Dwarf: Created by Aulë to be strong, resistant to fire and the evils of Morgoth. Hardier than any other race, secretive, stubborn, and steadfast in enmity or loyalty. Immune to human diseases.
Average lifespan 250 years. Equivalent to late adolescence is 30, full adulthood 40. Between 40 and 240 they don't age, then wither away for the last 10 years.
Both males and females are capable of growing facial hair since childhood.
+15 to any roll involving strength, +15 to any roll involving corruption by spell or enchantment, +10 to any roll involving willpower, +5 fire resistance, Immune common diseases (magic not included), +10 to any roll involved in keeping or discovering secrets.
-10 to any roll involving speed, Willpower buff is nullified plus a -10 for any roll involving greed.
Apprentice in Runes and Lore: You have a deep and persistent interest in runes and lore. +20 to training rolls in these areas.
Knowledge is power; secrets are strength: You consider finding hidden weaknesses and back entrances to be the key to overcoming impossible odds. +10 to rolls involving the use of lore, +10 to rolls involving discovering secrets.
Untalented in Combat: You really lack any talent at learning how to fight. -15 to any combat rolls till skill in all three combat areas reaches Average.
Talented in Deception: You have a knack for disguising yourself and your intent, and lying to others both directly and indirectly. +15 to any roll that involved disguise and deception, either dishing it out or as a spot-check.
No Good Deed Goes Unpunished: Doing the right thing cost you everything. -15 to any roll that is considered 'doing the right thing'
Beardless: You have no beard, cursed to be unable to grow one. Dwarves will not trust you if they discover your race, most will be inclined to think you a short Man.
Languages
Khuzdul: Dwarvish - Native speaker Iglishmêk: Dwarvish sign language, used to keep communication secret and silent - Native speaker Avarin: The language of the Avari - Broken Easterling: The language of the men of the East - Broken
Reputation
Clan Blacklocks: Said to have beards black as coal, thick as wire, and kept perpetually wild and unkempt.
Exile: You have been exiled from your clan. +20 to social rolls that involve other outcasts or groups that historically accept them, -20 to social rolls for groups that exile people or consider themselves to morally superior to mix with exiles.
Inventory
Oilcloth Cloak (you won't get wet)
Belt knife (useful tool or for unseen strikes, which don't count as combat)
Language pamphlets (Avarin, Easterling)
Rations (three weeks)
Water skin
Map of Arda
This system basically works the exact same way as Ours is a Furious Grinding of Teeth, by Chengar Qordath.
General Quest Rules
Traits
Traits give buffs and debuffs to specific skills and rolls.
Skills
Rank
XP "Dropped"
XP Requirement
Roll
Modifier to 1d100
Horrendous
1
0d?
-30
Disappointing
5
50
1d?
-20
Mediocre
10
100
2d?
-10
Average
25
250
3d?
+0
Impressive
50
500
5d?h4
+10
Elite
250
1500
7d?h5
+20
Legendary
500
2500
9d?h6
+30
Mythical
1000
5000
11d?h7
+40
Reputation
Reputation is how different groups respond to the character. It can be good, bad, strong or mild.
Ambitions
Ambitions are where the character is headed, what motivates them. It's better to have a series of short-term goals than set out to try and conquer the world all of a sudden.
Relationships
Ally, Acquaintance, Irritation, Enemy. These are the standard four relationships, sometimes a special modifier can occur such as Mortal Enemy, Blood Brother, or Target. Relationships affect how people respond to you, in social rolls and conversations. This can be effected by Reputation as well.
Destiny Points
Destiny points can be used to both enhance your rolls and give yourself new options. They are earned though accomplishments both great and small. They can be used for any of the following:
* Provide a +5 modifier to any d100 roll for each DP spent
* For five DP, you may re-roll an action. You re-roll an action as many times as you want to, so long as you have enough DP. Any DP used to enhance a roll do not carry over to a re-roll. Re-rolls will be automatically triggered if a roll would result in Stannis's death.
* You may also use DP to declare minor details, such as favorable weather. The more DP you spend, the better the effect. If you want a convenient rain shower 1 DP would get a light drizzle at best, while twenty would result in a massive, pouring thunderstorm. This cannot be used to warp reality or gain major boons, such as making Aerys II sane or luckily discovering a valyrian steel sword. I reserve the right to refuse any particular use of this option.
Currency
Gold is the only currency ever talked about in Lord of the Rings, so GP it is. Also, somehow gold has intrinsic value (that's pretty much actually canon). Blame Eru.
Style
Lamelar AR +1
Chain AR +2
Plate AR +3
Platemaile AR +4
So a set of steel chain would have an AR rating of 5+2=7. Aside from the skill of who made it, which would either increase or decrease it's rating. The master work of a Dwarven smith would increase it, so would that of a Orchish sorcerer, but a beginning human or Elven smith who doesn't know what they are doing would decrease AR rating.
Shields
Shields give extra AR at the expense of a hand's usage and added weight.
Cloth – AR0
Leather – AR1
Wood – AR2
Haradrim – AR3
Iron – AR4
Steel – AR5
Mithril – AR7
Dragon Scale - AR8
Tilkal – AR 12
Weapons
Material
- Wood: Roll ?d1
- Bone: Roll ?d2
- Stone: Roll ?d3
- Bronze: Roll ?d4
- Iron: Roll ?d5
- Steel: Roll ?d6
If anything better than steel is used for weapons then I couldn't find a reference. There's no info on what metal was used for Glamdring or Narsil, so I assume they are just master crafted and enchanted steel. Unless someone can tell me otherwise.
Damage types
- Crushing (Wood, Bone, Stone)
- Tearing (Wood, Bone, Stone)
- Cutting (Bronze, Iron, Steel)
- Stabbing (Bronze, Iron, Steel)
You are in Middle Earth of the Third Age. What are you? Oh yeah, you're male because no one will take a chick seriously in that universe, blame Eru Ilúvatar for being sexist. Evil races can not become good, due to racism, but good races can turn to Melkor if events turn out that way.
No races that are too powerful automatically, or lack the potential for hands or speech, or that have such glaring weaknesses that they'd be too hard to play. Don't base things off of the chance of meeting canon characters because that is really unlikely, this will happen before the events of the Hobbit.
I will say this. After the racial vote comes the vote to decide where you are from. This will result in additional buffs and flavor. However not all races are created equal in this respect. Hobbits only have two areas that they live in, Men have over eight.
I will say this. After the racial vote comes the vote to decide where you are from. This will result in additional buffs and flavor. However not all races are created equal in this respect. Hobbits only have two areas that they live in, Men have over eight.
As long as we're not a nature-elf or an Orc. Orcs are going to have terrible relations with most of the rest of the world, and while I'm fine with men or normal elves, something about anything to do with a 'nature' theme just... Unnerves me.
No matter where we are we don't start as anyone of note. The point is that we don't stick around our homes and twiddle our thumbs hoping for adventure and glory to find us, but for us to take it for ourselves. Whether that means going off to poison a dragon and steal it's hoard, or being an Umbar Corsair, is up to you, but titles and prestige won't come automatically, you have to work for them.
No matter where we are we don't start as anyone of note. The point is that we don't stick around our homes and twiddle our thumbs hoping for adventure and glory to find us, but for us to take it for ourselves. Whether that means going off to poison a dragon and steal it's hoard, or being an Umbar Corsair, is up to you, but titles and prestige won't come automatically, you have to work for them.