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Mind Spell Specialty....................................................23 Sundering Revisited...............................................................23 W EAPONS & G EAR .................................................................24 Equipment Tables................................................................24 Starting Money.....................................................................24 Customized Bows.................................................................24 Trade and Commerce..........................................................24 Prices and Coinage............................................................24 Buying and Selling.............................................................24 Table 8.2 Revisited: Weapons.................................................25 Table 8.3 Revisited: Armour & Shield...................................26 Table 8.4 Revisited: Gear........................................................27 Table 8.5: Herbs and Enchanted Breads................................30 O PTIONAL P LAY R ULES .........................................................31 Movement..............................................................................31 Movement Tests................................................................32 Tests.......................................................................................32 Opposed Strength Tests...................................................32 Extended Tests Revisited.................................................32 Combat..................................................................................33 Initiative..............................................................................33 The 8Hit and Run 9 Combat Manoeuvre..........................33 Combat Actions Revisited................................................33 Stun Attacks......................................................................33 Unarmed Combat..............................................................33 Size and Weapon Reach...................................................34 Combat Pacing...................................................................34 Fear.........................................................................................34 Horses....................................................................................34 Fighting from Horseback.................................................34 Horse Movement Revisited..............................................35 Carrying Capacities...........................................................35 Injury, Weariness, and Healing..........................................35 Unconsciousness................................................................35 Infections............................................................................35 Leechcraft...........................................................................35 Falling Damage..................................................................35 Starvation and Dehydration.............................................36 Weariness...........................................................................36 Travelling...............................................................................36 Travel Speed......................................................................36 Overland Travel.................................................................36 Sleeping in the Wilderness...............................................37 A DVANCEMENTS ....................................................................37 Advancing Skills...................................................................37 Revised Skill Pick Costs....................................................37 Skill Checks........................................................................38 Raising Unchecked Skills.................................................38 Skill Specialties.....................................................................38 Additional Edges..................................................................38 Increasing Reactions.............................................................39 Restrictions on Order Abilities...........................................39 Increasing Courage...............................................................39 Increasing Attributes............................................................39 Restrictions on Health.........................................................39 Joining New Orders and Elite Orders................................39 3 F ELL B EASTS AND W ONDROUS M AGIC .............................40 Fell Beast Movement............................................................40 Beasts Fell and Fair...............................................................41 Black Squirrels of Mirkwood...........................................41 Crebain...............................................................................41 Great Eagles.......................................................................42 Lithrog................................................................................43 Ash Wraith........................................................................43 Neekerbreekers..................................................................44 Stone-giants.......................................................................44 Taurog of Mirkwood........................................................45 Wondrous Magic..................................................................46 Elvish Gown.......................................................................46 Elven-lamps........................................................................46 Mathom..............................................................................46 Troll 9s Purse.......................................................................47 Waterskin of the Woodland Realm................................47 M ORE O PTIONAL R ULES .......................................................47 Language................................................................................47 Tongues of Middle-earth..................................................47 Experience Awards...............................................................48 General Guidelines............................................................48 The Learning Value..........................................................48 Group EP Categories........................................................48 Fulfilled Objectives EP......................................................49 Individual EP Awards.......................................................50 EP Requirements for Advancements..............................50 Fumbles and Failures............................................................50 Spending Courage..............................................................50 Failure and Complete Failure...........................................51 Modifiers.............................................................................51 C RITICAL S TRIKES ..................................................................51 Basic Mechanics.................................................................51 Hit Locations & Called Shots..........................................52 Effects of Criticals..............................................................52 Miscellaneous Rules..........................................................53 I NTRODUCTION AND C REDITS elcome to the second edition of the Heren Turam- barion 9s Compendium for Decipher 9s The Lord of the Rings Roleplaying Game . This second edition of the Compendium features optional rule suggestions on or re- visions of various topics such as attribute generation, courage, two new elite orders, the Mind Spell Specialty, learning spells, combat manoeuvres, combat pacing, horses, and heal- ing. It also introduces eight new types of fell beasts and five new items of wondrous magic.<br><br> Remember, even though all optional rules have been ex- tensively playtested by the members of The Heren Turam- barion, they are nothing more than optional suggestions and unofficial 8house-rules 9. Therefore, a Narrator who plans to introduce some of them to her game should carefully evaluate each option and decide whether it is appropriate for the style of her chronicle or not. The guidelines and rules presented in the Compendium were devised to enhance the overall game balance of Decipher 9s The Lord of the Rings Roleplaying Game .<br><br> Also included are the most important errata concern- ing character creation Decipher has officially announced, and a collection of house rules contributed by or adapted from other authors or roleplaying games. Any rules conceived or written by others than the main author of the Compendium are shown with their author 9s name or nickname in the cred- its below. Although the rules and features adapted from other role- playing games (e.g., the system for resolving critical strikes, the equipment lists, or the new flaws) have underwent mas- sive changes to meet the demands of Decipher 9s Coda System , anyone familiar with the original sources will easily recognise some quotes and mechanics.<br><br> Any such quotes are not in- tended as a violation of copyright, but rather as a recognition of those RPGs! The Heren Turambarion 9s Compendium is organised in the same way as Decipher 9s core rulebook, following it chap- ter by chapter. It starts with additional material for character creation, along with some suggestions that lower the power level of starting characters.<br><br> This makes adventuring much more challenging, and prevents the characters from perform- ing world-shaking deeds with merely one advancement or two. But the Compendium is by no way only about restric- tions; it also offers a host of new, fun-to-use game mechanics and roleplaying opportunities such as the thirty-six new flaws. Also covered are rules for critical strikes, both for weapons and natural attacks of all kinds, and for damage- dealing spells.<br><br> Players will also find the extended equipment lists most useful, for they introduce a broad variety of items and feature more balanced statistics for weapons. As you can see skimming through the Table of Contents, there are far too many optional rules to mention in this in- troduction. Hopefully, they will add as much fun and new possibilities to your chronicles as they did and do to ours!<br><br> Any feedback, be it criticism or applause, is most welcome. Enjoy! Olorwe and The Heren Turambarion W 4 C REDITS C ONTACT : olorwe@rolemaster.at W EBSITE : www.ambarquenta.com A UTHOR : Georg Witrisal C OVER A RT : Angus McBride, The Chamber of Mazarbul .<br><br> © Ironcrown Enterprises. Used without permission. C ONTENTS used from or inspired by other gamers or manu- facturers of roleplaying games: Alathariel (Black Squir- rels of Mirkwood); Bombur (Stone-giants); Camdin (Crebain, Great Eagles, Neekerbreekers, Elvish Gown, Mathom, Troll 9s Purse); Chaosium 9s Call of Cthulhu (Skill Checks); Colin Chapman (Background Packages, The Blood of Beorn ability, most Order Packages, Tame skill; together with Jason Lorenzetti: Artificer elite or- der); Jason Durall (Commander elite order; Order Pack- ages: Rivendell Healer, Pirate, Herald, Huntsman, and Hobbit Gentry); Gandalf of Borg (Lithrog, Ash Wraith); Ironcrown Enterprises 9 Rolemaster (Critical Strikes, Weapon Fumbles & Spell Failures, some of the New Flaws, Height & Weight Table, Languages of Middle- earth, Equipment Lists, Guidelines on Experience); Steve Jackson Games 9 GURPS (most of the New Flaws, and countless inspirations, e.g.<br><br> to Movement and Revised Skill Pick Costs); Manveru (Vala Virtue order ability, in- spiration for Spellcasting and Weariness); Scott Metz (Valorous Deeds edge, Trade and Commerce, Extraor- dinary Success on a Parry/Block, Keeping a Foe at Bay, Fighting from Horseback, Leechcraft, Infections, Over- land Travel, Sleeping in the Wilderness, Flight special ability movement rates 3 some of Scott 9s abovementioned 8Coda System Revisions 9 have been reprinted almost un- changed, but even more have offered valuable inspira- tions); Taliesin & Steve Jackson Games (Starvation and Dehydration); Taliesin (Taurog of Mirkwood, Elven- lamps, Waterskins of the Woodland-realm); Tulris (Spellcasting and Weariness), an unknown author (Ech- oes of Power); and Wizards of the Coast 9s Dungeons & Dragons 3rd Edition (Attack Speed Modifiers, Equip- ment Lists, and Guidelines on Experience). S PECIAL THANKS TO : The good folks at Decipher for their devoted work on a great game for roleplaying on J.R.R. Tolkien 9s Middle-earth; Martin Meyer, the webmaster of The Heren Turambarion, for his patience with countless updates; Sam Johnson and Jason Durall, for narrating and writing down their 8Chronicle of Ice and Fire 9; the community gathered at Decipher 9s Lord of the Rings RPG message board, expertly cared for by Doug Burke; Jeffrey Fuller, host of the fine Valinor website; and finally to all folks who provided me with feedback, cheerful comments, interpretations and even translations of some of our rules!<br><br> P LAYTESTERS : Senta Huemer, Jacky Köberl, Martin Meyer, Jakob Moder, Alexander Muhr, Sebastian Seebauer, and Daniel & Philipp Windisch. D ISCLAIMER The Heren Turambarion 9s Compendium , revised second edi- tion, © 2003 32006 by Georg Witrisal and The Heren Turambarion. Permission granted with pleasure to distribute this document or parts of it in any form, provided that cred- its are given to The Heren Turambarion and its website in any subsequent publications of your own.<br><br> The work presented in this document, created by The Heren Turambarion and other authors mentioned under 8Credits 9, is derivative work of copyrighted material by Tolkien Enterprises, Inc. , and Decipher, Inc. and is released for free distribution and personal use by The Heren Turam- barion without permission or endorsement by the abovemen- tioned holders of copyright .<br><br> The Lord of the Rings, The Hobbit, and Middle-earth are trademarks of Tolkien Enter- prises Inc. Use of these or other trademarks is not intended as a challenge to the status of said trademarks. All other ma- terial, i.e.<br><br> any original innovations made to the abovemen- tioned copyrighted material is copyright © 2003 32006 The Heren Turambarion. 5 M IGHT & M AJESTY : A TTRIBUTES G ENERATING A TTRIBUTES he Random Method for determining your character 9s attributes works fine. But the Pick Method will al- most certainly produce at least two very high attribute scores which you likely wouldn 9t get with the Random Method.<br><br> Therefore, a Narrator may choose to use the alter- native Buy Point Method present here. You receive 55 buy points to spend on your six attributes as you see fit. Please re- fer to Table 2.0 below to determine how many buy points a specific attribute score requires: T ABLE 2.0: A TTRIBUTE B UY P OINTS A TTRIBUTE S CORE B UY P OINTS 1 -2 2 0 3 1 4 3 5 4 6 6 7 7 8 8 9 10 10 12 11 15 12 18 P RIMARY A TTRIBUTES : R EVISED A TTRIBUTE M ODIFIERS When determining your character 9s attribute modifiers, refer to the below table instead of the one given in the core rulebook, p.48.<br><br> Please note that the Heren Turambarion 9s Microsoft Excel TM -based LotR Hero 9s Scroll uses this symmet- rical bonus progression, too. T ABLE 2.1 R EVISITED : A TTRIBUTE M ODIFIERS A TTRIBUTE L EVEL M ODIFIER 0 3 1 33 2 3 3 32 4 3 5 31 6 3 7 +0 8 3 9 +1 10 3 11 +2 12 3 13 +3 14 3 15 +4 S ECONDARY A TTRIBUTES : C AL- CULATING R EACTIONS To calculate a character 9s Reactions, average the modifi- ers of the two contributing attributes, and round up if neces- sary. In order to set off this minor disadvantage, it is recom- mended that raising an attribute after character creation af- fects the derived reaction.<br><br> T ABLE 2.2 R EVISITED : R EACTIONS R EACTION A VERAGE THE M ODIFIERS FROM Stamina Strength/Vitality Swiftness Nimbleness/Perception Willpower Bearing/Wits Wisdom Bearing/Perception C OURAGE Regardless in what kind of test you wish to spend Cour- age, you cannot spend more than one point on each individ- ual test. At the Narrator 9s discretion, the only exception are crucial tests made to resist some severe threats to your charac- ter, such as Stamina tests to resist poisons and like effects. L OW - POWERED C HARACTERS Player characters developed with the standard rules pre- sented in the core rulebook are true heroes of Middle-earth.<br><br> If a Narrator chooses to run a chronicle with PCs of a power level comparable to the average population, these characters may not have more than four ranks in a starting skill (instead of the normal limit of six ranks). The number of skill ranks for Native Languages and Lore (core rulebook, p.60) equals Wits times 1.5. Only Elves, Dúnedain, and Dwarves still re- ceive a number of ranks for these skills equal to their Wits x 3.<br><br> Such characters also do not receive the five Free Picks at the end of character creation. Attributes are generated in one of three ways: The Ran- dom Method requires the player to roll 2d6 eight times. He discards the highest and the lowest result and keeps the oth- ers.<br><br> The Buy Point Method grants you 48 points (instead of 55) to spend on your attributes according to Table 2.0 above. The Pick Method allows you to assign the following scores to your attributes as you choose: 8, 7, 6, 6, 4, and 3. Then distribute 8 more points among your scores (follow the guidelines presented in the core rulebook, p.46).<br><br> All other specs remain unchanged, including the number of edges and flaws a character may have upon initial character creation. If a Narrator wants the PCs to reach the normal power level after a while, she may want to rule that each advance- ment provides a character with 10 advancement picks instead of 5. This will result in characters who are considerably weaker at the beginning of their career, but advancements will be of greater significance.<br><br> However, in this case it is strongly recommended to increase the number of experience points required for gaining an advancement (as described on page 50). T 6 T HE F REE P EOPLES : R ACES OF M IDDLE - EARTH R ACIAL S KILLS hile Decipher 9s official Collected Rulings document says that only those racial skills qualify for the cheaper advancement pick cost which are devel- oped with the points a character gets for free for language and lore skills (i.e. is his Wits times 3), this optional rule handles racial skills in a different way: Upon initial character creation, each player may assign up to six different skill groups as his racial skills.<br><br> These skills must come from the list of racial skills given for each race, but may only include a character 9s native language(s) and those lore skills which are closely related to his cultural back- ground. It is strongly recommended to rather choose those skills that will help to make up a more flavourful background for a character than skills of significant importance in play (e.g., a Beorning should rather designate Craft: Bee-keeping or Craft: Baking as a racial skill than Armed Combat: Axes ). Your Narrator must always approve your selection of racial skills!<br><br> M ISSING R ACIAL S KILLS : For assembling your own ra- cial background packages, note that Unarmed Combat is a potential racial skill for Dwarves and Men. Dwarves also speak Westron. R ACE A DJUSTMENTS D WARVES : From the moment of their awakening below the highest peaks of Middle-earth, the Dwarves were per- fectly fitted to the dim light of their underground dwellings.<br><br> Even the faintest light allows them to see almost as good as if it was bright day. They have the Night-eyed 1 edge as an addi- tional racial ability. E LVES : Even under the dim light of the stars and the moon Elves can see as if it was bright day.<br><br> They have the Night-eyed 2 edge as an additional racial ability. H OBBITS : All Hobbits receive a 32 modifier to their Strength attribute score (instead of 31). As a recompense, Hobbits have the following additional racial ability: B RAVE AT A P INCH : Hobbits receive an extra point of Courage, since sometimes they seem to have unbelievable luck when in direst need of it.<br><br> Gandalf was well advised to choose Bilbo 8for lucky numbers 9, so that there was a party of fourteen instead of thirteen questing for Erebor. D ÚNEDAIN : Being described as both a wise and hardy people, the Dúnedain deserve a +1 racial adjustment to their Strength and Vitality attribute scores. However, due to their relatively rigid social background and education, they only receive a +1 bonus from the Adaptable racial ability.<br><br> E LVEN - BLOODED D ÚNEDAIN : Almost as beautiful to behold as their Elvish ancestors, they receive the Fair edge as a racial ability, and they may pick the Night-eyed edge (but they have to spend picks as normal). B EORNINGS (M IDDLE M EN ): The Beornings have the following additional racial ability: A NIMAL E MPATHY : Similar to Elves, Beornings have great rapport with the animals they keep and herd, such as dogs, goats, cattle, or bees. They have a deep understanding of their beasts 9 feelings and receive a +2 bonus with all ani- mal-related skills, except for Ride.<br><br> Note that this ability is replaced by the Elves 9 Beast-skill ability for Beorning skin- changers with the Blood of Beorn ability (i.e., the bonus is +4). R OHIRRIM (M IDDLE M EN ): The Riders of Rohan have the following additional racial ability: H ORSEMAN : Rohirrim receive a +2 bonus to all tests re- lated to horses, including Ride (Horses). O THER M EN : Also some other mannish races or cultures may deserve a special +2 bonus to one or more skills if it is dramatically appropriate.<br><br> For instance, the Dorwinrim should receive a special +2 bonus to Craft: Wine-growing and Wine-pressing, and to Lore: Wines. Your Narrator may allow you to come up with similar bonuses at her discretion. B ACKGROUND P ACKAGES C ORSAIRS OF U MBAR (M EN OF D ARKNESS ): Appraise +1, Armed Combat +1, Observe +1, Ranged Combat +1, Sea-Craft +1, Swim +1.<br><br> D ORWINRIM (M EN OF D ARKNESS ): Appraise +1, Craft +2, Debate +1, Ride +1; Friends. D RÚEDAIN (W ILD M EN ): Ranged Combat +1, Stealth +1, Survival (Forests) +1, Track +1; Night-Eyed, Woodcrafty. D ÚNEDAIN OF THE N ORTH (D ÚNEDAIN ): Armed Combat +1, Ranged Combat +1, Ride +1, Run +1, Survival (Forests or Mountains) +1, Track +1.<br><br> L OSSOTH (W ILD M EN ): Armed Combat +1, Ranged Combat +1, Survival (Northern Wastes) +1, Teamster+1, Track+1, Weather-sense+1. M EN OF E SGAROTH (M IDDLE M EN ): Appraise +1, Armed Combat +1, Debate +1, Sea-Craft +1, Swim +1; Friends. S LAVE OF N ÛRN (M AN OF D ARKNESS ): Conceal + 1, Craft (Farming) + 2, Observe + 1; Hardy, Tireless.<br><br> T RIBESMEN OF F AR H ARAD (M EN OF D ARKNESS ): Armed Combat +1, Ranged Combat +1, Run +1, Survival (Jungle) +1; Doughty, Hardy. V ARIAGS OF K HAND (M EN OF D ARKNESS ): Armed Combat +2, Intimidate +1, Ranged Combat +1, Ride +1, Survival (Plains) +1. W OODSMEN OF M IRKWOOD (M IDDLE M EN ): Armed Combat +2, Ranged Combat +1, Survival (Forests) +1, Track +1; Woodcrafty.<br><br> W 7 T HE B LOOD OF B EORN Some of the noblest descendants (and, of course, ances- tors) of Beorn have the ability to become a bear. Blood of Beorn is an innate Mastery of Shapes spell, requires no com- mands or gestures and inflicts no weariness. R EQUISITE : Only a noble Beorning who has the Rank edge and a Bearing of at least 8 can acquire this innate magi- cal ability.<br><br> Such a character must be a Middle Man with the Beorning package, and will most likely be of the Barbarian order. If he meets these requisites, he can acquire the Blood of Beorn ability in one of two ways: During initial character creation, the ability can be picked by doing the following: 1) Remove the five additional Order skill picks. 2) Reduce your Free Picks to two instead of five.<br><br> While advancing, the ability can be picked by spending 10 advancement picks (i.e. two advancements). E FFECT : The Blood of Beorn ability exclusively permits the character to assume the shape of a brown bear.<br><br> The transformation back or forth requires a full minute. This is an inborn, hereditary ability. However, one does not have to know that he has the ability.<br><br> If it is acquired with advance- ment picks, it will be a stunning surprise if a Beorning char- acter suddenly begins to turn into a bear at full moon or upon receiving a critical strike. Any inorganic objects worn or carried must be put off before the transformation. The character 9s Bearing, Wits, Willpower, Wisdom, and skills all remain unchanged, but in bear form, their physical Attributes are replaced with the following: A TTRIBUTES : Nimbleness 6 (+0), Perception 6 (+0), Strength 18 (+6)*, Vitality 16 (+4)*.<br><br> R EACTIONS : Stamina +6*, Swiftness +0. D EFENCE : 10 M OVEMENT RATE : 8 yards/action (5.5 miles/hour) S KILLS : You may learn Armed Combat: Natural Weapons (Paws) and Intimidate (Fear) as additional skills. S PECIAL A BILITIES : Armour (3), Bear Hug, Berserk, Natu- ral Weapon (2d6+Str, claw).<br><br> B EAR H UG : On a superior success with a claw attack, you may grab your target, squeezing for 2d6 additional points of damage. The victim is also considered grabbed (see p.229 of the core rulebook). B ERSERK : Any time you sustain a 8Light 9 critical strike (or on every full moon), you must succeed in a TN 7 Will- power test or take on bear form until all enemies are beaten.<br><br> The TN for the Willpower test is 10 if your re- ceived a 8Grave 9 critical, and 15 on a 8Severe 9 critical. This involuntary change occurs because the skin-changer is so enraged and takes only one or two rounds to complete. If the Willpower test results in a Complete Failure (or worse), you totally lose control of yourself and continue at- tacking everyone, even your comrades and allies, until no one remains able to fight.<br><br> S IZE : Large (2 Healthy Wound Levels) H EALTH : 22 I NJURIES : If a character is wounded when he changes his shape, he retains the Wound Level he has been in immedi- ately before the change took place. Any damage in the cur- rent Wound Level is transferred on a 1:1 basis, but a charac- ter always retains at least one Health point. 8 W ARRIORS , W IZARDS & K INGS : O RDERS ISSING O RDER S KILLS : The following orders should have Unarmed Combat as an order skill: Barbarian, Mariner, Rogue, Warrior, Captain, Knight, Ranger, and Spy.<br><br> The following orders should also have Tame as an order skill: Barbarian, Minstrel, Noble, and Ranger. The Loremaster also has Perform as an order skill, Magicians and Wizards have Ranged Combat: Spells, the Minstrel has Perform and Ranged Combat, the Rogue has Inquire, and the Ranger also has Weather-sense. O RDER P ACKAGES B ARBARIAN P ACKAGES B EORNING B ERSERKER : Famous for your rage and strength in battle, as well as the skin-changing ability those descended from Beorn himself display, you are an unrelent- ing enemy of orcs and their kin.<br><br> Order Skills: Armed Combat +3, Climb +1, Jump +1, Observe +2, Run +1, Stealth +2, Survival (Forest) +2, Track +3. Pick 5 Bonuses: +1 to any order skill. Pick 1 Edge: Doughty, Hardy, Tireless, Wary, Wood- crafty.<br><br> Note: Beorning berserkers usually suffer from the Battle- Fury flaw. H UNTER : You are a patient and skilled hunter, carefully stalking all manner of wild animals, the meat, hides, and furs useful not only in ensuring your survival, or the survival of your people, but also of value in barter or trade for coin. Order Skills: Armed Combat + 1, Climb +1, Mimicry + 1, Observe + 2, Ranged Combat + 3, Run +1, Stealth + 2, Survival + 2, Track + 2.<br><br> Pick 5 Bonuses: +1 to any order skill. Pick 1 Edge: Accurate, Keen-eared, Keen-eyed, Night- eyed, Woodcrafty. S HEPHERD : While not truly a warrior, nor necessarily a member of a tribal folk, you are a stout and hardy warden, serving to tirelessly watch over, guard, guide and protect your flock or herd of livestock from hungry wolves, rustlers and other predators and thieves.<br><br> Order Skills: Armed Combat (Clubs) +2, Climb +1, Observe +3, Ranged Combat +1, Ride +1, Run +1, Survival +1, Tame (Hound) +3, Track +1, Weather-sense +1. Pick 5 Bonuses: +1 to any order skill. Pick 1 Edge: Hardy, Keen-eared, Keen-eyed, Night- eyed, Tireless.<br><br> W OODSMAN OF M IRKWOOD : A rugged individual of Northman stock, related to the men of Esgaroth and Dale, you are allied with the elves and Beornings of Mirkwood in your fight against the evils that inhabit the forest. Order Skills: Armed Combat + 2, Climb + 2, Jump + 1, Observe + 2, Ranged Combat + 1, Run + 1, Stealth + 2, Survival (Forest) + 2, Track + 2. Pick 5 Bonuses: +1 to any order skill.<br><br> Pick 1 Edge: Doughty, Hardy, Elf-Friend, Wary, Woodcrafty. C RAFTSMAN P ACKAGES C OOK : Food is your greatest love, and you are dedicated to producing the heartiest, most delectable fare, whether pur- suing your craft in the kitchens of a worthy inn, or in the ser- vice of a wealthy household or patron. Order Skills: Appraise (Food) +3, Craft (Baking) +3, Craft (Cooking) +3, Debate (Bargain) +2, Observe (Smell, Taste) +2, Persuade +2.<br><br> Pick 5 Bonuses: +1 to any order skill. Pick 1 Edge: Ally, Craftmaster, Friends, Favour of For- tune, Keen-nosed. F ARMER : Stout and hardworking, you tend the land you live on, raising such crops as turnips and mushrooms, and tending such livestock as pigs and geese, providing your fam- ily with food on the table, and surplus for sale at the market.<br><br> Order Skills: Appraise (Cereals, Livestock, or Vegeta- bles) +1, Craft: Farming +3, Debate (Bargain) +2, Lore (choose one appropriate subject, such as 8Grains 9, 8Mush- rooms 9, 8Root Vegetables 9 or 8Livestock 9) +2, any one other Lore +1, Observe +2, Persuade +2, Tame (Hounds) +1, Weather-sense +1. Pick 5 Bonuses: +1 to any order skill. Pick 1 Edge: Craftmaster, Doughty, Hardy, Friends.<br><br> M INER : You toil to wrest your livelihood from the very bones of the earth, delving deep into earth and stone to bring forth the very substances of such treasures as coal, iron, sil- ver, gold, gemstones, and even such wonders as mithril . Order Skills: Appraise (choose one appropriate subject, such as 8Iron Ore 9, 8Uncut Gemstones 9 or 8 Mithril 9) +2, Armed Combat +1, Climb +2, Craft (Carpentry, for shoring timbers and the like) +1, Lore (Mining) +2, Observe +2, Search +1, Stonecraft (Mining) +3, Survival (Mountains) +1. Pick 5 Bonuses: +1 to any order skill.<br><br> Pick 1 Edge: Craftmaster, Doughty, Hardy, Night-eyed, Tireless. L OREMASTER P ACKAGES R IVENDELL H EALER : You have learned much of the healing art by studying chirurgery with Master Elrond. Now you seek to restore that is wounded in the outside world.<br><br> Order Skills: Healing +3, Insight +2, Language (Sindar) +2, Lore: History (Elves) +2, Lore: Herbs +3, any other one Lore skill +1, Observe +2. Pick 5 Bonuses: +1 to any Order skill. Pick 1 Edge: Ally (Elrond), Elf-friend, Healing Hands, Incorruptible, Wise.<br><br> M 9 M ARINER P ACKAGES P IRATE : Whether a Corsair of Umbar, a privateer on Gondor 9s coast, or a water-bandit on one of the many great rivers, you 9ve made your living preying on ships and coastal towns, taking wealth by force upon the waters of Middle Earth. Order Skills: Armed Combat +2, Climb +2, Games +1, Jump +1, Observe +1, Ranged Combat +2, Sea-craft +3, Swim +2, Weather-sense +1. Pick 5 Bonuses: +1 to any Order skill.<br><br> Pick 1 Edge: Charmed Life, Dodge, Hoard, Keen-eyed, Two-handed Fighting. M INSTREL P ACKAGES H ERALD : You speak for nobles as their envoy and mes- senger, travelling about the land delivering important words or as part of a noble 9s retinue. Alternately, you are an impor- tant figure in court, familiar with the lords and ladies of the land and an advisor.<br><br> Order Skills: Debate +2, Inquire +1, Insight +1, Inspire +1, any one Language +2, any one other Language +1, Lore: Group (your own) +2, any other Lore: Realm (your own) +1, Observe +1, Persuade +2, Ride +1. Pick 5 Bonuses: +1 to any Order skill. Pick 1 Edge: Ally, Eloquent, Friends, Gift of Tongues, Honey-tongued.<br><br> N OBLE P ACKAGES D WARF L ORD : You are a dwarf of proud and ancient lineage, a shining example of your race 9s virtue, noble and strong in arm and spirit, as enduring as the stone upon which you swear, and unbreakable in your determination. Order Skills: Order Skills: Armed Combat +3, Debate +2, Inquire +1, Inspire +2, Intimidate +3, Lore: History (Dwarves) +2, Observe +2. Pick 5 Bonuses: +1 to any order skill.<br><br> Pick 1 Edge: Command, Hoard, Rank, Resolute, Stern. H OBBIT G ENTRY : Born to privilege in the Shire or Bree- land, you are a Hobbit gentleman or gentlewoman of high social status, and bear a name of import in your community. Though you may not be wealthy, you are considered to be of the upper-class, and other Hobbits will generally defer to you.<br><br> Order Skills: Debate +2, Inquire +2, Inspire +2, any one Language +2 (usually Sindarin), any one Lore +3, Ob- serve +1, Persuade +3. Pick 5 Bonuses: +1 to any order skill. Pick 1 Edge: Charmed Life, Eloquent, Favour of For- tune, Hoard, Rank.<br><br> R OGUE P ACKAGES C HARLATAN : With a glib tongue and canny mind, you line your pockets, staging confidence tricks and scams, de- priving the lack-witted and gullible of their wealth, and con- stantly travelling to avoid retribution. Order Skills: Appraise +1, Armed Combat +1, Conceal +1, Debate +2, Games +1, Guise +2, Inquire +1, Legerde- main +1, Observe +1, Persuade +3, Ride +1. Pick 5 Bonuses: +1 to any order skill.<br><br> Pick 1 Edge: Dodge, Eloquent, Furtive, Honey- Tongued. W ARRIOR P ACKAGES D WARF WARRIOR : Unbreakable, defiant, and counted strong even among a race known for its strength, you are a bulwark and guardian of the Dwarven folk, long having pit- ted axe and mattock against such trials as Orcs, in battles waged unseen, deep within the hearts of mountains. Order Skills: Armed Combat: Axes + 3, Inspire +1, In- timidate +2, Observe +2, Run +1, Siegecraft +3, Survival (Mountains) +2, Track (Orcs) +1.<br><br> Pick 5 Bonuses: +1 to any order skill. Pick 1 Edge: Bold, Doughty, Fell-Handed, Warrior 9s Heart, Warwise (note that this edge costs two picks). G ALADHRIM S ENTINEL : At home among trees, by root or bough, you are one of those charged with silently watching and protecting the borders of your forest home, be it Lórien or Mirkwood, deftly traversing the wooded realm across ground and through leafy canopy.<br><br> Order Skills: Armed Combat +1, Climb +3, Jump +1, Observe +3, Ranged Combat +3, Stealth +2, Survival (For- ests) +1, Track +1. Pick 5 Bonuses: +1 to any order skill. Pick 1 Edge: Accurate, Keen-eared, Keen-eyed, Wary, Woodcrafty.<br><br> H UNTSMAN : You stalk, trap, and kill animals in the wild, whether for gold in the marketplace, at the service of a noble lord, or for the survival of your people. (This package is also suited for barbarians.) Order Skills: Armed Combat +1, Conceal +1, Craft (Tanning) +1, Mimicry +1, Observe +1, Ranged Combat +3, Stealth +1, Survival +2, Track +3, Weather-sense +1. Pick 5 Bonuses: +1 to any Order skill.<br><br> Pick 1 Edge: Accurate, Keen-eared, Keen-eyed, Night- eyed (only if Elven-blooded), Woodcrafty. S HIELD - MAIDEN OF R OHAN : You are a warrior, but you have trained, not simply to kill, but to better defend the homes and lives of your people from those who might strike when the settlement seems undefended. Order Skills: Armed Combat + 3, Healing + 1, Inspire + 1, Intimidate + 1, Observe + 2, Ranged Combat + 2, Ride + 2, Run + 1, Siegecraft + 2.<br><br> Pick 5 Bonuses: +1 to any order skill. Pick 1 Edge: Faithful, Resolute, Valiant, Warwise (note that this edge costs two picks), Wary. W AINRIDER : A warrior of great skill from one of the Easterling tribes, you ride swiftly into battle on your chariot, striking savagely at your foes with axe and bow.<br><br> Order Skills: Armed Combat +2, Intimidate +1, Ob- serve +2, Ranged Combat +2, Ride +3, Survival (Plains) +2, Teamster +3. Pick 5 Bonuses: +1 to any order skill. Pick 1 Edge: Bold, Fell-Handed, Hardy, Warrior 9s Heart, Warwise (note that this edge costs two picks).<br><br> 10 T HE L OREMASTER 9 S V ALA V IRTUE A BILITY If a loremaster calls upon a Vala, he receives some addi- tional benefits, depending on the nature of his deity (see core rulebook, p.87): A ULË THE S MITH : +2 to all Craft, Smithcraft, Stone- craft, and Appraise tests. E LBERETH : +2 bonus for all tests to resist sorcery or other spells cast by evil powers. E STË THE G ENTLE : +2 to Healing tests, and to Inspire tests to reduce Weariness (p.127).<br><br> L ÓRIEN (I RMO ): +2 to Inspire tests and to Wisdom or Lore tests to interpret dreams. M ANDOS (N ÁMO ): +2 to all tests involving memory (such as Lore tests, and Willpower tests to resist the Sorcery spell Forgetfulness ), and +1 to tests involving the Foresighted Edge (p.146). M ANWË S ÚLIMO : +2 to Insight and Observe (Spot) tests, and +1 to Wisdom tests.<br><br> N ESSA : +2 to Perform (Dance) tests, Run tests, and +1 to Swiftness tests. N IENNA THE W EEPER : +2 to Healing, Willpower and Wisdom tests involving endurance of spirit (coping with grief, persevering when all hope seems lost, etc.). O ROME : +2 bonus to Survival and Ride tests, and to Armed or Ranged Combat tests for hunting wild beasts.<br><br> T ULKAS A STALDO : +2 to Unarmed Combat tests, Strength tests, and to Resist Fear. U LMO : +2 to all tests involving the Sea and to resist Cor- ruption. A character only gets this bonus to resist Corrup- tion if he is standing nearby some water which is connected to the ocean and if they do not know any Sorcery spells and are resisting Corruption in good faith (i.e.<br><br> a character cannot willingly commit an action that provokes a Corruption test and then apply this bonus to the roll). V AIRE THE W EAVER : +2 to Lore: History tests, and +1 to all tests involving the Charmed Life edge. V ÁNA THE E VER - YOUNG : +2 to Perform (Sing) and Persuade (Charm) tests.<br><br> Y AVANNA K EMENTÁRI : +2 to all tests involving Kelvar (animals) or Olvar (plants) except tests to harm, kill or oth- erwise abuse them. R EVISED O RDER A BILITIES P REFERRED W EAPON (Barbarian, p.82): The specialty bonus you receive for the first pick (possibly the free pick upon initial character creation) is only +3. Thus, the first additional pick in this order ability increases the specialty bonus to +4.<br><br> S WIFT S TRIKE (Warrior, p.103): The requisite for the improvement of this order ability is Nimbleness 11+ and Armed Combat 12+. It cannot be used for Ranged Combat actions. W ARRIOR - BORN (Warrior, p.103): The test bonus for combat skills you receive by spending one point of Courage is only +1.<br><br> However, you may improve this ability once to re- ceive a +2 bonus. D EADLY S HOT (Archer, p.105): For an additional im- provement, an archer with this order ability may change the result of a random hit location roll (see page 52, Table CS 1.2) by ± 1, and he receives a test result bonus of +1 for Called Shots. R EQUISITE : All other Archer order abilities, Ranged Combat 12+.<br><br> M IGHTY S HOT (Archer, p.105): The bonus to cancel out Ranged Combat penalties you receive for the first pick (possibly the free pick upon initial character creation) is only +1. Thus, the first additional pick in this order ability allows you to cancel out up to +2 TN test modifiers. (Note that to 8cancel out 9 test penalties refers to TN increases.<br><br> Thus, the description means you can offset a certain amount of these modifiers.) M OUNTED C OMBAT (Knight, p.108): The bonus to all Armed Combat and Ride tests you receive for the first pick is only +1. Thus, the first additional pick in this order ability increases the bonus to +2. W IZARD S PELL S PECIALTY (Wizard, p.113): If the wizard already has the magician 9s Spell Specialty order abil- ity, the +2 bonus to any spell tests (including Vigour tests to resist Weariness) is halved, but can be improved once.<br><br> T HE O UTDOORSMAN c 9There is food in the wild 9, said Strider; 8berry, root, and herb; and I have some skill as a hunter at need. 9 d 4 The Fellowship of the Ring The Outdoorsman is a variant of the barbarian, but usu- ally comes from a more sophisticated culture than the Men of the Wild. However, his people 3 be it Dwarves, Elves, Men or Hobbits 3 is still very close to nature. The outdoorsman is a skilled hunter, well versed in remaining unseen in the for- ests, mountains or plains of his homeland when sneaking up to his prey.<br><br> No hostile invader must hope to escape his ar- rows either. He shuns bright armour and heavy weapons, holding a light leather suit and a bow in much higher esteem, for this kind of equipment allows him to travel quickly and secretly. His woodcraft and his lore of the wilderness almost rivals that of a ranger, for he has spent most of his years in the untamed lands surrounding his perhaps fairly civilised village.<br><br> An outdoorsman can be found among any people living in the wild or at its borders. A young Dúnadan who hopes to become a ranger one day, an Elvish sentinel from Mirkwood or Lórien or the member of a Wandering Company, a man from the wild lands around Dale, a Dunlending from the foothills of the Misty Mountains: they are all perfect exam- ples for an outdoorsman. A DVENTURES Outdoorsmen bring a wide variety of useful skills to any group of adventurers.<br><br> Their ability to track game 3 and ene- mies 3 proves vital during many adventures, and their skill at arms helps to protect both them and their friends from harm. 11 Though they cover great distances in the lands belonging to their people and the neighbouring regions, they seldom leave their folk alone for a long time. However, if a great task on behalf of their kin is put upon their shoulders, they are ready to go 3 and a great help to their fellow travellers 3 wherever their path leads them.<br><br> A DVANCING Being content with their life in the wilds, outdoorsmen always long to improve their lore and skills of woodcraft. Consequently, they often become rangers. With a time of war ahead, they can quickly learn the way of the warrior or become lethal archers.<br><br> G AME I NFORMATION A TTRIBUTES The most common favoured attribute for the outdoors- man is Perception, for they make their living of hunting and tracking. The favoured reaction is usually Swiftness or Stam- ina. Outdoorsmen also consider Nimbleness and Vitality important.<br><br> In fact, as a requisite for belonging to this order, a character must have Perception of 8 or higher, and both Nimbleness and Vitality of 6 or higher. Among brawny peo- ples such as the Beornings, Strength is also held in high re- gard. S KILLS AND T RAITS Order Skills The order skills for the outdoorsman are: Armed Com- bat (Nim), Climb (Str), Craft (Nim), Jump (Str), Mimicry (Brg), Observe (Per), Ranged Combat (Nim), Ride (Brg), Run (Str), Search (Per), Stealth (Nim), Survival (Per), Swim (Str), Track (Per), Weather-sense (Per).<br><br> Outdoorsman Packages When you create an outdoorsman, take the below pre- sented package or make one up together with your Narrator according to the rules presented in the core rulebook, p.78. In case you select the below package, your character auto- matically receives the skills listed under 8Order Skills 9. You may then add five free picks to those skills or any other order skills.<br><br> Lastly, you may pick one of the edges listed for the package. You may take one or more flaws as well (to a total maximum of four). Each flaw allows you to add +1 to one skill or pick one extra edge.<br><br> B ASIC O UTDOORSMAN : This package represents a typi- cal outdoorsman hailing from anywhere in Middle-earth. Order Skills: Armed Combat +1, Climb +1, Craft (Bow/Arrows) +1, Mimicry (Beasts) +1, Observe +2, Ranged Combat: Bows +2, Stealth +2, Survival +2, Track +2, Weather-sense +1. Pick 5 Bonuses: +1 to any order skill.<br><br> Pick 1 Edge: Accurate, Keen-eared, Keen-eyed, Keen- nosed, Travel Sense, Woodcrafty. A BILITIES When you create an outdoorsman, you may make one pick from the following special abilities: Ambush You have a particular skill at bringing down your prey from behind or by surprise. When you attack in such situa- tions, you receive a +5 bonus on your Ranged Combat (Bows) tests.<br><br> The Narrator determines whether the bonus applies in any given situation. A successful Stealth (Hide or Sneak) test will be required almost every time. At best, the +5 bonus usually only applies to the first attack you make against a target.<br><br> R EQUISITE : Stealth (Hide or Sneak 6+). Camouflage You have learned how to use special clothes, skin dyes, natural elements, and other methods to more effectively con- ceal yourself in the wilderness. With a successful TN 10 Guise test, you gain a +1 bonus to all Stealth tests made to hide in a particular type of wild for which you have Survival (type of wilderness) 4+.<br><br> Add another +1 for every additional level of success on the Guise test. I MPROVEMENT : For an additional pick allotted to this ability, you may use it to conceal both other characters and objects. The TN in such a case is 12.<br><br> Expertise Your skill with matters of woodcraft is high indeed, at time causing amazement even in others trained in the wilder- ness arts. Select one wilderness-related skill and an appropri- ate skill specialty (i.e., Survival (type of wilderness), Track, or Weather-sense). You receive a +4 bonus when the specialty applies, rather than the usual +2.<br><br> I MPROVEMENT : Each additional pick of this ability al- lows you to either choose a new skill or a new skill specialty to which the increased specialty bonus applies. Hard March Outdoorsmen can learn and use the same Hard March ability as barbarians (see p.81 of the core rulebook). Travel-sense Outdoorsmen can learn and use the Travel-sense edge as an order ability (see p.151 of the core rulebook).<br><br> Walk Without Trace Outdoorsmen can learn and use the same Walk Without Trace ability as barbarians (see core rulebook, p.82). F REE P ICKS The five free picks you receive at the end of character creation are treated exactly like advancement picks (see core rulebook, p.278, and page 37-39 below). However, they can only be used to improve attribute levels, buy skill ranks (to a maximum of 6 ranks), or acquire edges.<br><br> Note that a starting character cannot have more than four edges. You cannot spend free picks to acquire additional order abilities, or to improve reactions, health, Courage, etc. 12 N EW E LITE O RDERS A RTIFICER With the release of Paths of the Wise: The Guide to Magi- cians and Loremasters , the Artificer has become an officially acknowledged elite order (see pg.40).<br><br> However, the following order abilities may still be a nice optional choice for any ar- tificer. A BILITIES Apprentice As word of your ability spreads, you attract apprentices whom assist you in your endeavours. They hail from a variety of backgrounds, but all aspire to become great craftsmen in your field of speciality.<br><br> Each pick of this ability brings a number of apprentices equal to your Bearing modifier. Each apprentice taken grants a +2 Renown Award, as well as the added benefits of having extra help. R EQUISITE : Must have created at least 5 Masterworks, or at least 1 Work of Power.<br><br> I MPROVEMENT : You can select this ability a number of times equal to your Bearing modifier. Identify In your field of expertise, you have begun to recognise the greatest of works. With even a cursory examination, you can tell what purpose an item was created to serve and what its general properties are.<br><br> For game purposes you have the Sense Power ability, but only in regard to items that fall into your area of speciality. R EQUISITE : Appropriate Craft, Smithcraft, or Stonecraft 8+. Runecasting You may now study spellcraft and start to learn spells that can be cast using the Runes method.<br><br> Each pick of this ability grants 3 spell picks for this purpose. The spells may not be cast by any other method. Work of Power Your skill has reached such vaulted heights that you may now create enchanted items of significant power, such as a blade to rival Orcrist or Gurthang.<br><br> You may weave any effect you wish into the item, but only one effect at a time, at the Narrator 9s discretion, and the item being enchanted must be of masterwork quality. Success requires an appropriate Craft, Smithcraft, or Stonecraft test against TN 20 + the Weari- ness TN of the spell that is to be imbued or TN 25+ for more cmundane d effects (as a test result bonus), and requires months of dedicated work (see pg. 192).<br><br> The Narrator must approve all enchantments and should exercise her discretion to ensure that such mighty enchantments contribute to the setting, and remain extremely rare; no artificer is able to cre- ate more than a few such items in their lifetime. Each work of power crafted grants a +5 Renown Award. R EQUISITE : Appropriate Craft, Smithcraft, or Stonecraft 16+, Enchantment, (Artificer) Masterwork, Preservation.<br><br> C OMMANDER 8 ... for he was the Captain of Ships, and was supported by the people of the coasts and of the great havens of Pelargir and Umbar. 9 4 Appendix A, The Return of the King Skilled sailors and leaders of men, the commander is similar to a captain, though they are found at the helm of a ship rather than upon a battlefield. Whether they command navies of warships, or lead merchant fleets, commanders are at home upon the deck of a ship, having come to their posi- tion through rank, experience, or wealth.<br><br> A DVENTURES For adventures which take place on the coast or the riv- ers, the commander is an essential member of any adventur- ing group, or as a valued NPC ally. Commanders are at home in campaigns involving naval combat, such as sorties against the Corsairs of Umbar. They can be dynamic and useful party members in any situation on sea-craft or boats, whether based in the sea-fleets of Pelargir and other Gon- dorian sea-cities.<br><br> Many Elves based out of the Grey Havens are commanders, guiding vessels over the sea to Valinor, the Undying West. The commander 9s usefulness is not restricted to the ocean, however, but also on the great waterways of Middle Earth, particularly the Great River, the Anduin, where they might make shorter trips back and forth for trade and transport. They are most suited as the naval counter- parts to captains, leading warships in great sea-battles.<br><br> B ACKGROUND Most commanders begin their careers as mariners or war- riors. These orders provide many of the skills a commander will need to captain sea-craft and lead navies on the waters of Middle Earth. Mariners, obviously, have many useful abilities which aid them well as commanders.<br><br> At times, nobles may join their ranks as well. G AME I NFORMATION Requisites To become a commander, you must have Bearing 8+ and Sea-craft 10+. Order skills The commander 9s order skills are: Armed Combat (Nim), Debate (Wit), Inspire (Brg), Intimidate (Brg), Lore (Wit), Observe (Per), Ranged Combat (Nim), Seacraft (Wit), Swim (Str), Weather-sense (Per).<br><br> 13 A BILITIES When you create a captain, you may make one pick from the following special abilities: Man-of-War As the waters of Middle-earth are sometimes battlefields, you are skilled at the many elements of naval combat. This includes the use of tactics, strategies, awareness of the limita- tions of your vessel and others, assessing the cfield, d knowl- edge of ship-borne siege weapons such as catapults and rams, weather and its effects on naval combat, and understanding of the realities of shipboard combat. While you are in charge of a sea-vessel involved (or about to become involved) in na- val combat, you can add +1 to your Sea-craft and Siegecraft skills.<br><br> This ability also adds +1 to the commander 9s unit Strength and Morale when using the mass combat rules. R EQUISITE : Sea-craft 8+. I MPROVEMENT : For each additional pick devoted to this ability, you can add another +1 to the bonuses described above.<br><br> Master of Ships Because the tasks onboard a ship are complex, and the order of command is drilled into all who ply the waters of Middle Earth, the role of the commander demands an innate sense of respect and obedience to those who recognize it. While onboard, in charge of a vessel, or while dealing with other sea-folk or their ilk, the commander may add +2 to any checks for Bearing-based skills which could be influenced by their authority - including Debate, Inspire, Intimidate, and Persuade. It has an additional +2 against any who serve un- der the commander.<br><br> Those affected by this ability include mariners, traders who deal with sea-merchants, and those who dwell on the ocean or waterways. This ability cannot be used if the commander is out of their element, so to speak, such as far inland, not currently in command of a vessel, has not identified themselves as a commander, or if they are deal- ing with beings which do not have a naval culture. R EQUISITE : Bearing 10+, Ship.<br><br> I MPROVEMENT : For each additional pick devoted to this ability, you can add another +2 to the bonus for the Bearing- related checks described above. Port of Call The commander has a port where they are always wel- come and relatively safe, which has adequate facilities house their ship 9s crew, resources to restock and re-provision, and skilled persons capable of maintenance or repair to the com- mander 9s vessel. Furthermore, the port of call will have enough available manpower to replace any lost crewmen, whether they be normal sailors and mariners, or warriors ac- customed to sea-battles.<br><br> If the ship is a war-vessel, there will be an armoury available to replenish lost weapons, and if it is a trade ship, then there is enough harbour-labour to load and unload goods. Merchant commanders should be able to unload any trade goods, and replenish them with new goods if desired. If the commander is a pirate or corsair, the port of call will be an outlaw harbour, a hidden port on some small freebooter island, or perhaps along the coast of Umbar.<br><br> Sea Legs As with the mariner, you do not suffer the -2 (or greater) test penalty to all Nimbleness-related tests while onboard a sea- or river-vessel. You are also immune to seasickness, and never have to make Stamina tests to avoid being sea-sick. Ship Commanders are almost always in command of a sea- vessel.<br><br> This ability is identical to the mariner order ability de- scribed on page 93. If the commander is a warrior or a noble, the vessel can be a warship. The Narrator and player should work together to determine the nature of the vessel, its crew, and by what conditions the commander has the vessel, whether it be mercantile, military, or transportation.<br><br> R EQUISITE : Sea-craft +7, any other mariner or com- mander ability. I MPROVEMENT : For each additional pick devoted to this ability, you have an additional ship under your command. Ship Handling Accustomed to a life onboard sea-craft, you have an in- stinctual feel for the way a ship moves.<br><br> You know what its limitations and strengths are, and how to best use the ship 9s sails, oars, rudder, and manpower together to improve the way the ship handles. Additionally, you can take advantage of weather and water conditions when they are useful. While in command of any sea-vessel, you gain a +3 to any Sea-craft rolls you make.<br><br> Wave-rider Accustomed to the waters of Middle-earth, you are able to coax your vessel 9s movement to get the best performance. With this order ability, you can increase your vessel 9s move- ment speed (in miles per hour) by 25%. If you are command- ing a sailing vessel, you can consider Weather-sense as an af- finity skill, if you possess any ranks in this skill.<br><br> You can also add +1 to your vessel 9s Mobility value when using the mass combat system. R EQUISITE : Sea-craft 10+, Wind-mastery. I MPROVEMENT : For an additional pick devoted to this ability, you can add an additional 25% to the movement speed or a +1 to the Mobility value to any vessel under your command, to a maximum of two picks.<br><br> Note that these bo- nuses are cumulative with those granted by the mariner order ability Wind-mastery, for a maximum improvement of 100% of normal speed. 14 R INGING A NVILS AND R HYMES OF L ORE : S KILLS uring character creation, you may not acquire more than six ranks in a single skill. However, this does not include any modifiers from attributes, abilities or edges.<br><br> During character creation, the first specialty in a skill is for free. At this point, you could also buy a second spe- cialty using any pick that would normally give you a Skill Rank. You cannot take specialties in unranked skills.<br><br> O FFICIAL E RRATA : Games and Survival are not Skill Groups. C RAFTING S KILLS Some skills, especially the various Craft skills, Smithcraft and Stonecraft add a lot of flavour to a character 9s back- ground. However, in a typical chronicle they seldom can be deployed.<br><br> To provide a character with the chance to profit from such a skill despite the lack of time during an adventure, the Narrator can allow a character to craft one item per skill rank before starting a chronicle. If he has more than one spe- cialty, he must choose in which one(s) he wants to test his skill. The player states what kind of item he wishes to craft and makes a normal skill test.<br><br> He may divide his Courage points for these tests as he sees fit. He can then choose one item per skill specialty (e.g., one set of armour and one weapon) to keep for himself. Items he crafted in excess of that number are normally kept by his teacher.<br><br> Note that even some of the skills in the Craft skill group can have specialties. For example, Craft: Leatherworks might have the specialties Skinning, Tanning, Dying, or Sewing. C RUSHING W EAPONS As it is said in the core rulebook (p.122), 8large, heavy weapons such as axes or clubs 9, maces and staffs may depend on a character 9s Strength instead of his Nimbleness if a player opts for it.<br><br> L EGERDEMAIN (O PEN L OCK ) For all characters who do not have the Rogue 9s Lockpick- ing order ability, there is a special 35 penalty when attempt- ing to pick a lock. This reflects the fact that even if a charac- ter has some training with the Legerdemain skill, he still lacks the expertise of a rogue. Note that acquiring the Open Lock skill specialty does not offset this penalty.<br><br> L ORE : R EALM S KILLS Being knowledgeable about the realm of Gondor doesn 9t necessarily mean a character knows anything about the geog- raphy and history of Arnor, although both fields of lore are governed by the same general skill, Lore: Realm. The loss of the specialty bonus alone does not sufficiently represent how hard it is to find your ways in an area far abroad to your homeland. Therefore, it suggested to split the Lore: Realm skill into a number of independent skills, each dealing with a larger region or realm.<br><br> These skil