maximum starting bonus, are indicated on the template.
Spend skill dice on the skills listed for your template. Dice add directly to the attribute, so if you have (for example) a Cunning of 3D+1 and you place 1D in the Stealth skill (based on Cunning), you have a Stealth of 4D+1.
You can divide 1D into three pips--three +1's or a +1 and a +2.

Specializations:

During character creation, you can choose to spend 1D of your skills to pick up three Specializations. A Specialization is a specialized area of a normal skill. You gain +1D to that narrow area.

Advanced Skills:

An Advanced skill is a highly specialized skill that a character cannot attempt untrained. A character must have the minimum prerequisites for an Advanced skill in order to take it. An Advanced skill is not based on an attribute: instead, a starting character can spend 1D to learn an Advanced skill (if he has one available) and it begins at 1D. Most Advanced skills are magical.


CHAPTER 2: ATTRIBUTES AND SKILLS

The Six Attributes:

Might: Strength, power, and force
Nimbleness: Swiftness, dexterity, and coordination
Wisdom: Knowledge, lore, and craft
Cunning: Cleverness, perception, and wit
Courage: Bravery, discipline, and endurance
Bearing: Charisma, presence, and inner force

Skills:

Skills of Might:

Climb: Mountaineering and climbing
Lift: Lifting and carrying heavy loads
Swim: Moving around in the water
Wear Armor: Subtract your total Wear Armor modifier from a suit of armor's Action Penalty, and the number of dice from the Movement Penalty

[I want to change Wear Armor around, to make a distinction between "Armor you can wear on the battlefield" and "Armor you can wear while traveling." Even Bilbo wears armor in a fight, but of all the Company, only Gimli wears armor for a cross-country journey.]

Skills of Nimbleness:

Archery: Shooting bows and crossbows
Athletics: Balancing, recovering from falls, jumping, and tumbling
Battle: Fighting with all manner of close-combat weapons, from swords to pikes to maces
[None of those filthy French words, like "Melee," for this game!]
Brawl: Unarmed combat (striking and wrestling) and protecting yourself when unarmed
Dodge: Avoiding ranged attacks or "blast effects" such as falling rocks or magic flames
Ride: Staying seated on a horse or other beast
Run: Moving quickly and surely on foot
Throw: Hurling rocks, daggers, spears, and so on

Skills of Wisdom:

Appraise: Determining the value of objects
Artillery: Firing catapults, ballista, and other mounted weapons
Cultures: Differente societies and how they express themselves
Disguise: Hiding your true appearance
Craft (specific): Make objects of Cloth, Earth and Stone, Leather, Metal, or Wood (choose one; each is a different skill)
Dwimmer-lore: Knowledge of arcane matters
Farm: Tend to a farm, plant crops, and raise animals
Governance: Run a nation, serve as an ambassador, and avoid bureaucracy
Heal: Aid, tend to wounds, and cure sickness
History: Knowledge of the past
Languages: Know many languages (see Languages)
Nature Lore: You know about beasts and plants, useful for identification
Seamanship: Sailing, boating, and handling a sea vessel
Spirit World: Perceiving the unseen world

Skills of Cunning:

[Again, note how Cunning handles a lot of "Burglar" skills.]

Deceive: Lying, tricking, seducing, and bluffing; also good for riddle-games
Devices: Picking locks, disarming traps, and general understanding of mechanical objects
Empathy: The ability to read people's motivations and thoughts
Navigate: Direction sense; moving around without getting lost
Notice: Spotting hidden things, hearing faint sounds, and otherwise being aware
Stealth: Hiding, sneaking, and camouflage
Thievery: Pick pocketing, palming objects, and cutting purses
Track: Following a trail
Survival: Getting along in the wild, finding food, water, and shelter
Warfare: Large-scale tactics and leading armies

Skills of Courage:

Initiative: Leaping quickly and bravely into battle
Stamina: Travel for long periods without tiring, and resist pain, fatigue, and exhaustion
Willpower: Resist temptation and domination

Skills of Bearing:

Barter: Haggling and getting a good deal
Command: Controlling large numbers of troops and assistants
Entertain (specific): Singing, dancing, playing a specific instrument, etc. (choose one; each is a different skill)
Forgery: Faking documents, as well as objects of art (provided you have the right additional abilities)
Handle Animal: Controlling and leading beasts
Intimidate: A fearful presence that can make people pliable or panicky
Investigate: Gathering information, research, and finding things out
Persuade: Diplomacy, oratory, and convincing people to do things
Renown: How well-known and honored you are, which determines what you can ask as favors

Advanced Skills:

[Advanced skills govern "lesser" magic. I used to have some non-magical Advanced skills, like Two-Weapon Fighting, but I figured they'd just bog the system down.]

Beast Speech: Speak in the tongues of birds and beasts (Handle Animal)
Beguiling: Your words are unnaturally deceptive and clever (Deceive)
Domination: You can control thoughts and actions (Persuade)
Dread: Instilling others with fear and awe (Intimidate)
Enchantment: True "magic," the power to place your essence in specific objects (Dwimmer-lore)
Far-sight: Sometimes called "Elf-sight," the ability to see great distances (Notice)
Fleetness: The Elvish ability to walk without leaving tracks (Run)
Hands of Healing: Extraordinary healing abilities, especially against unnatural wounds (Heal)
Hope: Inspiring and rallying your allies with your inner light (Command)
Lore-craft: Creating objects of lore like enchanted swords and horns (Craft)
Necromancy: Knowledge of and power over the spirit world (Spirit World)
Phantasm of Song: Creating illusions with song, music, or words (Entertain)
Prophecy: Seeing the future, the past, and other places (Notice)
Rune-sight: Detecting the native magic of objects and places (Appraise)
See Thoughts: Reading minds and wills (Empathy)
Shadow: Cloaking yourself in darkness to stay unobserved (Stealth)
Shapeshifting: Changing from one form to another (Stamina)

Skill Descriptions:

Skills of Might:

Wear Armor:
Attribute: Might
Specializations: Specific type of armor
The Wear Armor skill reduces the penalty for wearing heavy armor. All armor has an Action Penalty and a Move penalty associated with it. Subtract your Wear Armor skill from the Action Penalty and the number before the D in your Wear Armor skill from the Move Penalty. For example, a coat of mail has an Action Penalty of -5D and a Move Penalty of -5. If you had a Wear Armor skill of 4D+1, you'd have an Action penalty of -2 (a -2 to all your actions) and a Move Penalty of -1. Many heavier types of armor have minimum penalties.
Note that since Wear Armor, like all regular skills, can be used untrained, your Might always reduces the penalty you suffer from armor.

Skills of Nimbleness:

Brawl:
Attribute: Might
Specializations: Defend, Strike, Wrestle
You can fight without weapons. Your basic unarmed damage is equal to your Might, and the Difficulty is 5.

Run:
Attribute: Nimbleness
Specializations: Cross-country, short distances
You can move quickly and well. During a foot-chase, Run is used to close in on an enemy or escape. In normal situations, it's used to move over terrain. All terrain has a difficulty rating. Normally, simple moves over flat terrain require no roll. However, quick moves over dangerous terrain require a check.

Flat terrain (low grass, dirt road): 0
Slightly difficult terrain (cobblestone streets, thigh-high grass, sparse forest floor): 5
Uneven terrain (floor of a common deciduous forest, rocky terrain, a street with some foot-traffic): 10
Very uneven or difficult terrain (the rocky slopes of Mordor, a bustling city street, an overgrown forest, deep sand): 15
Dreaful terrain (a crowded theater, a thick swamp, ice): 20

If you make only a single move, you don't need to roll. However, if you make multiple moves, you need to roll once to see if you can move successfully. You need only roll once. If you succeed, you move successfully. If you fail, several things can happen, depending on how badly you fail.

Fail by 1-5: You stagger and your move is aborted
Fail by 6-10: You stumble and suffer a -1D for the rest of your round
Fail by 11+: You stumble, fall, and cannot act for the rest of your round

Skills of Cunning:

Warfare:
Attribute: Cunning
Specializations: Skirmishes (less than 100 people), small battles (100 to 2,500 people), large battles (2,500 or more people), ship-to-ship, small naval conflict (less than 15 ships), large naval conflict (15 or more ships), underground skirmishing, aerial skirmishing, laying siege, resisting sieg, cavalry squads (less than 100 people), cavalry companies (more than 100 people)
This skill lets you determine tactics and plans on a large scale. You need time to prepare tactics: one minute for a small skirmish, ship-to-ship battle, or aerial battle, one hour for a small battle or small naval conflict, and one day for a large battle or taking part in a siege.
If you take time to plan, make a Warfare check. Everyone in your army receives one Warfare Point per 10 full points of your roll. A "Warfare Point" works in all ways like a Character Point, except it can only be spent during combat and on tasks related to the battle. If unspent, it disappears after the battle.

[The Rohir in my game has had tons of fun with this skill.]

Skills of Wisdom:

Craft:
Many skills:
Architecture
Bowing/Fletching
Cooking
Gemcutting
Glassblowing
Leatherworking
Masonry
Smithing
Tailoring
Wagonmaking
Woodworking
Attribute: Wisdom
Specializations: You must choose one substance to be able to craft. Within each substance, specializations are possible. Under metal, for example, gold, or blades; under wood, carriages or bows.
You can make a particular object. Doing so requires a skill check and time. Failed skilled checks require more time.
When making an object, you make a check based on the difficulty of the object.

[This chart has been removed because I freakin' hate formatting charts.]

Make the appropriate Craft check. If you succeed, the object is completed in one hour. If you fail, you must spend more time: six hours, one day, one week, one month, one year, ten years, then further intervals of ten years. Each time interval you spend working on the object lets you roll again and add your previous results.
Example: Gwanod the elf-smith wants to make a long sword. Gwanod's Craft (blacksmithing) skill is 5D, and the difficulty to make a long sword is 25. Gwanod makes a check, and gets a 15: he spends six hours working, but is not quite done. He spends a day, and gets a 12. He adds that to his previous result and gets a 27: enough to complete the work. Gwanod spends a working-shift of six hours, then a day, and finishes his sword.

Superior Items:
It is possible to make superior items. These items grant a +1 or +2 bonus to the appropriate skill. (A well-made sword grants a bonus to Battle, while a fine gown might grant a bonus to Persuade.) A +1 bonus increases the difficulty by +10, while a +2 bonus increases the difficulty by 20.

Sharp Swords and Hard Mail:
Craft can also be used to make more damaging weapons or better armor. Bladed weapons can gain a +1 or +2 to damage, while blunt weapons can gain only +1. A +1 damage bonus increases the cost by 10, while a +2 damage bonus increases the cost by 20.
Armor can gain a Resistance bonus of +1 or +2. Like with weapons, a +1 bonus increases the cost by 10 and a +2 bonus increases the cost by 20. Armor can also be made more flexible, reducing the action penalty and movement penalty by 1 (10 points) or 2 (20 points).

Heal:
Attribute: Wisdom
Specializations: Specific type of creature (Men, Elves, Dwarves, Orcs, mammalian beasts, lizardish beasts, insectoid beasts, etc.)
This skill lets you treat diseases and injuries. For diseases, treatment usually requires a flat roll against a difficulty based on the severity of the sickness.
For injuries, Heal hastens recover and makes it more successful. For normal injuries, roll Might to make a recovery. For a Wound, roll every three days:

2-6: Subject worsens to Felled
5-8: Subject remains Wounded
9+: Subject is healed

For a Fell Injury, roll every two weeks:

2-6: Subject worsens to Mortally Wounded
7-8: Subject remains Felled
9+: Subject improves to Wounded

For a Mortal Wound, roll every month:

2-6: Subject perishes
7-8: Subject remains Mortally Wounded
9+: Subject improves to Felled

Any character engaging in strenuous activity suffers a -1D penalty to his Might check to heal. A character who does nothing for double the normal time receives a +1D bonus.
The Heal skill offers a bonus to the patient's Might check: just add your Heal roll to his check.
You can also use the Heal skill to tend to wounds immediately. All such uses require a full-round action.

Awaken someone knocked Unconscious from Stuns: 10
Get a Felled patient moving around again (with 1D to all rolls): 15
Stabilize a Mortally Wounded patient: 20

All immediate wound-tending requires a healer's bag, which contains herbs, salves, and other artifacts of the trade. A healer's bag has 10 uses, which are used up whether the action is successful or not.

Languages:
Attribute: Wisdom
Specializations: None
This skill lets you learn additional languages. All languages are given three ratings called Familiar, Conservant, and Fluent. You receive a number of language ranks equal to your Languages skill (or, if you lack the skill, your Wisdom): every 1D gets you three language ranks, while every pip grants you one language level. So, a character with Languages 4D+1 has 13 language ranks.
You spend language ranks to learn languages at higher levels of fluency: one rank to learn a language at Familiar, two for Conversant, three for Fluent. Your first 1D of Languages (or Wisdom) are spent automatically on Fluency with your native language. After that, you can select what languages you wish to learn.
If you are Familiar with a language, you know its basic vocabulary, grammar, and syntax. You can communicate simple concepts using small sentences. Your accent is thick and your range is limited.
If you are Conservant with a language, you know it well enough to speak without trouble concerning most matters. Many technical concepts are still beyond you, and you may have trouble describing or understanding detailed situations.
If you are Fluent with the language, you are a native speaker or you communicate just as well as one. You have either no accent (except a regional one) or a faint accent that you can hide without difficulty, and you can communicate any thought that comes to mind.
Written languages are rated similarly: Familiar, Literate, and Masterful.
If you are Familiar with a type of writing, you can sign your name, read signs, and decipher maps (though it may take you a while). Even simple texts, however, are difficult: you must spend ten minutes per page studying it and make a Languages check, with a difficulty based on the complexity of the writing. You cannot write full sentences, only words or short messages.
If you are Literate in a type of writing, you can read slowly but confidently. You normally read a page every 2-3 minutes. Only technical writings (or bad handwriting) force a Languages check. You can also write on most subjects, though slowly.
If you are Masterful in a type of writing, you can read quickly and without effort. You normally read a page every ten to thirty seconds.
If you lack full Fluency with a language, you suffer a penalty to most social interaction checks: -1D to Command, Deceive, Empathy, Forgery, Investigate, and Persuade at Conversant or Literate, and -2D at Familiar. Lack of mastery incurs a double penalty when writing. So, if you are Familiar with a language and Literate in a writing style, you suffer a -3D penalty when writing a document.

The following languages are commonly spoken through Middle-earth:

Adunaic: The tongue of Numenor and the Dunedain
Black Speech: Sauron's manufactured language for his servants
Dunael: The archaic language of Dunland
Entish: The language of the Ents, able to be learned only by them
Haradaic: The language of the Southrons
Khuzdul: The native tongue of the Dwarves, rarely taught to outsiders
Nandorin: The language of some Wood Elves, largely replaced by Sindarin
Pukael: The language of the Woses
Quenya: The archaic ritual language of the Elves
Rohirric: The archaic dialect of the Rohirrim of the Mark
Sindarin: The common spoken language of the Elves
Westron: The Common tongue, stretching across much of northwest Middle-earth

[I'd love a canonical list of Middle-earth languages.]

The following languages exist in archaic form and are no longer spoken, though remnants of them might remain:

Archaic Mannish: The root language of Hobbits and Rohirrim
Archaic Elvish: Very early Elvish

The following pidgin-languages exist. A pidgin-language can be learned only to a single rank, and it allows expression of a single concept.

Burglar's Talk: Used by burglars from the Shire to Mordor, a cant for talking about theft and roguish acts
Orkish: Corrupted from other tongues, Orkish is good for talk about battle, pillage, and wicked things
Wood Symbols: Used by the Woses and others, this is a crude written language for talk of wild places

The following writing systems are common throughout Middle-earth:

Cirth: Called the Runes, the writing system most popular among Dwarves
Tengwar: Called the Letters, the most common form of writing for Elves and Men

Some languages are related. Anyone Fluent in one such language is considered Familiar with the other language for free.
Sindarin, Nandorin, and Quenya are all related. Quenya is related to Archaic Elvish. Dunael and Adunaic are related. Archaic Mannish, Westron, Adunaic, and Rohirric are related. Orkish and the Black Speech are related.

Spirit World:
Attribute: Wisdom
Specializations: Awareness of Power, Spirit Speech
This is a natural skill possessed by all who have seen the Light of Valinor: Noldor, Maiar, and some Sindar. It cannot be learned or used by anyone who has not seen that Light or found some other way of entering the Spirit World (such as by wearing one of the Nine Rings of Men).
Anyone with the Spirit World skill partially exists in the unseen world. This has several effects, outlined below.

Awareness of Power:
Great expenditures of Power show up like beacons to those who see into the Spirit World. This includes all uses of the Enchantment skill, but not the use of magical skills. Roll to see if you notice a work of Enchantment. The difficulty depends on the size of the Enchanted thing:

Up to dog-sized: 30
Up to horse-sized: 25
Up to cottage-sized: 20
Up to pond-sized: 15
Up to mountain-sized: 10
An entire region: 5

Also, modify based on range:

Within 100': No modifier
Within a mile: +5
Within 10 miles: +10
Within 100 miles: +15
Within 1,000 miles: +20
Further: +25

If you successfully detect an enchantment, you become aware of its general area, within about a mile. Pinning it down further requires another check with the difficulty doubled. Detecting an enchantment also does not mean that you know what it is: you can determine whether it is strongly Good or Evil (or neither). If you roll 10 or more points higher than what you need, you can identify who made the enchantment. (Even if you don't know the person's name, you could identify a similar enchantment in the future.)

Spirit Speech:
You can speak without words through the power of your spirit alone. You can communicate with anyone in line-of-sight or anyone whose location you know. (It must be a specific location, no more than a mile across: "Cirith Ungol" or "Rivendell" are acceptable; "Mordor" or "the Misty Mountains" are not. In general, if it shows up as a dot on a map and not an area, it's small enough to serve as a target.)
To establish contact, make a Spirit World check. This requires an action and a check based on the distance involved:

Line of sight: 5
Within a mile: 10
Within ten miles: 15
Within 100 miles: 20
Within 1,000 miles: 25
Anywhere: 30

Once you have made contact, you can communicate freely with the subject. The subject, however, cannot communicate back without the Spirit World skill. Maintaining spirit-speech requires concentration (-1D to all actions). You can link up with as many people as you desire, but this incurs no greater penalty.
You need not share a common language with the subject to communicate. You can use Spirit Speech with other powers, such as Domination. This makes for a useful beckoning power.

Seeing the Invisible:
"Invisible" things, in truth, aren't really invisible: they merely exist partially in the unseen world, the Spirit World. This skill lets you detect invisible things. When an invisible being enters your line of sight, make a Spirit World check against his Stealth. If you roll higher, you can see the subject, as plain as day. Even if you fail, you are aware that something enchanted moves about you.

Skills of Courage:

Initiative:
Attribute: Courage
Specializations: None
This skill is used to determine action order in combat. At the beginning of the battle, everyone makes an Initiative check and calculates their results in order, from highest to lowest.

Skills of Bearing:

Entertain:
Many skills:
Dancing
Specific musical instrument
Singing
Story-telling
Specializations: None
This skill lets you amuse and delight with words, songs, or a musical instrument. Among its many other abilities to impressive and honor, this skill is a great way to receive lodging: even in a place where you have never been, you can roll Entertain instead of Renown to find a place to stay and food to eat.

Renown:
Attribute: Bearing
Specializations: A specific government or region (Gondor, the Wood-Elves of Mirkwood, Mordor, etc.)
This skill determines how much influence you have. It is a measure of wealth, or rather, the equivalent of wealth in a society geared toward vassalage, gift-giving, barter, and hierocratic exchange. All objects are given a Value rating that determines how difficult they are to get.
If you want something, find a place where it is likely to be available (there are no elven-cloaks in Bree, or barrels of Old Toby in Osgiliath), and make a Renown check against the object's Value. If you succeed and the object's Value is less than your Renown, you gain the object. If you succeed and the obejct's Value is greater than your Renown, you can choose to gain the object, but only by sacricing an amount of Renown equal to the difference between the two ratings. If you fail, you cannot secure the item.
Sometimes you need to make a straight Renown check. This is common in situations where you can expect a reward for your good deeds. Typically, a success results in a valuable item or favor, while a failure results in nothing, or something of less value.

Bartering:
You can add to your effective Renown by bartering: an object you possess adds its value to your effective Barter skill, but if you succeed, you must relinquish the object. A Barter check is needed to convince someone that they want to engage in that sort of trade.

Wealth:
Having money can enhance your ability to barter. Your bonus depends on how much you have.

+1: A single coin
+2: Several coins
+1D: A change purse
+2D: A small box of money
+3D: A mid-sized box of money
+4D: A chest of money
+6D: A treasure-room
+8D: A treasure-vault
+10D: A dragon's hoard

Offering wealth is treated just like bartering.

Recovering Renown:

There are two ways to recover Renown. The first, and simplest, is to spend Character Points, which represents the character building up his reputation. The other is to offer gifts. If you have money, you can convert 1D of Wealth into a one pip of Renown.


Advanced Skills:

An Advanced skill offers a deeper, more complete understanding of one particular aspect of a skill. Many Advanced skills are magical.

[Most of these supernatural skills are drawn from The Silmarillion.]

Beast Speech

Advanced skill: Requires at least 5D in Handle Animal
Gift: Rare, but available to all races and peoples
Specializations: None
You can communicate with animals in their language. Beast Speech is treated like the regular Language skill, except that there is only two levels of fluency: Lesser and Greater. Lesser command of a tongue is treated like a pidgin language: you can only communicate concepts that are relevant to the creature and that it can understand: a wolf can be made to attack or to leave, but not to do the dishes; a sparrow will talk about the man-creatures it can see, but will pay no mind of their clothing or exactly how many there are. Greater command lets you communicate with an animal as if it possessed human-like reasoning: at this level of ability, you can get a wolf to do the dishes, or make a sparrow report on how many creatures it sees, what weapons they have, and how they are dressed.

Beast Speech does not necessarily ensure loyalty. However, most animals are interested in food and safety: if you offer those things, you can expect considerable loyalty. Ill-treatment will earn an animal's hatred.

The following types of beast languages exist:

Beguiling:

Advanced skill: Requires at least 5D in Deceive
Gift: Rare, but known by all races and peoples
Specializations: None
You can tell someone anything and they are likely to delieve it. Ordinarily, a Deceive check's difficulty is based on how outrageous the claim is or an Empathy check. With Beguiling, however, the subject must roll Empathy. This means that any lie, no matter how outrageous, may be believed, except for obviously suicidal suggestions (which usually have a difficulty of 35). This type of Beguiling can only be used on one subject at a time.

This ability can also be used to produce phantasms of sound, to create sounds that aren't really there or to distort ones that are. All subjects must make an Empathy check to realize that something is amiss. This type of Beguiling affects anyone who would ordinarily be in range to hear the sound.

A subject who successfully resists your Beguiling gains a +1 Notice bonus to all future Beguiling or Phantasm of Song attempts from you. This effect is permanent, but you can spend a Character Point to remove it.

Domination:

Advanced skill: Requires at least 5D in Persuade
Gift: Known to Noldor and Maiar
Specializations: Specific race (Elf, Orc, Man, etc.)
Your words hold such power that you can command and control with them. To control another, make a Domination check against the subject's Willpower. The advantage of Domination over regular Persuade is that with the mundane skill, the subject can roll his Willpower or use a difficulty based on how outrageous the command is, whichever is better. Now the subject must roll Willpower. Only obviously suicidal commands will be rejected out of hand, while commands that go against the character's core nature allow for the character to spend up to five Character Points resisting them.
A subject who successfully resists your Domination gains a +1 Willpower bonus to all future Domination or Dread attempts from you. This effect is permanent, but you can spend a Character Point to remove it.

Dread:

Advanced skill: Requires at least 5D in Intimidate
Gift: Known to Noldor and Maiar
Specializations: Specific race (Elf, Orc, Man, etc.)
You can fill one or many subjects with supernatural dread, enough to paralyze someone, make him flee in terror, or do whatever you want out of sheer fright. This effect can target anyone you look at in a 30° cone in front of you out to about thirty feet. Make an Intimidate check against the target's Willpower. If you succeed, the subject flees in panic. If you succeed by 10 or more, the subject is paralyzed and, if you so choose, will perform non-violent actions (like handing over an object). You can maintain the effect with Concentration.
A subject who successfully resists your Dread gains a +1 Willpower bonus to all future Domination or Dread attempts from you. This effect is permanent, but you can spend a Character Point to remove it.

Far-sight:

Advanced skill: Requires at least 5D in Notice
Gift: Known only to Elves
Specializations: None
This gift is often called Elf-sight, as Elves can see incredibly far. Make a check to see how far you can perceive:

5: Double vision distance
10: Quadruple vision distance
15: Ten times vision distance
20+: One-hundred times vision distance

Far-sight is treated basically like a spyglass: it magnifies what you can see.

Fleetness:

Advanced skill: Requires at least 5D in Run
Gift: Available only to Elves
Specializations: None
Elven grace is legendary. With this skill, you can walk or run over difficult terrain without leaving a trail or sinking. Your check determines exactly what you can walk on.

Mud, sand, or snow:Automatic
Leave very faint tracks (+10 to Track difficulty):Automatic
Dense roots or jagged, loose rocks:5
Step over a pressure plate (such as a trap):5
Thin reeds, watery mud, or fragile branches:5
Leave no tracks (impossible to track):5
Bushes or general overgrown terrain:10
Water:10 (you must remain moving to do this)
Walk on the back of a dragon:Roll vs. Notice skill
Once you have established that you can walk over a difficult sort of terrain, your ability remains in effect until you move off of that sort of terrain or until you fall down.

Hands of Healing:

Advanced skill: Requires at least 5D in Heal
Gift: Known only to Elves and some lines of Edain
Specializations: Swift Healing, Stopping Pain, Healing Unnatural Wounds
Through a combination of herb-lore, great skill, and your own inner virtue, you can heal more effectively than normal. You can cure more swiftly:

5: Healing time halved
10: Healing time quartered
15: Healing time reduced to one-tenth normal time
20+: Healing time reduced to one-one hundredth normal time

You can also remove pain from an injury by laying on your hands and working for a minute. This can remove Stuns (Difficulty 3 per Stun removed), remove the pain of Wounds (Difficulty 5 per Wound ignored), keep a person moving with no penalty when Felled (Difficulty 10) or keep a person moving when Mortally Wounded (Difficulty 15).
Finally, Hands of Healing can be used to treat wounds that are not physical in nature, such as the Black Breath. The Black Breath of a Nazgul has a Difficulty of 15; other non-physical ailments are usually easier to cure.

Hope:

Advanced skill: Requires at least 5D in Command
Gift: Known only to Noldor and Maiar
Specializations: Specific race (Elf, Orc, Man, etc.)
You can lend hope and discipline to your allies, and bolster them against unwanted control. To lend Hope, make a check: all subjects gain that bonus in Willpower, and a +1 to all other actions for every 10 points of your roll or fraction thereof. The power's effective range is about 30', and it lasts as long as you Concentrate.
Hope can also be used to overthrow magical Domination or Dread. If a subject is under the effects of Domination or Dread, he is allowed another, immediate check with his newly-adjusted Willpower (even if previous Domination reduced his effective Willpower to 0). If the check is failed, you cannot use Hope in that situation until you improve the skill, but if it succeeds, the subject is freed of all lingering effects and (if present) any Enchantment over him is broken.

Lore-craft:

Advanced skill: Requires at least 5D in Craft
Gift: Known only to Dwarves, Elves, and Maiar, and some Numenorians
Specializations: A particular specialization within a Craft
You can make items of extraordinary potency. See the Lore-craft rules, below, for more information.

Necromancy:

Advanced skill: Requires at least 5D in Spirit World
Gift: Available only to those with the Spirit World skill
Specializations:
Necromancy is the dark art of manipulating the unseen world, of making the unseen seen and the seen unseen. It has several separate abilities.

Entering the Invisible World:

You can partially enter into the Spirit World. This allows you to manipulate it and to disappear from the physical world. Entering the Spirit World takes one minute. After that time, make a check based on how thorough you wish your entrance to be:

ActEffectDifficulty
Slight entranceYou are visible as a misty, insubstantial form in both realms. You gain a +2D to Stealth. All acts of interaction in either world are at -2D.10
InvisibilityYou shift your appearance entirely into the Spirit World and disappear from the material world. However, you are still embodied in the physical world.10
Partial entranceYou are dimly visible in the physical world and gain a +4D to Stealth. You can no longer be influenced in the physical world. All direct interaction in the Spirit World is at -1D.15
Total entranceYou enter entirely into the Spirit World. You are utterly invisible and insubstantial in the physical world.20

Power over Spirits:

You can command spirits and ghosts. Normally such creatures in their disembodied form are immune to social skills. However, this lets you roll your Necromancy skill against their Willpower to command them.

Phantasms of Song:

[One of Sauron's powers, for those of you keeping track at home]
Advanced skill: Requires at least 5D in Entertain
Gift: Known to Elves
Specializations: A general type of thing
You can conjure illusions with your minstrelry: whatever you sing, dance, chant, or play about will appear as an illusion.
You can choose whether or not to make the illusion convincing. If it is convincing, everyone who sees it must make a Notice check, or they will believe that it is real. The sophistication of the illusion determines how difficult it is to create.

Size:
A small object, like a sword, chest, or cloak: 0
Something man-sized or a bit larger: 5
An object the size of a carriage or a tree: 10
A house, a river, or a small field: 15
A castle, a large hill or a small village: 20
An entire mountain or town: 25

Complexity:
An immobile static image: -5
An image that moves slightly or in a simple way, but remains in place: +0
An image that moves around: +5
An image with many subtle moving parts, like an animal: +5
An image that produces simple sounds (but not speech): +0
An image able to speak: +5
An image that provides the illusion of touch, including heat and cold: +5
An image that reacts sensibly to contact and interaction: +10 (includes illusion of touch)

A subject who successfully resists your Phantasm of Song gains a +1 Notice bonus to all future Beguiling or Phantasm of Song attempts from you. This effect is permanent, but you can spend a Character Point to remove it.

Prophecy:

Advanced skill: Requires at least 5D in Notice
Gift: Rare, but known to all peoples and races
Specializations: Other Places, The Past, The Future
You are a seer and can catch glimpses of distant places, the past, or the future. This normally requires at least an hour of concentration and study. Seeing distant places is Difficulty 5. Seeing the future is Difficulty 10. Seeing the future is difficulty 15. Images from prophecy are hazy, but usually sufficient to answer a single yes-or-no question.
Sometimes a "flash" of foresight will come to you. This is up to the GM, who will allow you to roll to decipher your sudden insight.

Rune-sight:

Advanced skill: Requires at least 5D in Appraise
Gift: Known only to Dwarves, Noldor, and Maiar
Specializations: A specific culture's magic artifacts (Morgul objects, Numenorian objects, etc.); a specific type of object (weapons, rings, armor, drinks, etc.)
Merely by closely examining an unfamiliar object, you can identify what powers it has. The difficulty depends on the bonus the object offers:

2D or less: 20
2D+1 to 4D: 15
4D+1 to 6D: 10
6D+1 or greater: 5

You are allowed to roll once for each power of ability the object has. If you fail, you cannot reroll until your Rune-sight ability improves.

See Thoughts:

Advanced skill: Requires at least 5D in Empathy
Gift: Known only to Elves, Maiar, and some Edain
Specializations: Specific type of creature (Elf, Orc, Man, etc.)
You can read a person's thoughts from the light of their eyes or the ringing in their voice. While Empathy lets you determine truth or falsehood, or their general emotional state, you can determine what is currently on their mind. This requires a See Thoughts check against the subject's Deceive.
You can also guide people into thinking of a particular subject, allowing you to probe their mind. This requires a Deceive check against the subject's Empathy.

Shadow:

Advanced skill: Requires at least 5D in Stealth
Gift: Known to Elves and some servants of the Enemy
Specializations: None
You can wrap yourself in mist and darkness so as to disappear. This has several effects. First, it lets you disappear in "plain sight": roll your Shadow against the subject's Notice to see if you can disappear when plainly evident. This is not invisible, merely a phantasm of darkness that beguiles all around you. Second, your Shadow is proof against scrying: any attempt to pinpoint you or your works with Prophecy, Spirit World, or any other skill must roll against your Shadow check, or the standard difficulty, whichever is higher. This power cannot voluntarily be lowered.

Shape-shifting:

Advanced skill: Requires at least 5D in Stamina
Gift: Only known to a rare few beings, such as the descendants of Beorn, who can become bears
Specializations: None
This extraordinary Gift lets you take on the form of a beast. You can turn into one type of creature. Roll Shape-shifting to determine how long the transformation process takes.

5: Ten minutes
10: One minute
15: Three rounds
20: One round
25: One action

During the transformation you are helpless.
Once transformed, you gain the Might, Nimbleness, senses, and special abilities of the creature in question. You retain your skills (which might need adjusting), intellect, and magical abilities.
Spending too much time in beast-form can be dangerous. Make a Willpower check to determine how many hours you can safely remain in beast-form. After that time has passed, you begin acting in a bestial manner: you must make a Willpower check to resist acting like the animal you have started to become, and you cannot use any skills that require higher thinking. After spending twice the amount of available time, you forget your human identity and become an animal for all normal purposes. Only powerful Enchantment can return you to your regular form.

Skill Ratings:

[Note in this section that "canon" characters are kept deliberately approachable. Even Gandalf has stats that a PC Maia could eventually approach. Consider it a reaction to Star Wars D6, where Luke is running around with 46D in Pilot or something equally silly.]

Skill LevelDescriptionExamples
1DBelow average abilityA child's Might; a clumsy Dwarf's Nimbleness
2DAverage abilityA common farmer's Cunning; a merchant's Wisdom
3DAbove average, hobbyist, amateur, or incompetent trainingA green recruit's Battle; a bumbling con artist's Deceive; a river-Hobbit's Seamanship
4DProfessional or gifted beginner level of ability, or some natural giftA Dale archer's Archery; a hunter's Track; a Rohir's Ride
5DExpert or above average experience, or extraordinary natural abilityA Pukel-Man's Survival; a Knight of Dol Amroth's Battle; a professional assassin's Stealth; Bilbo's Dodge
6DElite or master training, small squads will have this level of ability; mid-ranking heroes usually have this ability level; usually no more than one person at this level in a town of 1,000Lurtz's Archery; Wormtongue's Deceive; Eowyn's Battle; Denethor's Governance
7DExtraordinary levels of training and natural ability; one of the best in a town of 10,000 or a region like the Shire or the Lake TownsGimli's Battle; Eomer's Ride; Faramir's Notice
8DHobbit skill maximum; major heroes usually have this level of ability; one of the best in a region like Mirkwood or GondorLegolas' Archery; Boromir's Battle; Thorin's Command
9DIncredible levels of ability; probably the best in a large region and one of the best across large swaths of Middle-earthAragorn's Track; the Mouth of Sauron's Sorcery
10DCommon Man skill maximum; general upper limit for most mortal achievements; one of the best mortals anywhere in Middle-earthGandalf's Fire spells; the Witch-king of Angmar's Intimidate; Aragorn's Command; Elrond's Heal
12DSinda Elf, Silvan Elf, or Dwarf skill maximum; general 3rd Age limitSaruman's Lore-craft (Metal); Galadriel's Enchantment
14DNoldo Elf skill maximum; general 2nd Age limitFeanor's Craft (Gems); Saruman's Persuade
16DMaia skill maximum; common Valar primary skill level; general 1st Age limitSauron's Lore-craft (Metal)
18DVala primary skill levelAule's Craft (Metal)
20DVala skill maximum; absolute upper skill limitManwe's Command; Yavanna's Plant Spells

Skill Dice and Powerful Characters:

It is sometimes important to know, in general, how powerful different characters are. This is useful for determining, for example, how many skill dice an enemy general might have, or how many to pass out to an elite group of characters.

Commoner: 2D-4D (Farmer Maggot, Moria Orcs)
Professional: 4D-6D (Barliman Butterbur, Saruman's Uruk-Hai)
Novice hero or low-level enforcer: 7D-10D (Frodo at beginning of Fellowship or an orc captain)
Experienced Hero, minor king, or evil lieutenant: 10D-15D (Lurtz, Eowyn)
Veteran hero, king, or dark menace: 15D-25D (Bilbo Baggins, Wormtongue, Eomer)
Great hero or king: 25D-50D (Legolas, Gimli, King Theoden)
Legendary hero or villain (Aragorn, Gandalf, Elrond, Durin's Bane, the Witch-king of Angmar): 50D-75D
Greater Maiar (Sauron, Saruman, Gandalf the White): 75D-100D
Lesser Valar: 100D+
Aratar: 150D+


CHAPTER 3: RACES

The following player character races exist in Middle-earth. Note that heroic characters receive +6D to their ability dice. No matter their race, heroic characters must have a minimum of 2D in each ability.

Dwarves:

Dwarf:
Ability Dice: 12D
Move: 8/10
Skill Maximum: 12D
Character Point Bonus: +4

Might: 2D+2/4D+2
Nimbleness: 1D/3D+1
Wisdom: 2D/4D
Cunning: 1D/3D+1
Courage: 2D/4D
Bearing: 1D/3D+1

Abilities:
Stout: Dwarves cannot wield long bows.
Tough: Dwarves are immune to normal temperature fluctuations. They receive a permanent +2 bonus to Resistance. Fire and cold cause 2D less damage to Dwarves.
Low-light vision. The Dwarf can see twice as far as a Man in dim light, and darkness penalties are reduced by 2D. Complete darkness still leaves a Dwarf blind. [Does anyone know if Dwarves in Middle-earth have "darkvision"? I don't think so.]
Natural skills: Lift +2D, Stamina +2D
Cultural skills: Craft (any)

Elves:

Noldo Elf:
Ability Dice: 14D
Skill Maximum: 14D
Character Point Bonus: +2
Move: 12/15

Might: 2D/4D+2
Nimbleness: 3D/4D+2
Wisdom: 3D/4D+2
Cunning: 2D/4D+2
Courage: 2D/4D+2
Bearing: 3D/4D+2

Abilities:
Immortality: The Noldo Elf is immune to the ravages of time and will not die of natural causes. Being immortal, Noldor do not fear the ghosts of Men.
Tough: Noldo Elves are immune to normal temperature fluctuations. Cold causes 1D less damage to Noldor.
Little sleep. When necessary, the Noldo elf needs no more than two hours of sleep.
Low-light vision. The Noldo elf can see twice as far as a Man in dim light, and darkness penalties are reduced by 1D. Complete darkness still leaves a Noldo blind.
Disease immunity.
Spirit World. The Noldo elf exists partially in the spirit world. He can see "invisible" things and cast spells.
Natural skills: Notice +1D, Stamina +2D, Stealth +1D
Cultural skills: Craft (any)

Sinda Elf:
Ability Dice: 13D
Move: 12/15
Character Point Bonus: +3
Skill Maximum: 12D

Might: 2D+1/4D+1
Nimbleness: 3D/5D
Wisdom: 2D+1/4D+1
Cunning: 3D/5D
Courage: 2D/4D
Bearing: 2D+1/4D+1

Abilities:
Immortality: The Sinda Elf is immune to the ravages of time and will not die of natural causes. Being immortal, Sindar do not fear the ghosts of Men.
Tough: Sinda Elves are immune to normal temperature fluctuations. Cold causes 1D less damage to Sindar.
Little sleep. When necessary, the Sinda elf needs no more than two hours of sleep.
Low-light vision. The Sinda Elf can see twice as far as a Man in dim light, and darkness penalties are reduced by 1D. Complete darkness still leaves a Sinda blind.
Disease immunity.
Natural skills: Notice +1D, Stealth +1D
Craft (ships), Seamanship

Wood Elf:
Ability Dice: 13D
Move: 12/15
Character Point Bonus: +3
Skill Maximum: 12D

Might: 2D+1/4D+1
Nimbleness: 3D/5D
Wisdom: 2D+1/4D+1
Cunning: 2D+1/5D
Courage: 2D+1/4D+1
Bearing: 2D+1/4D+1

Abilities:
Immortality: The Silvan Elf is immune to the ravages of time and will not die of natural causes. Being immortal, Silvan Elves do not fear the ghosts of Men.
Tough: Silvan Elves are immune to normal temperature fluctuations. Cold causes 1D less damage to Silvan Elves.
Little sleep. When necessary, the wood elf needs no more than two hours of sleep.
Low-light vision. The Silvan Elf can see twice as far as a Man in dim light, and darkness penalties are reduced by 1D. Complete darkness still leaves a Silvan Elf blind.
Natural skills: Notice +2D, Stamina +1D, Stealth +1D
Cultural skills: Entertain

Hobbits:

Hobbit:
Ability Dice: 12D
Move: 8/10
Skill Maximum: 8D
Character Point Bonus: +6

Might: 1D/3D
Nimbleness: 2D/5D
Wisdom: 1D/4D
Cunning: 1D/4D
Courage: 2D/5D
Bearing: 1D/4D

Abilities:
Size -1D
Natural skills: Willpower +2D, Stealth +1D
Cultural skills: Craft (cook), Farm

Maiar:

Maia:
Ability Dice: 16D
Move: 10/12
Skill Maximum: 16D
Character Point Bonus: +1 in the form of a Man or High Man, +0 in the form of a Dwarf, Sinda, or Wood Elf, -1 in the form of a Noldo

Might: As Borrowed Form
Nimbleness: As Borrowed Form
Wisdom: 2D/5D
Cunning: 2D/5D
Wisdom: 2D/5D
Bearing: 2D/5D

Borrowed Form:
All Maiar exist in a borrowed form. They most often take the form of Elves or Dunedain, but some may take on other shapes. They gain all the special abilities of their Borrowed Form, and are in addition immortal if their form is not normally so.

Abilities:
Immortality: The Maia is immune to the ravages of time and will not die of natural causes.
Spirit World. The Maia exists partially in the spirit world. He can see "invisible" things and cast spells.
Borrowed Form: If the Maia's physical body is destroyed, he will return after 3D days if his purpose in Middle-earth is not complete.
As Borrowed Form

Men:

Common Man:
Ability Dice: 12D
Move: 10/12
Skill Maximum: 10D
Character Point Bonus: +5

Might: 1D/4D
Nimbleness: 1D/4D
Wisdom: 1D/4D
Cunning: 1D/4D
Wisdom: 1D/4D
Bearing: 1D/4D

Abilities:
Culture skill: Some societies have culture skills, areas where they are naturally talented. At character creation only, ever 1D placed in a culture skill grants 2D. The following peoples have culture skills:
Beorning: Handle Animal or Stamina
Corsairs of Umbar: Seamanship
Dunlendings: Climb or Entertain
Rohirrim: Ride

High Man:
Ability Dice: 13D
Move: 10/12
Skill Maximum: 12D
Character Point Bonus: +4

Might: 2D/4D+1
Nimbleness: 2D/4D+1
Wisdom: 2D/4D+1
Cunning: 2D/4D+1
Bearing: 2D/4D+1

Abilities:
Long life (200-300 years)

Orcs:

Low Orc (goblin):
Ability Dice: 10D
Move: 8/10
Character Point Bonus: +5

Might: 2D/4D
Nimbleness: 2D/4D+2
Wisdom: 1D/3D
Cunning: 2D/4D
Courage: 2D/4D
Bearing: 1D/3D

Abilities:
Small: Size -1D
Low-light vision. The Orc can see twice as far as a Man in dim light, and darkness penalties are reduced by 2D. Complete darkness still leaves a Orc blind.
Light vulnerability. -1D in bright lights.
Skills: Stamina +2D

Common Orc:
Ability Dice: 12D
Skill Maximum: 8D
Move: 10/12
Character Point Bonus: +4

Might: 2D/4D+2
Nimbleness: 2D/4D
Wisdom: 1D/3D
Cunning: 2D/4D
Courage: 2D/4D
Bearing: 1D/3D

Abilities:
Low-light vision. The Orc can see twice as far as a Man in dim light, and darkness penalties are reduced by 2D. Complete darkness still leaves a Orc blind.
Light vulnerability. -1D in bright lights.
Skills: Stamina +2D

Half-orc:
Ability Dice: 12D
Skill Maximum: 10D
Move: 10/12
Character Point Bonus: +5

Might: 2D/4D+2
Nimbleness: 2D/4D
Wisdom: 1D/3D
Cunning: 2D/4D
Courage: 1D/4D
Bearing: 1D/3D

Abilities:
Low-light vision. The Orc can see twice as far as a Man in dim light, and darkness penalties are reduced by 1D. Complete darkness still leaves a Half-orc blind.
Skills: Stamina +1D


CHAPTER 4: GAME MECHANICS

Character Points:

Player characters receive between 5 and 15 Character Points (CPs) per adventure. Character Points can be spent to effect permanent or temporary changes.

Permanent Uses of Character Points:

Temporary Uses of Character Points:

Receiving Character Points:

Characters get CPs for completing a session. The usual reward is about 10-15 CPs, but that varies based on the length of the session. Characters also receive a bonus based on their race: some creatures just gain more from adventuring than others.

Racial bonus:

[Yes, "Powerful races get fewer experience points" is a simple solution, but it seems to work.]

Doom Points:

A doom point is a great expression of power. It can be spent in several ways.

Learning:

It takes one day of training per Character Point spent to improve a skill, Specialization, Advanced skill, or Attribute. A character must also have a trainer with an ability higher than the character's current score. If he does not have a teacher, the time is doubled.
It is possible to reduce time by spending Character Points. Every CP reduces the time required by two days.

Size:

Creatures in Middle-earth range greatly in size, from diminuitive hobbits and tiny Mordor flies to colossal oliphaunts and dragons. The size mechanic takes that into account.
Humans and creatures of similar stature have a size of 0D: no modifiers. Creatures roughly double the size of humans have a size of +1D. Creatures of rougly quadruple size have a size of +2D. Creatures of roughly eight times human size have a size of +3D, and so on. For smaller creatures, the situation is reversed. Creatures roughly half the size of humans have a size of -1D. Creatures roughly one-quarter the size of humans have a size of -2D, and so on. A table follows:

SizeComparisonExamples
-3DOne-eighth Man-sizedRats, rabbits
-2DQuarter Man-sizedCats, terriers
-1DHalf Man-sizedHobbits, children, goblin-orcs, hunting dogs
0DMan-sizedMen, Dwarves, Elves, Uruk-Hai, horses, wolves
+1DDouble Man-sizedTrolls, Balrogs, smaller Eagles
+2DQuadruple Man-sizedEnts, oliphaunts, larger Eagles
+3DEight times Man-sizedGreat Eagles
+4DSixteen times Man-sizedDragons, krakens

When creatures of different sizes interact, compare the size modifiers. Size modifiers several things:


CHAPTER 5: COMBAT

Ranged Combat and Dodging:

Ranged weapons have four range bands: short, medium, long, and extreme. The difficulties for these ranges are 10 (Short), 15 (Medium), 20 (Long), and 25 (Extreme). Use either the range or the defender's Dodge check, whichever is higher, for each attack.

Damage:

A character rolls Might plus weapon damage for almost all weapons. A long sword causes +2D damage, so, for example, a warrior with a Might of 3D+1 would cause a total of 5D+1 damage with each successful hit.
Damage is rolled against the target's Might plus any armor, a die pool known as his Resistance. Compare the damage roll to the struck character's Resistance roll to determine damage.

Less than Resistance roll:Stunned if unarmored, no effect is armored
Equal to Resistance +3 roll:Stunned
Resistance +4 to Resistance +8 roll:Wounded
Resistance +9 to Resistance +12 roll:Felled
Resistance +13 to Resistance +15 roll:Mortally Wounded
Resistance +16 or More roll:Slain

Hit Location:

When rolling to attack, the Doom Die determines where a blow lands, in addition to performing its normal function.

1: Head
2: Legs
3: Shield Arm
4: Sword Arm
5-6: Torso

An attack to the head causes +1D damage.

[This hit location system is quick and elegant, in my experience. It just takes a bit of getting used to, and there are a few quirks here and there, but in general it works well.]

Wounds and Injury:

Injuries to the torso and head are both considered "general body damage"; they cause the effects listed above. Stuns are also considered universal; it does not matter where they land. However, greater strikes to the arms or legs are different.

Wounded Arm: -1D to actions involving that limb until healed. General body receives a Stun.

Wounded Legs: -1D to all actions involving movement (including Dodge) until healed. General body receives a Stun.

Felled Arm: Cannot use that arm until healed. General body receives a Wound.

Felled Legs: Knocked down. Can only walk at half speed until healed. General body receives a Wound.

Mortally Wounded Arm: Cannot use that arm until healed. The character must spend a Character Point during the healing process or he will suffer a permanent -1D with that arm. General body is Felled.

Mortally Wounded Legs: Can only move at half speed until healed. The character must spend a Character Point during the healing process or he will permanently lose one point of Move. General body is Felled.

Slain Arm: Arm severed and destroyed. General body is Mortally Wounded.

Slain Leg: Leg severed and destroyed. Movement permanently halved. General body is Mortally Wounded.

Slain Arm: The arm is severed or otherwise destroyed. It is no longer availabel for use. General body receives a Mortal Wound.

Slain Leg: One leg is severed. Speed is halved, or reduced by 25% with a crutch, and more than two moves in a round are impossible. General body receives a Mortal Wound. Should someone suffer this fate again, he loses both legs and cannot move except slowly (quarter speed) on his arms.

Called Shots:

To hit a specific target, subtract 1D from your attack roll and select your target. If any of your damage dice come up the number needed to hit that target, you hit that body part. Otherwise you hit what the Doom Die indicates.

Armor Piercing Strike:
To pierce armor, take a -2D penalty to hit. If your result hits, and is higher than a straight roll of the subject's Armor in the area struck, you ignore armor.

Armor:

Armor increases the character's effective Might for the area it covers. The amount depends on the type and quality of the armor. However, armor also incurs a significant penalty to actions and movement for characters of insufficient Wear Armor skill.
Further, unless your Wear Armor skill is double the armor's penalty, you risk fatigue. Every day spent wearing the armor, roll Stamina against the armor's action penalty. Also roll if you sleep in the armor. Failure incurs a -1 penalty to Might (except for resisting damage) and Nimbleness. The maximum penalty for armor fatigue is -1D.
This risk assumes a full suit of armor: torso armor alone reduces the effective armor penalty by 1D. Torso and head reduces the penalty by 1 pip.
This penalty can be removed by spending six hours out of armor. Make a Stamina check: a roll of 10 or more removes 1 point, a roll of 15 or more removes 2, and a roll of 20 or more removes all 1D of the penalty.


CHAPTER 6: EQUIPMENT

Weapons:

[I'm sorry the charts are a mess. I just don't have the time to clean them up.]

Close Combat Weapons:

WeaponDamageDifficultyHeftValueNotes
Axe, battleMT+2D+1120D3D
Axe, handMT+1D+210-1D2D
Axe, warMT+3D18+1D3D+1
Ball and chainMT+1D+1150D2D+1Armor -1D, shields -1D
Ball and chain, great*MT+2D+120+1D3DArmor -1D, shields -1D
ClubMT+1D+180D1D
Club, greatMT+2D12+1D1D+2
Club, spiked*MT+1D+280D1D+2
Club, spiked, great*MT+2D+112+1D2D+1
DaggerMT+1D8-2D1D+1Throw 10'
HammerMT+1D+1100D1D+2Armor -1D
MattockMT+2D+112+1D2DArmor -1D
KnifeMT+1D8-2D1D+1
MaceMT+1D+2100D2DArmor -1D
Mace, greatMT+2D+112+1D2D+2Armor -1D
PickMT+2D120D2DOne action to ready after swing, armor -1D
Pick, greatMT+2D+215+D2D+2One action to ready after swing, armor -1D
ScytheMT+2D+112+1D2D+1Disarm +1D
SickleMT+1D+115-1D1D+1Disarm +1D
SpearMT+1D+212 (one hand), 8 (two hands)0D2DThrow 30'
Sword, bastardMT+2D+112 (two hands), 18 (one hand)0D4D+2
Sword, curved*MT+1D+280D3D
Sword, greatMT+2D+215+1D5D
Sword, longMT+2D100D4D
Sword, shortMT+1D+18-1D3D
StaffMT+1D8+1D1D+1D trip
UnarmedMT8-1D-
Whip*MT+1D150D1D+1+1D trip/disarm, 10' range

Ranged Weapons:

WeaponDamageRangeHeftCost Notes
Bow, elvenMT+1D+175'0D (2 hands)5DOne action to reload
Bow, longMT+2D100'+1D (2 hands)4DOne action to reload
Bow, selfMT+1D50'-1D (2 hands)3DOne action to reload
Crossbow, heavy*6D120'+1D (2 hands)4D6-number before D in Might rounds to reload (minimum 1)
Crossbow, light*5D80'0D (2 hands)3D5-number before D in Might rounds to reload (minimum 1)
DartMT+1D20'-2D1D+2
RockMT+110'-2D (2 hands)-
SlingMT+1 stone, MT+2 bullet50'-1D (2 hands)1DOne action to reload

* These weapons are most often used by servants of The Enemy. Any hero using them will receive strange looks, at best.

Armor:

ArmorResiliencePenaltyMinimum PenaltyWeightValue
Hardened Leather+2-2D, Speed -20, Speed -015 lb.2D
Reinforced Armor or studded leather+1D-3D, Speed -30, Speed -020 lb.2D+1
Brigandine armor+1D+1-3D, Speed -3Speed -125 lb.2D+2
Scale Armor or mail of rings+1D+2-4D, Speed -4 -1, Speed -130 lb.3D
Chain mail or banded armor+2D-5D, Speed -5-1, Speed -140 lb.3D+1
Plate Armor+2D+2-6D, Speed -6-2, Speed -245 lb.4D
Heavy Plate+3D-7D, Speed -7-1D, Speed -250 lb.5D

Helms:

Helms are purchased separately from regular armor. They come in three sorts: caps, coifs/half helms, and full helms. Caps are simple hats worn on top of the head; they offer the least protection, but the greatest awareness. Coifs or half-helms cover the top and rear of the head and the sides of the face, and sometimes offer a light grill or noseguard for frontal protection; they offer moderate protection and awareness. Full helms are great war helms that cover the entire head and face, with eyeslits to see and vents to breathe; they offer the greatest protection, but the greatest awareness penalty.

HelmProtectionPenaltyWeightValue
Leather cap+1 (head)-1D hear1 lb.1D+2
Leather half-helm+2 (head)-1D hear, -1D see2 lb.2D
Reinforced cap+1D (head)-1D hear2 lb.2D+1
Reinforced half-helm+1D+1 (head)-1D hear, -1D see3 lb.2D+2
Reinforced full helm+1D+2 (head)-2D hear, -2D see5 lb.3D
Scale coif+1D+2 (head)-1D hear, -1D see3 lb.3D
Mail coif+2D (head)-1D hear, -1D see4 lb.3D+1
Plate cap+2D+1 (head)-1D hear4 lb.3D+2
Plate half-helm+2D+2 (head)-1D hear, -1D see6 lb.4D
Plate full helm+3D (head)-2D hear, -2D see10 lb.4D+1
Heavy plate helm+3D+1 (head)-3D hear, -3D see15 lb.5D

Shields:

A shield can be used to enhance a defensive action using Battle, Brawl, or Dodge. Shields grant a defense bonus without spending an action, providing they're between the person holding them and their attacker. They can also be used to grant active protection.

ShieldProtection (passive)Protection (active)PenaltyWeightValue
Target shield+1+2None2D
Round shield+2+1D-1 move3D
Broad shield+1D+1D-2 move4D
Tower shield+2D+2D-3 move5D

The character gains this bonus against anyone who attacks him from the front of the side where he holds his shield. Note that a shield's movement penalty is not negated by the Wear Armor skill.

Other Goods and Services:

Food and Lodging:

Inn, common room, one night: 2D
Inn, private room, one night: 3D
Inn, luxurious room, one night: 4D

Meal, common: 1D
Meal, good: 2D
Meal, exquisite: 3D
Meal, grand feast: 4D

Rations (one week's): 2D

Tent, two-person: 2D
Tent, six-person: 3D
Tent, ten-person: 4D

Storage:

Backpack: 1D+2
Chest, small (2'x2'x2'): 2D
Chest, large (4'x4'x4'): 2D+2
Map case: 1D+2
Pouch: 1D
Pot: 1D+2
Sack: 1D
Waterskin: 1D+2

Light:

Candle: 1D
Flint and Steel: 1D
Torch: 1D
Lamp: 1D+1
Lantern: 1D+2
Bullseye Lantern: 2D
Oil, pint (6 hours): 1D

Bedroll: 1D+2
Rope, 50': 2D
Whistle: 2D+2

Writing:

Book, blank: 4D
Ink, vial: 2D
Quill Pen: 2D+2
Parchment or vellum, ten sheets: 2D
Wax, fist-sized block: 1D

Burglar's:

Lock, poor (dif. 10): 2D
Lock, average (dif. 15): 3D
Lock, good (dif. 20): 4D
Lock, excellent (dif. 25): 5D
Lock picks: 2D+1
Manacles: 2D

Travel:

Coach, four wheels, covered: 5D
Bit and bridle: 2D
Cart, two wheels: 3D
Donkey: 3D
Ferry, river crossing: 1D
Horse: 4D
Horse, racing: 5D
Horse, war: 5D
River barge: 4D
Row boat: 2D+1
Saddle: 2D+1
Saddle, war: 3D+1
Saddlebags: 2D
Wagon, four wheels: 4D

Tools:

Hammer: 1D+1
Pick: 1D+1
Shovel: 1D+1

Healing:

Healer's Bag: 2D

[So far the Renown system of getting stuff has worked well. My only complaint is the name of the Skill--"Renown." I keep looking for something more appropriate, to indicate where a character stands on the pyramid of hierocratic exchange.]


CHAPTER 7: MAGIC

[Things are still a bit wonky in the Enchantment section. The rules are a bit convoluted, the Corruption system isn't yet working smoothly, sorcery still needs work, and the more I work on the magic system, the more I realize that Tolkien had no damn idea what he was doing. He's inconsistent, contradictory, and at times downright baffling, and he obviously has no idea what he's talking about when he starts throwing around "real world" magical philosophies. So the whole thing is going to take a lot more work before I'm satisfied with it.]

Enchantment:

True enchantment is the ability to implant one's will directly upon the world. All thinking creatures can possess this power, though it is most common among the Elves.
Enchantment is an Advanced skill based on Dwimmer-lore: deep knowledge of the world is needed to work Enchantment, in addition to natural power.
Acts of enchantment allow the magician to control the world in a direct and immediate way. Individual works of enchantment are often called spells.
Enchantment allows a magician to place some of his will, his very essence, into a person, place, or thing, and so control or influence it. It can also bring things about or hasten the appearance of things. The first step to working an Enchantment is to enter into the object. The difficulty is based on the object's size and complexity. As a general rule, intelligent creatures are one step more difficult to control than their size would indicate.

[I'm hoping that this system will allow for little effects (Gandalf lighting a wet faggot on Caradhras) as well as the really big stuff (Sauron cloaking Mt. Doom in shadow, or Elrond's power over Imladris). I like the idea of the PCs going head-to-head with the Big Bads (Sauron, Saruman, etc.) in massive manipulations of the environment. They'll probably lose, but they might be able to lessen the effects of The Enemy.]

Time and Enchantment:

It normally takes a single action to perform a basic enchantment. This is a temporary enchantment that lasts for the round it is performed and the next round, and allows for a single manipulation.
To perform any sort of extended manipulation, you must spend at least one minute to perform a complete enchantment. Once an object has received a complete enchantment, it remains under your control until you release the enchantment. You can maintain a complete enchantment for as long as you desire, but it requires concentration (-1D to all other actions).

Manipulating an Enchanted Object:

You can get an Enchanted object to do nearly anything. However, the difficulty varies based on how natural the action is to the object. There is an order to the world, and working against it is not easy. Add the difficulty based on the act to be performed to the difficulty based on the object's size.
Note that you do not suffer the -1D penalty for concentrating when manipulating an object that you have Enchanted. However, you do suffer penalties for other objects that you have Enchanted, that you are not actively manipulating. So, if you have Enchanted a dog, you suffer no penalty to manipulating it, but if you have Enchanted a dog, a sword, and a river, you suffer a -2D penalty while manipulating any one of those things, and you would suffer a -3D penalty if you wanted to enchant a fourth thing.

EventExamplesDifficulty
Entirely plausible, coincidental actionsA violent warg attacks; a crumbling wall collapses; a dark cloud sends rain; a horse trips and falls in rugged terrain; a wound does not grow infected3
Simple action of a mechanical objectA door opens or closes; a torch ignites; a rope uncoils5
Actions that seem unlikely, but possibleA river suddenly floods; a sudden cold or heat wave; a well-behaved dog bites; a storm comes out of nowhere; a person trips while running; an hour or seems like two; a wound heals in half the normal time10
Difficult action of a mechanical objectA harp plays; a rope ties a knot10 (and may require a skill check)
Actions that are almost certainly impossibleA well-made wall collapses; a swarm of insects flies into a killing rage; a person trips while standing still; a piece of wood bursts into flames on a hot, dry day; a day seems like two or three days; a wound heals in only a few minutes15
Actions that are definitely impossibleA sword bursts into flame; a cow flies through the air; a man turns into a frog; a minute passes like an hour; a wound heals instantly20

[Yes, Mage-style consensual-reality stuff doesn't fit into Tolkien's universe, but that's not quite what's going on here. I decided that objects, formed as they are by the Ainulindale, the Song of Creation, prefer to "flow" along their natural paths: singing a discordant song is difficult.]

Damage:

Damage varies based on the size of the effect, and there are no hard and fast rules. Here are some guidelines: once you know what medium you're using, find how much of it you have to see how much damage you can do. For example, if you've enchanted someone's house, causing it to collapse would likely cause 6D damage to everyone within.
People have a chance to avoid your attacks. Normally this requires a Dodge check against an attack roll based on your Dwimmer-lore. (Dwimmer-lore, among other things, gives you a keen understanding of how to sow ruin with your enchantment.)

Object2D4D6D8D10D
Stones:Fist-sizedHead-sized or thin wall or cottageHalfling-sized or thick wall or houseMan-sized or castle wall or large houseTroll-sized or collapsing fortress
Swift water:RivuletNarrow riverSmall pond or normal riverWide or great riverImmense river or the ocean
Flames:CandleTorchBonfireBurning buildingPrairie fire
StormsBlasting gustSurrounding galeEntire region of cloudsVast tornadoHurricane-sized area
Lightning:Surrounding airA single cloudA cluster of cloudsAll the nearby cloudsAn entire region of clouds

[This simple system works a lot better than having damage charts and all that stuff. "You drop a tree on him? 8D damage." Simple.]

Enchantment and Domination:

Subjects that you enchant are far more suspectible to Beguilement, Domination, and similar mind-control powers. When under your Enchantment, a subject who fails to resist Beguilement suffers a -1 penalty to Notice to resist further attempts by you. A subject who fails a Willpower check against Domination or Dread suffers a -1 penalty to Willpower to resist further attempts by you.
Once a subject has reached 0 Notice, he will believe any phantasm or deceit that you describe, no matter how outrageous or unlikely. Once a subject has reached 0 Willpower, he is utterly under your sway and will do whatever you desire.
This sort of Enchantment risks Corruption.

[I say "Risks Corruption" a lot. That's my way of saying that the Corruption system isn't finalized, and I need to work on it some more.]

Permanent Enchantments:

A permanent enchantment places some of your essence within the object permanently. To perform a permanent enchantment, merely mention that you are doing so once you have enchanted an object. You lose an amount from your Enchantment skill based on the size of the object:

A breadbasket, an axe, a rat, a steamer trunk (3D damage): 1 pip
A Hobbit, a horse, a large dog, a room, a sapling (6D damage): 2 pips
A Man, a cottage, a small tree, a small river or brook (9D damage): 1D
A Troll, a fair-sized house, a tree, a wide river, a pond, or a large hill (12D damage): 1D+1
An Ent, a mountain, a village like Rivendell, a huge river or coastline (15D damage): 1D+2
An entire region, such as Mordor or Lothlorien: 2D

You no longer need to concentrate to maintain a permanent enchantment. You can only end a permanent enchantment by spending a Doom Point.

[This represents Morgoth's investing of his power into the world, and the Big Hitters' control over their domains.]

Specializations of Enchantment:

Most magicians are specialized in one field of Enchantment. Below are some common specializations.

Beasts & Birds
Cold & Ice
Earth & Rock
Fire & Light
Healing & Aid
Shadow & Concealment
Plants & Growing Things
Time & Passing
Water & Waves

Native Enchantment:

Many Maiar have some native enchantment: they are "attuned" to a specific element of substance, or perhaps several. Osse and Este, for example, are attuned to Water, while Gandalf is attuned to Fire and the Balrog is attuned to both Shadow and Fire. Attuning to an element lets a magician manifest his attuned element from his own body. This, for example, lets Gandalf conjure flame directly.
A Maiar with a native enchantment is always considered to be under his own enchantment, with no concentration required.
To gain a native enchantment, a Maia must spend one pip of his Enchantment skill. While native enchantment lets a Maia work magic quicker, it is also exhausting and requires the spending of one's own inner strength. This translates as injury: roll Bearing as if it were Might against the manipulation difficulty, which is treated as damage.
The most useful ability of native enchantment is direct damage: a Maia of fire or lightning makes a deadly enemy. However, since Maiar are spirits, their size is not very useful in determining damage or area of effect. Instead, use this handy difficulty chart, and add the numbers for damage and area of effect together. A Maiar can affect anyone in line of sight.

[This answers the question, "How does Gandalf shoot fireballs?" The language is a bit obtuse, but I think the answer works. It also prevents Noldor from shooting fireballs--they're not made of "fireball stuff," so they can't engage in that sort of gross manipulation of the physical world.]

DamageAreaDifficulty
1DOne person0
2DFive-foot diameter3
3D-6
4DTen-foot diameter9
5D-12
6DTwenty-foot diameter15
7D-18
8DForty-foot diameter21
9D-24
10DOne hundred-foot diameter27

Hallowing and Defiling:

With Enchantment, a Maiar can hallow or defile objects and places. (Good ones can Hallow; evil ones can Corrupt.) This requires the use of long-term Enchantment. Make a check to determine how thoroughly the area is Hallowed or Corrupted:

[I want these rules to be a bit more flexible.]

10: Hallowed. The object or place has a subtle virtue that the wise can detect. There is no possibility of growing worse from a wound while in contact with the object or place. All Good creatures gain +1 to Willpower, while all evil creatures suffer -1.
15: Greatly Hallowed. The object shimmers with inner virtue. There is no possibility of growing worse from a wound, and healing happens twice as fast, when within 10' of the object or place. All Good creatures gain +1D to Willpower, while all evil creatures suffer -1D.
20: Extremely Hallowed. The object is alight with the power of Good. There is no possibility of growing worse from a wound, and healing happens four times faster, when within 100' of the object or place. All Good creatures gain +2D to Willpower, while all evil creatures suffer -2D. Feelings of sorrow are difficult around the object. Evil creatures must spend two Character Point to gain the effects of one in such a place.
30: Gloriously Hallowed. The object is a beacon of Good. There is no possibility of growing worse from a wound, and healing happens ten times faster, when within line of sight of the object or place. All Good craetures gain +3D to Willpower, while evil creatures cannot approach within 100' unless they make a Willpower check (difficulty 15), and then suffer a -3D penalty to Willpower and a general -1D to all actions. Evil creatures cannot spend Character Points.

10: Defiled. The object or place is subtly unpleasant, though its true power is known only to the wise. Except for corrupt creatures, anyone attempting to heal suffers a -1 penalty to Might. All Evil creatures gain +1 to Willpower, while all Good creatures suffer -1.
15: Greatly Defiled. The object is obviously wicked to sight and touch. Except for corrupt creatures, anyone attempting to heal suffers a -1D penalty to Might. All Evil creatures gain +1D to Willpower, while all evil creatures suffer -1D.
20: Magnificently Defiled. The object burns with an inner malevolence. Except for corrupt creatures, anyone attempting to heal suffers a -2D penalty to Might.All Evil creatures gain +2D to Willpower, while all evil creatures suffer -2D.
30: Gloriously defiled. The object burns with evil. All living things attempting to heal suffer a -2D penalty to Might. All Evil creatures gain +3D Willpower, while Good creatures cannot approach within 100' unless they make a Willpower check (difficulty 15) and then suffer a -3D penalty to Willpower and a general -1D to all actions. Good creatures cannot spend character points.

Objects of Lore-craft:

The Lore-craft Advanced skill lets you create objects with greater virtue and perfection than ordinary items. These are called Objects of Power, and they are treasures of kings and wizards.
The simplest Objects of Lore are magically well-made that perform better than common items. They enhance the attributes (one appropriate attribute) of anyone using them. This comes at the cost of greater difficulty for making the object: after rolling to manufacture the item, you must roll Lore-craft to imbue the item with power.

EnhancementDifficulty
+13
+26
+1D9
+1D+112
+1D+215
+2D18
+2D+121
+2D+224
+3D27
+3D+130
+3D+233
+4D36
+4D+139
+4D+242
+5D45
+5D+148
+5D+251
6D54
etc.etc.

Every 1 you roll on the Doom Die produces a flaw in the work, a subtle quirk that will remain with the Object. You can avoid the flaw by risking Obsession with the Object (make a Willpower check with a Difficulty equal to half the Object's Difficulty to manufacture).
When you have reached the required difficulty, the Object of Lore is complete.

Specializations and Advanced Skills:

An Object of Lore that enhances only a Specialization costs half as much. The Cloaks of the Galadhrim, for example, which hide their wearers from prying eyes, have a Stealth ability of +5D, but it only applies to Hiding, so the base Difficulty is 22.

One-use Items:

Some items have only one use, like miruvor or Thorin's treasure-hiding spell. These are achieved much more quickly. The difficulty is quartered.

Other Abilities of Lore-craft:

Lore-craft can do more than create items that enhance a person's natural abilities. Many other powers can be woven into an Object of Lore. These increase the difficulty to make the object, however.

Resilience:

Objects of Lore-craft can be astonishingly well-made, resistant to the regular wear of time.

ResilienceDifficulty
Resistant to the normal wear of time and regular use. Will not rust, chip, or became frayed, nor will it stain or suffer other misfortunes.+3
Actively resistant to most attempts to destroy it. The blade will not dull when someone tries to take its edge off, nor will cloaks burn in a common fire. Uncommon means are needed to destroy the object: a roaring white-hot furnace, dragon-breath, an hour's pounding with dwarf-hammers, or slow dissolution in acid.+6
The item is essentially indestructible. It must be unmade as it was made, using some of the original components, in a very particular way. The One Ring, for example, could only be melted in Mt. Doom.+9

Bane:

Weapons can be given the power of Bane, to cause additional injury and harm. They flare and scorch when they strike, and their bite is keen and terrible. A Bane typically applies either to Light or Shadow. Banes of the Light cause additional damage against all the Free Peoples who are not corrupted, including Men, Elves, Hobbits, and all good creatures. Banes of the Shadow cause additional damage against the servants of the Shadow: orcs, werewolves, wights, evil Men, and others. A weapon that is generally Baneful has its cost increased by +10.
Banes can be focused to wound only specific foes. Weapons of Elf-slaying, Man-slaying, and ghost-slaying all exist. The difficulty to produce specific weapons is halved.

PowerDifficulty
+1 damage+3
+2 damage+6
+1D damage+9
+1D+1 damage+12
+1D+2 damage+15
+2D damage+18
+2D+1 damage+21
+2D+2 damage+24
+3D damage+27
+3D+1 damage+30
+3D+2 damage+33
+4D damage+36
etc.etc.

"Skilled" Items:

Some items "contain" a certain amount of skill in them. Miruvor, for example, has the Heal skill within it. (The Enchanted Heal skill, in fact.) When activated (drank, in the case of Miruvor), the skill activates. An internal skill costs less than a skill-enhancing item:

EnhancementDifficulty
+11
+22
+1D3
+1D+14
+1D+25
+2D6
+2D+17
+2D+28
+3D9
+3D+110
+3D+211
+4D12
+4D+113
+4D+214
+5D15
+5D+116
+5D+217
6D18
etc.etc.

Sample Items of Lore-craft:

The Chair at Amon Hen:
Basic Enchantment
Far-sight +3D [54]
Masonry Difficulty: 30
Lore-craft Difficulty: 54

Cloak of the Galadhrim:
Basic Enchantment
Shadow +2D
Tailoring Difficulty: 18
Lore-craft Difficulty: 36

The Doors of Durin:
Basic Enchantment
Possesses Stealth (Hide only) 8D [24]
Masonry Difficulty: 35
Lore-craft Difficulty: 24

Grond:
Basic Enchantment
General Bane +4D [46]
Masonry Difficulty: 35
Lore-craft Difficulty: 46

Miruvor:
Basic Enchantment
Possesses Hands of Healing 3D (one use) [18]
Lore-craft Difficulty: 5

Numenorean Dagger:
Basic Enchantment
Battle +1D [9], Shadow-bane +1D [9], Resilience-1 [3]
Blacksmithing Difficulty: 18
Lore-craft Difficulty: 21

Palantir:
Basic Enchantment
Prophecy +3D [54], Resilience-2 [6]
Glassworking Difficulty: 35
Lore-craft Difficulty: 60

Thorin's Treasure-hiding Spell:
Basic Enchantment
Possesses Stealth (Hide only, one-use) [6]
Lore-craft Difficulty: 6

The Dwarf-rings:

The Elf-rings:

The One Ring:

[I figure I'll know that the Magic system is complete when I can build the One Ring. In general, these sorts of "item building" systems are difficult. They're tough to make simple, they tend to have lots of exceptions and special rules, and they take a lot of work to balance.]

Objects of High Enchantment:

High Enchantment permanently places some of your ability in an object. It requires the Enchantment skill to make such powerful artifacts. To make an object of High Enchantment, first decide how much of your ability will go into the object. For example, you may choose to place 1D of your Dwimmer-lore skill, 2D of your Command skill, and 1D of your Hope skill into a staff of power.
Whenever you have possess of your Object of High Enchantment, you gain one additional pip of ability per 1D you place in the object. For example, if you make a staff of power with 1D Dwimmer-lore, 2D Command, and 1D Hope, you gain +1 to Dwimmer-lore, +2 to Command, and +1 to Hope so long as you are holding your staff.
You can even place your attributes in an Object of High Enchantment. You could, for example, place 2D of your Might in a sword, or 1D of your Bearing in a golden crown.

Risks of High Enchantment:

The advantage of High Enchantment is obvious: it is quick, effective, and powerful. However, it has one great risk: if the object is destroyed, all the ability that is tied up with that object is lost forever.

[The details of sorcery are as yet incomplete. Mostly because Tolkien couldn't make up his damn mind.]

Sorcery:

Morgoth, the Dark Enemy of the First Age, was cast into the Void, but not before he imbued all the world with his essence. The manipulation of this dark essence is called sorcery.
Sorcery is an Advanced skill, much like ...

Perils of Power:
Not all power is sanctioned, or safe, in Middle-earth. Anyone who strays from his appointed purpose, who wields Power not given to him, risks a terrible doom. There are three separate risks associated with Power: Obsession (and Spell-Obsession), Corruption, and the Shadow.

Obsession:
A character who owns or uses Power risks growing obsessed with it. The most common sort of Obsession is with an Object of Power. All Objects of Power, unless they are given by their rightful owner to a new rightful owner, risk Obsession.
All Objects of Power have a Power rating, which is equal to one-tenth of the difficulty of the object to create. (This includes its magical effects only, not the more mundane craft that goes into its manufacture). The Power rating determines the Difficulty to resist it.
When an Object of Power first comes into a character's possession, he makes a Willpower check to resist growing enamored. Make another Willpower check every month that passes, or every time the Object of Power is used. If the character succeeds, he does not grow more obsessed. If he fails, his Obsession for that object increases by one. If a character succeeds twice in a row, he is immune to further Obsession.
If a character spends time away from the Object of Power, he is allowed a Willpower check every year to lose one point of Obsession, unless he is at Level 5, in which case nothing but the object's destruction can reduce his Obsession.
There are five levels of Obsession:

Level 1: The character is careful with the object. He will make sure not to misplace it. At this point he can still sell it (for double its value, perhaps) or give it away to someone he trusts.

Level 2: The character does not wish to give up the object. He will prefer to keep it on his person, or in a safe place. He may lend the object temporarily to those he trusts greatly.

Level 3: The character grows increasingly enamored of the object. He will not let it leave his person or his immediate sight, and favors it over all other similar objects. He will grow suspicious if anyone indicates interest in the object. (So, if the object is a sword, he will try to use that sword in battle, and no other.)

Level 4: The character has grown fanatically obsessed. He will always keep the object with him, and sometimes be seen talking to it. He will use it in preference to all other objects of a similar type, even if the object is not ideal for a particular situation. He may grow violent if people suggest letting go of the object.

Level 5: The character is completely consumed by his obsession with the object. He will always keep it with him, and will use it constantly to solve almost any sort of problem that could conceivably be solved with that object.

Spell-Obsession:
A spellcaster can grow obsessed with his own Power. This was the fate fo Radagast the Brown, who grew enamored of the living world and forgot his role as a Wizard and counselor of the Free Peoples. There are two ways to accumulate Taint.
The first is to use magic unnecessarily. "Magic" includes Enchantment, of course, but also Enchanted skills, but not oaths or curses. All spellcasters have a purpose for their Power, typically to protect the Free Peoples. Using magic frivolously or outside of the bounds of proper use is forbidden, and accumulates Spell-Obsession.
The other way to gain Spell-obsession is to force an enchantment. If your Enchantment check fails, you can roll again immediately, once, but at the risk of gaining a point of Spell-Obsession.
When a character casts an unsanctioned spell (either an unnecessary spell or a spell greater than his allotment), he must make a Willpower save against the Difficulty of the spell. If he succeeds, there is no effect. If he fails, he gains a level of Taint.
Like with Objects, Spell-Obsession has five levels.

Level 1: The character shows heightened interest in magical objects and lore. He will go slightly out of his way to study peculiar wonders, though at this level, he can still resist it.

Level 2: The character willingly wields magic to solve problems. He grows very interested in magical studies, and will go out of his way to explore and experience magical things. He starts manifesting personality traits similar to the Enchantment he most often wields.

Level 3: The character develops an unhealthy interest in his arcane abilities. He will use magic to solve most problems, instead of using mundane items or solutions. He may disappear for days at a time to study or meditate.

Level 4: The character's personality and behavior are dominated by his favored Enchantment. He will disappear for weeks or months to study, and can be distracted into magical studies. He uses magic to solve more or less all his problems, even when more mundane solutions would work better.

Level 5: The character is entirely consumed by obsession with magic. His entire life and existence revolves around it, and making him focus on anything but his studies is nearly impossible. The character becomes an NPC.

It is not easy to lose Spell-Obsession. A character's Spell-Obsession declines naturally by one level for every month in which he uses no Enchantment or Enchanted skills whatsoever.

[Obsession and Spell-Obsession are derived from the excellent fantasy RPG Wayfarer's Song. Credit where it's due.]

Corruption:
Far more insidious than Obsession is Corruption, the desire in all creatures to control, dominate, and destroy. Like Obsession and Taint, Corruption has five levels. Several actions can cause Corruption:

Willfully despoiling, ruining, and fouling the natural world
Using spells that dominate the free will
Using sorcery or necromancy
Willfully serving the Enemy or his emissaries

Every time a character performs such an action, he must make a Willpower check (Difficulty 20, or the Difficulty of the spell used) or gain a point of Corruption. The five levels of Corruption are described below.

Level 1: The character grows interested in power and control. He might study government or machines. At this level he certainly cannot be called evil, but he shows some interest in things that can be turned to evil.

Level 2: The character grows curt and unpleasant. He will not commit kindness save to his kin or close allies, and will demand exchanges and trades from all others. He is interested (perhaps obsessed) with hierarchies and power.

Level 3: The character is cruel and retains little kindness, save perhaps to his closest friends and kin. He desires to control and usurp, and will do so if possible. He posesses only a dim care for growing things, the natural world, and concepts such as freedom.

Level 4: The character is consumed by hatred and cruelty. He is motivated by a desire for power and control, and cares little for who suffers in the process.

Level 5: The character is entirely corrupted. His purpose is control and subjugation, and nothing more. At this point the character should become an NPC.

Corruption is difficult to get rid of. As such, it is left to the GM to determine when Corruption is lessened. Typically, it will require great acts of contrition and restoration.

The Shadow:
The Eye of the Enemy is ever-watchful, and spellcasters who invoke too much Power too recklessly will draw its attention. Every time a magician uses Power, he gains Shadow Points that indicate how much attention he has drawn to himself. For passive uses of Power that show no evidence of their effects (divinations, subtle physical enhancements), add the number of dice the magician rolled to his Shadow total. For active, visible uses of Power, add the number of dice the magician rolled, +1D, to his Shadow total.

20: Sighting
25: Harassment
30: Assassination
35: Army
40: Minion


Manifestations of Power:

[This is more of a reference for myself than anyone else--a big list of all the "magic stuff" I can think of, so I can make sure that the magic system models everything.]

Amon Hen's great chair gives any who sit on it the power to see great distances.
The Balrog performs a counter-spell against Gandalf's door-warding.
Beorn can turn into a bear.
Denethor can peer far and deep into bodies and minds.
The Doors of Durin opens when the pass-word is spoken.
The dwarves weave spells of hiding over the trolls' treasure
The elf-rings slow the wearing of time.
Elrond floods the river to sweep away the Nazgul.
Elven-cloaks hide those who wear them.
Feanor crafts Palantiri (seeing-stones) that show distant places and times.
Feanor's sons make a compelling oath to recover the Silmarils.
Gandalf adds boulders and the form of white horses with shining riders to Elrond's inundation.
Gandalf puts a shutting-spell on the door in Moria (he knows many such spells), then speaks a word of Command to maintain it against the Balrog.
Gandalf calls fire on Weathertop.
Gandalf burns several trees with words of power
Gandalf drives off the Nazgul with a cone of light.
Gandalf creates burning pine cones to fight wolves.
Gandalf gives the Old Took magic diamond studs that unbuckle on command
Gandalf ignites a wet stick with words of power
Gandalf kills orcs with a magic flash.
Gandalf offers 'words of guard and guiding' to Bill the pony before setting him loose
Gandalf magically breaks Saruman's staff
Gandalf shatters the Bridge of Khazad-Dum (and his staff as well)
Gandalf's staff creates light
Isildur curses his traitorous allies to linger in undeath
King Thoronduil's gates close magically
Legolas can see inhumanly far, up to twenty leagues
Luthien grows her hair long to create a cloak of sleep
Luthien dances to put Morgoth and his servants to sleep
Luthien takes on the form of a vampire
Miruvor rejuvenates and heartens
Moon letters only appear when light shines upon them, and the cleverer ones need the same sort of moon
Radagast is friends with birds and beasts and can speak with them
The Nazgul beckon Frodo to come to them
The Nazgul's Black Breath withers weapons, slays those who contact them and turns them into wraiths.
The One Ring turns its wearer invisible and lets him access the Spirit World
Saruman crafts a Ring of Power
Saruman's voice charms all who hear it
Smaug's voice charms and beguiles
The Wood-Elves put Thorin to sleep


APPENDIX 1: CHARACTER TEMPLATES

[Still not complete, as I said. Some are done, but I couldn't get them to align properly in this format.]

Black Numenorean Sorcerer:

Child of Beorn:

Clever Merchant: (Dwarf)

Corsair of Umbar:

Dunlending Raider:

Dwarf Warrior:

Enthralled Maia:

Gondorian Captain:

Guardian of the West:

Hobbit Scout:

Honorable Sherriff:

Noldo Elf Noble:

Noldo Elf Magician:

Ranger of the North:

Rider of Rohan:

Sinda Elf Sailor:

Wandering Noble:

Wood Elf Archer:

Wood Elf Minstrel:


APPENDIX 2: ALLIES AND ENEMIES

Sergeants and Captains:
Not all orcs, trolls, wolves, etc. are equal. Usually they organize into something like a hierarchy. Every eight to twenty creatures will typically feature a sergeant or elite trooper, while groups of twenty-five or more may be led by a captain or champion.
Sergeants or elite troopers gain +1D to Climb, Dodge, Run, Notice, Survival, Stamina, Command, and one combat skill (usually Battle, but sometimes Archery or Brawl).
Captains or champions gain +2D to Climb, Dodge, Run, Notice, Survival, Stamina, Command, and two combat skills.

Servants of Darkness:

Balrog:
Might 5D: Swim 6D
Nimbleness 3D: Athletics 4D, Battle 9D, Brawl 5D, Dodge 6D, Run 7D
Wisdom 2D: Appraise 3D, Enchantment 4D (Flame 6D), Dwimmer-lore 8D, Enchantment 6D, Place Lore (Udun) 3D
Cunning 3D: Empathy 4D, Navigate 4D, Novice 5D, Stealth 5D, Track 5D
Courage 3D: Shapeshifting 2D, Stamina 8D, Willpower 7D
Bearing 4D: Deceive 6D, Domination 2D (Fear 5D), Intimidate 9D, Persuade 5D
Abilities: Wreathed in Flame (2D damage per round if adjacent; 4D damage per round if touching), Immortal, Armor +3D, Size +1D
Equipment: Sword of flame (damage 8D+1), Whip of Flame (damage 7D)

Barrow-wight:
Might 3D: Brawl 5D, Wear Armor 4D
Nimbleness 2D+2: Archery 5D+2, Athletics 3D+2, Battle 7D+2, Dodge 4D, Ride 5D, Throw 3D+2
Wisdom 2D+2: Necromancy 3D, Appraise 4D+2, Dwimmer-lore 5D
Cunning 2D+1: Empathy 4D, Notice 4D+1, Stealth 5D, Thievery 4D+1, Track 5D
Courage 4D: Willpower 5D
Bearing 3D+1: Domination (Fear) 2D, Command 5D+1, Deceive 5D, Intimidate 6D
Abilities: Spirit (immune to physical damage except from magical weapons), Black breath (will destroy any normal weapon that lands at least a Wound result)
Equipment: Sword (damage 5D), dagger (damage 4D), scale armor (Resistance 5D+1)

Common Orc:
Might 3D: Climb 4D
Nimbleness 2D: Battle 4D, Brawl 3D
Wisdom 1D+1
Cunning 2D: Stealth 3D
Courage 2D: Stamina 3D
Bearing 1D+2
Move: 9
Abilities: Dark vision (darkness penalties -2D, night vision doubled), light vulnerability (-1D in bright light), Size -1D
Equipment: Short sword (damage 4D+2, dif. 8), piecemeal armor (Resistance 4D)

Greater Orc:
Might 3D
Nimbleness 2D: Battle 5D, Brawl 4D
Wisdom 1D+1
Cunning 2D: Notice 3D
Courage 2D: Stamina 3D
Bearing 1D+2: Intimidate 3D+2
Move: 10
Abilities: Dark vision (darkness penalties -2D, night vision doubled), light vulnerability (-1D in bright light)
Equipment: Curved sword (damage 4D+2), round shield (passive +2, active +1D), piecemeal armor (Resistance 4D)

Uruk-Hai:
Might 3D
Nimbleness 2D: Battle 5D, Brawl 4D
Wisdom 1D+1
Cunning 2D: Notice 3D
Courage 2D: Stamina 5D
Bearing 1D+2: Intimidate 3D+2
Move: 10
Abilities: Dark vision (darkness penalties -1D, night vision doubled)
Equipment: Curved sword (damage 4D+2), light plate armor (Resistance 5D), broad shield (+1D)

Uruk-hai Berserker:
Might 3D+2: Climb 4D+2, Lift 4D+2
Nimbleness 2D+2: Athletics 3D+2, Battle 5D (Battle-axe 6D), Brawl 5D, Dodge 3D+2, Run 4D
Wisdom 2D+1
Cunning 3D+1
Courage 3D+2: Thirst for Life 1D, Initiative 4D+2, Stamina 5D+2
Bearing 2D+1: Intimidate 3D+1
Move: 10
Abilities: Dark vision (darkness penalties -1D, night vision doubled)
Equipment: Bastard sword (damage 6D+1, dif. 12), short sword (damage 5D, dif. 8), light plate armor (Resistance 5D+2)

[The berserkers are those fellows with the funny-looking helmets from the movie. My players wanted to fight them, so here they are.]

Cave Troll:
Might 4D: Brawl 6D, Lift 6D
Nimbleness 2D+2: Battle 5D, Throw 3D+2
Wisdom 1D
Cunning 2D: Notice 3D
Courage 3D+1: Thirst for Life 2D, Stamina 4D+1
Bearing 2D: Intimidate 3D
Abilities: Resistance 5D+1, dark vision (penalties -2D, double distance), light vulnerability (-1D in bright light; turns to stone instantly in direct sunlight), Size +1D
Equipment: Great spiked club (damage 6D+1, dif. 15)

Two-headed Troll: [mentioned in The Hobbit]
Might 4D: Brawl 6D, Lift 6D
Nimbleness 2D+2: Two Weapons 2D, Battle 5D, Throw 3D+2
Wisdom 1D
Cunning 3D: Notice 6D
Courage 3D+1: Thirst for Life 2D, Stamina 4D+1
Bearing 2D: Intimidate 3D
Abilities: Resistance 5D+1, dark vision (penalties -2D, double distance), light vulnerability (-1D in bright light; turns to stone instantly in direct sunlight), Size +1D
Equipment: Fists (damage 4D. Two-headed trolls attack with both fists and roll 5D to hit with the right and 4D with the left)

Black Troll:
Might 5D: Brawl 7D, Lift 6D, Wear Armor 6D
Nimbleness 3D: Athletics 4D, Battle 7D, Dodge 4D, Run 4D
Wisdom 2D:
Cunning 2D: Notice 3D, Survival 4D
Courage 4D: Stamina 6D, Thirst for Life 3D
Bearing 2D: Command 3D, Intimidate 4D
Abilities: Resistance 6D, dark vision (penalties -2D, double distance), Size +1D
Equipment: Great hammer (damage 7D+1, armor -2), light plate armor (Resistance 7D on torso and head)

Beasts:

Bear:
Might 3D+2
Nimbleness 2D+1: Brawl 4D+1, Run 4D+1
Wisdom 0
Cunning 3D: Notice 5D, Track 4D, Survival 4D
Courage 2D+2: Thirst for Life 1D, Stamina 5D+2
Bearing 2D: Intimidate 3D
Abilities: Claw (damage 4D+1)
Move: 12
Orneriness: 5D

Riding Horse:
Might 5D: Climb (Jump 8D), Lift 6D
Nimbleness 3D: Run 5D
Wisdom 0
Cunning 2D
Courage 4D: Stamina 5D
Bearing 2D
Move: 20'
Orneriness: 2D

War Horse:
Might 6D: Brawl 7D, Climb (Jump 8D), Lift 6D
Nimbleness 4D: Run 5D
Wisdom 0
Cunning 2D
Courage 5D: Stamina 6D
Bearing 2D
Move: 20'
Orneriness: 2D+1

Warg:
Might 3D+1: Climb (Jump) 5D+1
Nimbleness 3D: Athletics 4D+1, Brawl 4D+1, Run 5D+1
Wisdom 1D
Cunning 3D: Notice 4D, Track 4D, Survival 5D
Courage 2D+2: Stamina 3D+2
Bearing 2D: Intimidate 4D
Abilities: Bite (damage 4D+1), Cold -2D damage
Move: 15

Wolf:
Might 2D+2: Climb (Jump) 5D
Nimbleness 2D+1: Athletics 3D+1, Brawl 4D+1, Run 4D+1
Wisdom 0
Cunning 3D: Notice 5D, Stealth 4D, Track 4D, Survival 4D
Courage 2D+2: Stamina 3D+2
Bearing 2D: Intimidate 3D
Abilities: Bite (damage 3D+2), Cold -2D damage
Move: 15
Orneriness: 4D

Wondrous Creatures:

Ent:
Might 4D: Climb 6D, Lift 6D
Nimbleness 3D: Athletics 4D, Battle 6D, Brawl 7D, Dodge 5D, Run 4D, Throw 7D
Wisdom 2D: Place (Fangorn) 6D
Cunning 3D: Navigate 5D, Notice 5D, Stealth 5D, Track 5D
Courage 3D: Stamina 6D, Willpower 4D
Bearing 3D: Command 5D, Intimidate 4D, Persuade 5D
Abilities: Smashing arms (5D damage), hurl stones (5D damage), Resistance 5D, Cold -2D, Fire +2D, Bludgeoning/Piercing -2D, Size +2D

Giant Eagle:
Might 4D
Nimbleness 4D: Athletics 5D (Fly 8D), Brawl 7D, Dodge 9D
Wisdom 3D: Dwimmer-lore 6D, History 4D
Cunning 4D: Far-sight 2D, Empathy 5D, Notice 8D, Track 6D, Survival 5D, (Aerial Warfare) 6D
Courage 3D: Stamina 5D, Willpower 5D
Bearing 4D: Beast Speech (common birds 2, birds of prey 2), Command 5D, Handle Animal 5D, Intimidate 6D, Persuade 5D
Move: 100 (fly), 10 (walk)
Abilities: Size +2D, Resistance 4D

Sample Characters:

Gimli, son of Gloin:
Might 3D+1: Brawl 5D+1, Lift 6D+2, Wear Armor 6D
Nimbleness 2D+1: Athletics 3D+1, Battle 5D+1 (Axe 7D+1), Dodge 3D+1, Run 3D+1 (Short Distances: 5D+2), Throw 4D
Wisdom 2D: Appraise 4D+1, Craft (stone) 5D+2, Knowledge (Dwarves) 3D+1
Cunning 1D+2: Notice 2D+2
Courage 4D: Stamina 8D, Thirst for Life 2D
Bearing 1D+2: Barter 5D+2, Entertain (sing) 2D+2, Intimidate 3D+2
Character Points: 10
Abilities: Stout, -2D fire/cold damage, low-light vision (-2D darkness penalties, double vision distance), stout (cannot use longbows)
Equipment: Battle-axe (damage 5D+2), hand axe (damage 5D, range 10), coat of rings (torso and arms 5D+1), Cloak of the Galadhrim (+4D Stealth (Hide only))

Legolas Greenleaf:
Might 3D: Brawl 5D, Climb 5D (Jump 7D), Wear Armor 4D
Nimbleness 4D+1: Archery 8D, Athletics 7D, Battle 6D (Knife 7D), Dodge 6D, Ride 5D, Run 7D
Wisdom 2D: Knowledge (Elves) 4D, Seamanship 3D, Survival 4D
Cunning 2D+2: Navigate 4D+1, Notice 8D+2, Stealth 3D+2, (A) Far Sight 3D
Courage 3D: Stamina 7D, Will 4D
Bearing 3D: Handle Animal 4D, Intimidate 4D
Character Points: 10
Abilities: Immortality, -1D cold damage, little sleep, low-light vision (double distance, penalties reduced by 1D)
Equipment: Elven-bow (damage 5D+1, +2 to hit, range 75'), long knife (4D+1, range 10'), quiver with 20 arrows, Cloak of the Galadhrim (+4D Stealth (Hide only))

Boromir of Gondor:
Might 3D+2: Brawl 5D+2, Climb 4D+2, Lift 4D+2, Wear Armor 6D+2
Nimbleness 3D+1: Archery 4D+2, Athletics 4D+1, Battle 8D (Shield 9D), Dodge 4D+1, Ride 4D+1, Run 4D+1
Wisdom 2D: Governance 5D, Knowledge (Gondor) 3D, Survival 3D+1
Cunning 2D+2: Empathy 4D, Navigate 3D+2, Notice 3D+2, Warfare 6D+2
Courage 3D: Stamina 5D+2
Bearing 3D+1: Command 7D+1, Intimidate 5D+2, Persuade 5D+1
Character Points: 10
Equipment: Sword (damage 5D+2), small round shield (+2 passive, +1D active), Cloak of the Galadhrim (+4D Stealth (Hide only))

Aragorn Elessar:
Might 3D: Brawl 6D, Climb 4D, Wear Armor 5D
Nimbleness 3D+1: Archery 5D+1, Athletics 4D+2, Battle 7D (Sword 9D), Dodge 4D+1, Ride 5D, Run 5D+1
Wisdom 2D+1: Governance 3D+1, Heal 6D+1, History 3D+1, Language 3D+1 (Westron 3, Adunaic 3, Sindarin 3, Quenya 1), Knowledge (Elves) 3D+1, Survival 6D+1
Cunning 2D+2: Empathy 3D+2, Navigate 4D+2, Notice 5D+2, Stealth 5D+2, Track 9D, Warfare 3D+1
Courage 3D: Stamina 7D, Thirst for Life 1D, Will 7D
Bearing 4D: Command 8D+1, Entertain (Sing) 4D+2, Handle Animal 4D+1 (Horses 8D+1), Intimidate 5D, Renown 7D+2
Character Points: 10
Equipment: Anduril (damage 6D, +1D to hit), short bow (damage 4D), 10 arrows, Cloak of the Galadhrim (+4D Stealh (Hide only))