LotR Character Generation Summary 2.pdf

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The Lord of the Rings
Racial Modifiers and Abilities
Race
Favoured Order
Attribute Bonus
Racial Abilites
Ability Description
Dwarf
Warrior
+2 Strength
Animal Aversion
-2 to Ride and any test dealing with animals
Craftsmen
+2 Vitality
Craftmanship
+2 bonus to Smithcraft and Stonecraft
Firestarting
+2 bonus to Survival tests to get a fire started
Hardness of Body
+2 bonus to Stamina rolls to resist Weariness
Hardness of Mind
+2 bonus to Willpower tests to withstand Intimidate or
other types of domination.
Healthy
+6 bonus to Stamina tests or any other to resist disease.
Stout
Though small (size), they still have 5 Wound Levels
Elf, Noldor
Craftsman
+2 Bearing
Noldorin Lore
+2 bonus to any one Lore or Smithcraft at Character
Generation
Loremaster
+2 Perception
Inner Light
+4 bonus to all tests to resist or oppose the powers of the
Shadow. This does not include attack or defend. Any
Noldo not born in Valinor does not receive this ability
Noble
+1 Nimbleness
+1 Wits
Elf, Sindar
Minstrel
+1 Bearing
Musical Gifts
+2 bonus to Perform Tests
Noble
+2 Perception
+2 Nimbleness
+1 Vitality
Elf, Silvan
Warrior
+2 Perception
Woodsy
+2 bonus to any one of the following skills: Survival,
Track, Weather Sense
+1 Nimbleness
+1 Bearing
Elves, All
Excel at all Orders
The Art
+2 bonus with all magic related tests, including Stamina
to resist Weariness, and casting successfully. May imbue
their crafts with 'magic' giving them special properties -
auitomatically receive the Enchantment special ability
(under craftsmen) but must have a 6+ Craft skill to use it.
Beast-Skill
+4 bonus to Ride or other animal related tests
Comfort
No discomfort in hot or cold weather
Elven-Form
automatically have the Fair edge
Elven-Sense
receive Sense Power as a magical ability
Elven-Sleep
need no sleep, just simple relaxation
Farsightedness
can discern details up to 10 leagues away, if not blocked
Ghost-Scorn
immune to Fear effects from ghosts of men
Lightfootedness
+4 to Run, Stealth; -4 to any who try to Track them
Swift Healing
automatically have the Swift Recovery edge
Hobbit, Fallohide
Craftsmen
+1 Nimbleness
+1 Perception
-1 Strength
All Hobbits
Hobbit, Harfoots Craftsmen
+2 Nimbleness
Six Meals a Day
all have the skill Craft:Cooking +3
+1 Perception
Small Folk
Small (size), only four wound levels
-1 Strength
Soft Footed
+4 bonus to Stealth; -2 to any who try to Track them
-1 Bearing
Sure at the Mark
+2 bonus to Ranged Combat
Tough as Old Tree-
Roots
+2 bonus to Willpower tests to resist Corruption
Hobbit, Stoor
Craftsmen
+2 Nimbleness
+1 Perception
-1 Strength
-1 Bearing
Men, Dunedain
Warrior
+1 Bearing
Any
+1 Wits
All Men
Men, Common
Warrior
+1 Strength
Adaptable
+2 bonus to Stamina, Swiftness, or Willpower; decided at
Character Generation
Any
+1 Vitality
Dominion of Man
+1 Courage
Skilled
+2 points to add to any skill at Character Generation; +1
to 2 or +2 to 1
Men, Darkness
Warrior
+1 Strength
Any
+1 Nimbleness
-1 Wits
Men, Wild
Warrior
+1 Strength, +1 Vitality
Any
+1 Perception
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The Lord of the Rings
Skils by Race and Order
Race
Order
Elite Order
Skill
Acrobatics
y y
Y Y
Y
Appraise
y
Y Y Y
Y
Armed Combat
y y
y Y
Y
YYYYYYYY
Climb
y y y Y
Y Y
Y Y Y
Y
Conceal
y
y y
Y
Y
Y
Craft
x y y y YYYYYYYY
Debate
y y y y
YYY YY
Y
Y
Games
y
y y
Y Y
Y Y
Y
Y
Guise
Y
Y
Healing
y
y
Y Y
Y
Y Y
Y
Inquire
y y
Y Y
Y Y
Y
Insight
y y y y
YY
Y
Inspire
y y
y
Y
Y Y
Y
Y Y
Y
Intimidate
y y
y
Y
Y
YYYY
Y
Jump
y
y Y
Y
Y Y Y
Y
Language
XXXX
YYY
YY
Y
Legerdemain
y
Y
Y
Lore
XXXX
YYY
YY
YY
Y
Mimicry
y
Y
Y
Y
Observe
y y y y YYYYYYYYYY
YYYY
Perform
y y y y
Y
Persuade
y y y y
YYY YYY
Y
YY
Ranged Combat
y y y y Y
Y YYYYYYYY
Ride
y
y Y
Y
Y
Y
Y Y
Run
y
y Y
Y Y
Y Y Y
Y
Sea-Craft
y
y
Y
Y
Search
y y y y
Y
Y
YY
Siegecraft
y
Y
Y Y
Smithcraft
y y
y
Y
Y
Stealth
y y
y Y
Y
Y Y Y
Y Y
Stonecraft
y
y
Y
Survival
y y y y Y
YY
Y Y
Swim
y
y Y
Y
Teamster
y
y
Track
y y y y Y
Y
Y
Unarmed Combat
Weather-Sense
y y y y Y YYY
Notes: y = any of these skills chosen with the first 6 picks during character generation, each become a Racial Skill for purposes of
Advancement. (Houes Rule)
x = DWARVES MUST START WITH AT LEAST 2 POINTS IN THIS SKILL; this skill is a Racial Skill for purposes of Advancemet.
(House Rule)
X = This is a Racial Skill for purposes of Advancement.
Y = This is an Order Skill for purposes of Advancement.
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The Lord of the Rings
Edges and Flaws by Race
Race
EDGES
Requisite
Accurate
Y
Y
Y Ranged Combat 4+
N
Ally
Y
Y
Y --
N
Ambidextrous
Y
Y
Y Nimbleness 6+
N
Armour of Heroes
Y --
N
Bold
Y Bearing 6+
N
Charmed Life
Y
Y --
N
Command
Y Special
Y
Craftsman
Y
Y
Y
Y --
N
Curious
Y
Y
Y Wits 6+
N
Dodge
Y
Y
Y --
N
Doughty
Y
Y Strength 9+
N
Elf-friend
Y --
N
Eloquent
Y
Y
Y --
N
Fair
Y
Y Bearing 6+
N
Faitfhul
Y
Y
Y
Y --
Y
Favour of Fortune
Y
Y --
Y
Fell-handed
Y
Y Armed Combat 6+
Y
Foresighted
Y Wits 12+
N
Wisdom 5+
Friends
Y
Y
Y
Y --
Y
Furtive
Y
Y --
N
Gift of Tongues
Y
Y --
N
Hammerhand
Y Strength 8+
N
Hardy
Y
Y Vitality 6+
N
Healing hands
Y --
N
Hoard
Y
Y
Y
Y --
Y
Honey-tongued
Y
Y --
Y
Honour's Insight
Y
Y --
Y
Incorruptible
Y
Y
Y
Y --
Y
Indomitable
Y
Y
Y
Y --
Y
Keen-eared
Y
Y
Y --
N
Keen-eyed
Y
Y --
N
Keen-nosed
Y --
Y
Lion-hearted
Y --
N
Night-eyed
Y
Y --
Y
Quick-draw
Y
Y Nimbleness 6+
Y
Armed/Ranged Combat 1+
Rank
Y Special
Y
Resolute
Y
Y
Y --
Y
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The Lord of the Rings
Edges and Flaws by Race
Race
EDGES/FLAWS
Requisite
Stern
Y
Y --
Y
Strong-willed
Y
Y
Y Vitality 9+
Y
Swift Recovery
Y
Y
Y --
N
Tireless
Y
Y
Y --
Y
Travel-Sense
Y
Y --
N
Two-Handed Fighting
Y Nimbleness 6+
N
Valiant
Y Bearing 9+
N
Valour
Y
Y
Y
Y --
Y
Wakefulness
Y
Y Vitality 6+
N
Warrior's heart
Y --
Y
Warwise
Y --
Y
Wary
Y --
N
Weapon Mastery
Y
Y Armed Combat 4+
N
Wise
Y
Y --
Y
Woodcrafty
Y
Y --
Y
FLAWS
Arrogant
Y
Y
Y --
N
Battle-fury
Y --
Y
Code of Honour
Y
Y
Y
Y --
N
Craven
Y --
N
Crippling Wound
Y --
N
Dark Secret
Y --
N
Dullard
Y --
N
Dull-eared
Y --
N
Dull-eyed
Y --
N
Duty
Y
Y
Y
Y --
N
Enemy
Y --
Y
Fealty
Y --
N
Fey
Y --
N
Grasping
Y
Y
Y --
N
Hatred
Y --
N
Oath
Y --
N
Proud
Y
Y
Y --
N
Reckless
Y --
N
Rival
Y
Y
Y
Y --
Y
Slow Recovery
Y --
N
Stiff-necked
Y
Y
Y
Y --
N
Weak
Y
Y --
N
Weak-willed
Y
Y --
N
Note: characters may only select from the Edges and Flaws by race during Generation with their first six picks. They then
may select their Order Edges/Flaws (not shown here). They may select any Edge or Flaw with an Advancement+A24.
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The Lord of the Rings Order Packages, Edges and Abilities
B ARBARIAN ( NO D WARVES , E LVES , H OBBITS , OR D UNEDAIN )
Favoured Attributes
and Reactions
(Required Attributes)
Packages
Skills
Edges
Vitality (must be 6 or up)
Strength (must be 6 or up)
Stamina
Basic Barbarian
Armed Combat +2, Climb +1, Observe +2, Run
+1, Stealth +3, Survival +3, Track +3
Pick 5 Bonuses: +1 to any Order skill
Pick 1 Edge: Doughty, Hardy,
Tireless, Wary, Woodcrafty
Druadan Tribesman
Armed Combat +1, Climb +1, Observe +1,
Ranged Combat +2, Run +1, Stealth +3,
Survival (Forest) +3, Track +3
Pick 5 Bonuses: +1 to any Order skill
Pick 1 Edge: Accurate, Dodge,
Night-eyed, Wary, Woodcrafty
Southron Nomad
Armed Combat +2, Observe +2, Ranged
Combat +2, Run +2, Stealth +2, Survival
(Southern Wastes) +3, Track +2
Pick 5 Bonuses: +1 to any Order skill
Pick 1 Edge: Hardy, Keen-eyed,
Sense of Direction, Tireless,
Woodcrafty
Losson Tribesman
Armed Combat +2, Observe +2, Ranged
Combat +2, Run +2, Stealth +2, Survival
(Northern Wastes) +3, Track +2
Pick 5 Bonuses: +1 to any Order skill
Pick 1 Edge: Accurate, Hardy,
Travel Sense, Wakefulness,
Woodcrafty
Mountain Folk
Armed Combat +2, Climb +3, Observe +2,
Ranged Combat +1, Stealth +2, Survival
(Mountains) +3, Track +2
Pick 5 Bonuses: +1 to any Order skill
Pick 1 Edge: Doughty, Hardy, Fell-
handed (Mountain Orcs), Swift
Recovery, Woodcrafty
Abilities
Requisite
Improvement?
Brew Poison Skilled with poisons, 1 hour to prepare a single dose
None
Yes
Champion
Pick a specific enemy when you choose this ability, +1 bonus to all
attack tests and tests to dodge, parry, or block against this enemy.
Armed Combat 8+ or
Ranged Combat 8+
Yes
Hard March Choose a type of rough terrain (hills, mountains, etc.); you move
through this terrain as if it were “average”. Geography may not be
ignored; impassable regions are still impassable.
None
No
Marking-Signs Know the special signals and symbols of your people and can paint
them or etch them on wood or stone.
None
Yes
Preferred
Weapon
Define one combat skill (Armed or Ranged) and one specialty weapon
for it; you receive a +4 instead of a +2
None
Yes
Walk without
Trace
Define one type of terrain or land (plains, forests, mountains, etc.);
when you move through it you leave very few traces - any that attempt
to track you are at a –8 penalty to Track.
Survival 9+ or Track 6+
Yes
C RAFTSMAN
Favoured Attributes
and Reactions
Packages
Skills
Edges
Nimbleness
Strength, Wits or Bearing
Wisdom
Basic Craftsman
Appraise +3, any one Craft +3, any one other Craft
+1, Debate (Bargain) +2, Observe +2 Persuade +2,
Smithcraft +1, Stonecraft +1
Pick 5 Bonuses: +1 to any Order skill
Pick 1 Edge: Ambidextrous,
Craftmaster, Favour of Fortune,
Friends, Hoard
Gardener
Appraise (Fruits and Vegetables) +1, Craft:
Gardening +3, any other Craft +2, Games +2, Lore
(choose appropratie subject) +2, any other Lore +1,
Observe +2, Persuade +2
Pick 1 Edge: Charmed Life,
Craftmaster, Favour of Fortune,
Friends, Wise
1
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