4. CHARACTER CLASSES


1) Introduction


The class is the job or profession the character had before beginning his life as an adventurer. It provides the character with a number of skills and advantages. Classes are designed to be flexible. Examples are provided for each but these are by no means hard and fast.


  1. Choose your Class.

  2. Choose between eight and ten of the listed Class Skills. These chosen skills will improve at a rate of 1D10% per successful skill check; other skills improve at just 1D6%.

  3. Divide 300 points over these skills, then add in appropriate Base Chances and Skill Group bonuses.

  4. Indicate your chosen Class Skills on the character sheet in some way (e.g. with an asterisk, by underlining or by writing in a different colour).

  5. Begin customising your character as described in the Customising chapter.


2) Warrior


Restrictions None

Start Cash 1D6 Silver Pieces

Class Skills Weapon Attack, Weapon Parry, Ride, Throw, Dodge, Warcraft, Survival, Games, Intimidate, First Aid, Ambush, Craft (e.g. Armoursmith, Weaponsmith, Blacksmith), See, Listen, Search, Brawl, Wrestle

Description

True warriors are trained from childhood by other warriors in the arts of war. Such characters, brave and doughty individuals who fight on behalf of a lord or kingdom against great foes, are far and away the most common of all the types of adventurers found in Middle-earth. From the horsemen of the Rohirrim, to the axe-wielding Dwarves, to the hoards of Easterlings and Orcs who serve the Dark Lord, warriors participate in all the great events of the world.


Warriors are well suited to almost any type of adventure, though their skills lead them towards deeds and quests of a martial nature. Adventures by definition involve danger and (usually) foes, and warriors know how to cope with all types of threats and enemies. Warriors often get along well with all other types of characters though may have little patience with the sneakier rogues and cerebral magicians and sages.


Notes

  1. Warriors are trained for battle. When initially created, the points assigned to Weapon Attack skills also apply to the Parry skill with that weapon, if appropriate. Thereafter, the Attack and Parry skills develop separately. The character must have the STR and DEX required for any weapons chosen.

  2. Warriors are trained to wear armour properly, rather than wear a chainmail vest like an especially thick shirt. Therefore, Warriors ignore the weight of their armour when calculating encumbrance and associated skill penalties.

  3. Warriors begin the game with their chosen weapons and armour.


Example Warrior, 300 points, 8 Class Skills


Points

Base

Bonus

First Weapon Attack & Parry

50

0%

Attack/Parry

Second Weapon Attack & Parry

40

0%

Attack/Parry

Third Weapon Attack & Parry

30

0%

Attack/Parry

Ride

40

0%

Agility

Throw/Catch

40

25%

Agility

Dodge

30

0%

Agility

Warcraft

35

0%

Knowledge

Survival (Terrain type of player's choice)

35

0%

Knowledge


3) Rogue


Restrictions None

Start Cash 1D4 Silver Pieces

Class Skills Weapon Attack, Weapon Parry, Set/Disarm Trap, Move Quietly, Hide, Filch, Appraise, Conceal Object, Fast Talk, Games, Disguise, Sleight of Hand, See, Listen, Search, Climb, Dodge

Description

Rogues are those who, through natural inclination or circumstances, find themselves living (sometimes even thriving) on their wits. Often scorned or shunned by more respectable members of society, rogues have skills other classes would never dream of using, skills which may save the lives of the warriors and magicians who look down on them.


Whether you call yourself a burglar, spy, 'expert treasure hunter', scout or ruffian every day in your life is an adventure waiting to happen.


Notes

  1. The Rogue begins the game with a weapon of choice for which the character must have the correct STR and DEX.


Example Rogue, 300 points, 8 Class Skills



Points

Base

Bonus

Weapon Attack

40


Attack

Weapon Parry

40


Parry

Set/Disarm Trap

40


Manipulation

Move Quietly

40

10%

Stealth

Hide

40

10%

Stealth

Filch

40


Stealth

Appraise

30


Knowledge

Conceal Object

30


Stealth


4) Noble


Restrictions None

Start Cash 1D6 + 3 Silver Pieces; one item of jewellery worth 2D10 SP

Class Skills Weapon Attack, Weapon Parry, Intimidate, Lore (player's choice), Persuade, Language (player's choice), Insight, Oratory, Appraise, Games, Memorise, Warcraft, Track, Play Instrument

Description

Throughout the lands and realms of Middle-earth every people has those among it who hold positions of authority, leadership or respect. Such individuals are known as nobles, though they may claim no title or peerage.


In Gondor, nobles are born to their positions of privilege and they hold them according to ancient laws and traditions which they dare not break. In other lands nobles may be chosen by the people, or rise to prominence through wealth, heroism or natural qualities of leadership. In the Shire, nobles belong to a landed gentry whose property and wealth set them apart from other Hobbits who must work for a living.


Notes

  1. Nobles are a literate class. When initially created, the points assigned to speaking a Language are also applied to the Read/Write skill for that language. Thereafter, the Speak and Read/Write skills in that language develop separately.

  2. Nobles often have time on their hands and this gives them time to learn many other skills. If the noble's INT is 13 or higher, roll 1D3 and choose that many extra skills. These may be any the player wishes. They have a starting skill percentage of 5D10% plus any appropriate Base Chances and Skill Group bonuses.

  3. Nobles start the game with their weapons and armour of choice, a suit of fine clothing and a decent riding horse (not a warhorse).


Example Noble, 300 points, 8 Class Skills



Points

Base

Bonus

Weapon Attack

45


Attack

Weapon Parry

45


Parry

Oratory

30


Communication

Ride

30


Agility

Lore (player's choice)

40


Knowledge

Language (Speak and Read/Write player's choice)

30


Comm / Know

Persuade

40

10%

Communication

Insight

40

10%

Perception


5) Sailor


Restrictions Hobbits and Dwarves may not start the game as Sailors

Start Cash 1D6 Silver Pieces

Class Skills Weapon Attack, Weapon Parry, Swim, Climb, Rope Use, Acrobatics, Boating, Weather Sense, Navigate, Shiphandling, Survival (Oceans), Sing, Craft (e.g. Carpenter), See, Games

Description

A strong and proud maritime tradition runs throughout Middle-earth. The graceful Elven ships moored at the Grey Havens, the black ships of the Corsairs of Umbar, the ancient Numenorean mariners, the ships and boats that ply Anduin the Great River are all crewed by Sailors upholding this tradition.


Notes

  1. When aboard ship, increase the character's Climb and Acrobatics skills by 30%.


Example Sailor, 250 points, 8 Class Skills



Points

Base

Bonus

Weapon Attack

30


Attack

Weapon Parry

30


Parry

Swim

50


Agility

Climb

30

25%

Agility

Rope Use

35


Manipulation

Acrobatics

35


Agility

Boating

45


Manipulation

Weather Sense

45


Perception


6) Artisan


Restrictions None

Start Cash 1D6 Silver Pieces

Class Skills Craft (Any), Appraise, Persuade, Lore (Any), Teamster, Make Map, Dodge, Games, Memorise, See, Taste, Search, Read/Write, Related Skills as described below

Description

Artisans include all the skilled trades such as weaving, cobbling, smithing, potting and so on. See the Craft skill for a short list of common crafts.


Artisans who attain a 90% rating in their Craft skill(s) will be masters of the craft and may instruct others in that craft for payment. They may charge whatever the market will bear for such services. Even masters, however, may only impart a 10% increase to any one character.


Notes

  1. When appraising work for which the Artisan has a relevant Craft skill, add 30% to the Appraise skill.

  2. Related Skills are chosen by the player in conjunction with the GM. In general these skills should relate to the Artisan's Craft skills. For example


Example Artisan, 300 points, 8 Class Skills


Points

Base

Bonus

Primary Craft Skill (Blacksmith)

60


Manipulation

Secondary Craft Skill (Deviser)

40


Manipulation

Lore Metallurgy (as Related Skill 1)

30


Knowledge

Set/Disarm Trap (as Related Skill 2)

30


Manipulation

Appraise

40


Knowledge

Persuade

40

10%

Communication

Read/Write (character's native language)

30


Knowledge

Lore (player's choice)

30


Knowledge


7) Merchant


Restrictions None

Start Cash 1D6 + 1 Silver Pieces

Class Skills Persuade, Insight, Appraise, Language (any), Lore (any), Teamster, Fast Talk, Sleight of Hand, Memorise, Make Map, See, Boating, Ride, Craft (player's choice), Conceal Object, Oratory

Description

In LOTR, the pursuit of wealth for its own sake is not the driving force of the game. Merchants, therefore, may be a little out of place in such a campaign. However, all races trade with one another and merchants will be involved in such activities.


Notes

  1. Merchants are a literate class. When initially created, the points assigned to speaking a Language are also applied to the Read/Write skill in that language. Thereafter, the Speak and Read/Write skills in that language develop separately.


Example Merchant, 300 points, 8 Class Skills



Points

Base

Bonus

Appraise

50


Knowledge

Persuade

50

10%

Communication

Insight

40

10%

Perception

Oratory

40


Communication

Ride

20


Agility

Lore (player's choice)

40


Knowledge

Language (Speak and Read/Write player's choice)

40


Comm / Know

Craft (player's choice)

20


Manipulation


8) Barbarian


Restrictions Mannish races only (usually Middle, Men of Darkness and Wild Men)

Start Cash Money has little meaning to Barbarians. Assume 1D4 Silver Pieces worth of barterable goods like furs, rare plants, rough-hewn jewelery.

Class Skills Weapon Attack, Weapon Parry, Bow Attack, Set/Disarm Trap, Hide, Craft (e.g. Blacksmith) Weather Sense, Survival (terrain type of player's choice), Track, Move Quietly, Lore (e.g. Tribal, Plant, Poison, Animal), Mimicry, See, Search, Listen

Description

Barbarians are warriors of the wild peoples, fierce defenders of their lands and tribes. Usually lacking in the heavy armour of the Knights of Gondor or the swift horses of the Rohirrim, they nevertheless craft from the things of their own lands weapons and tools for their survival.


Notes

  1. Barbarians are illiterate. They may not start the game with Read/Write skill in any Languages.


Example Barbarian, 300 points, 8 Class Skills




Points

Base

Bonus

Weapon Attack

40


Attack

Weapon Parry

40


Parry

Bow Attack

50


Attack

Set/Disarm Trap

40


Manipulation

Hide

40

10%

Stealth

Craft (Blacksmith)

30


Manipulation

Weather Sense

30


Perception

Survival (terrain type of player's choice)

30


Knowledge


9) Magician


Restrictions Magicians are rare in Middle-earth and should remain so in the game. Magicians must have a minimum total INT + POW of 28. Hobbits have never practiced magic of any type so may not be magicians

Start Cash 1D6 Silver Pieces

Class Skills Cast Sorcery Spell, Enchantment Ritual, Alchemy Ritual, Wizardry Ritual, Necromancy Ritual, Memorise, Lore (Any), Language (Any), Insight, Persuade, First Aid, Sleight of Hand, Craft (e.g. Goldsmith, Silversmith, Jewelsmith), Oratory, Appraise, Healing

Description

Magicians are those able to call upon or control the subtle magic of the world at will. They can create fire, shatter objects, lock doors and display many other powers. Common folk generally shun or avoid them, regarding them as odd or even dangerous.


Magicians in Middle-earth are uncommon. Some, the most dangerous, serve the Shadow. The Example Magician shown below knows some Sorcery. Check with the GM before assigning any Ceremonial Magic skills. See the Magic chapter for full details.


Notes

  1. Magicians must have a minimum INT + POW of 28 to be able to cast even the simplest spells.

  2. Magicians are a literate class. When initially created, the points assigned to speaking a Language are also applied to the Read/Write skill in that language. Thereafter, the Speak and Read/Write skills in that language develop separately.


Example Magician, 300 points, 8 Class Skills



Points

Base

Bonus

Cast Sorcery Spell (player's choice)

50


Magic

Cast Sorcery Spell (player's choice)

40


Magic

Cast Sorcery Spell (player's choice)

30


Magic

Memorise

50


Knowledge

Insight

30

10%

Perception

Oratory

40


Communication

Lore (player's choice)

30


Knowledge

Language (Speak and Read/Write player's choice)

30


Comm / Know


10) Sage


Restrictions None

Start Cash 1D6 Silver Pieces

Class Skills Lore (Any), Language (Any), Memorise, Persuade, First Aid, Healing, Insight, Craft, Oratory, Games, Appraise

Description

These characters are learned and wise, storehouses of knowledge, masters of diverse fields of study: languages, history, realms, heraldry, geography, law and many more.


In Middle-earth, much knowledge has been lost to disaster, warfare and the depredations of dragons. Sages collect, maintain, organise, and pass on that which is left. Often they travel many leagues to visit other scholars and share their knowledge. Such journeys are perilous and thus Sages may inadvertently find themselves on adventures.


Notes

  1. Sages are a literate class. When initially created, the points assigned to speaking a Language are also applied to the Read/Write skill in that language. Thereafter, the Speak and Read/Write skills in that language develop separately.


Example Sage, 300 points, 8 Class Skills



Points

Base

Bonus

Lore (player's choice)

50


Knowledge

Lore (player's choice)

50


Knowledge

Lore (player's choice)

30


Knowledge

Language (Speak and Read/Write player's choice)

40


Comm / Know

Language (Speak and Read/Write player's choice)

30


Comm / Know

Memorise

40


Knowledge

Persuade

30

10%

Communication

Craft (player's choice)

30


Manipulation


11) Minstrel


Restrictions None

Start Cash 1D6 Silver Pieces

Class Skills Play Instrument, Sing, Persuade, Lore (e.g. History, Realm, People), Oratory, Weapon Attack, Weapon Parry, Juggle, Sleight of Hand, Acrobatics, See, Insight, Games, Fast Talk, Brawl

Description

Bards, poets, singers, musicians, tribal skalds: all are Minstrels of one sort or another. Their societies give them different names but their role is always the same: to entertain and sometimes inform their audiences. In addition to singing and making music, they may have other skills of the street entertainer variety.


Notes

  1. Minstrels begin the game with one musical instrument of the player's choice, and relevant tools of the trade depending on which Class Skills the player chooses (e.g. A pair of dice if the character has Games; a set of juggling balls if the character has Juggle; and so on).


Example Minstrel, 300 points, 8 Class Skills



Points

Base

Bonus

Play Instrument (player's choice)

50


Manipulation

Play Instrument (player's choice)

40


Manipulation

Sing

40


Communication

Persuade

40

10%

Communication

Oratory

30


Communication

Games

40


Knowledge

Juggle

30


Manipulation

Lore (player's choice)

30


Knowledge


12) Ranger


Restrictions Generally Numenorean Descendents only (Dunadan of the North, Gondorian nobles of pure family lines).

Start Cash 1D6 Silver Pieces

Class Skills Weapon Attack, Weapon Parry, Ride, Move Quietly, Track, Survival, Insight, First Aid, Hide, Climb, Swim, Read/Write, See, Listen, Search, Weather Sense, Lore (e.g. Plants, Animals)

Description

Rangers are inhabitants of the Wild Lands – but that does not mean they are Wild Men nor Barbarians. Indeed, many Rangers are of ancient noble bloodlines, descendents of the Dunedain of the Lost Kingdom of Arnor. Many such Rangers claim no title, lands or birthright, but something in their manner or demeanour marks them as special. Lesser Men may fear the Rangers, living as they do in the Wilds, but there is no doubt that travellers in dangerous lands, the inhabitants of Bree-land and Eriador, even as far south as Ithilien owe a debt to Rangers.


Elves or Elven descendents (Elladan and Elrohir, sons of Elrond, for example). Wood Elves of Mirkwood are also eligible for this class, though perhaps they should be termed Scouts,

Notes

  1. Rangers begin the game with their weapons of choice, a quiver of arrows if they choose a bow as a weapon skill, and a suit of well-worn travel clothes.

  2. Elves or Elven descendents (Elladan and Elrohir, sons of Elrond, for example) may also be termed Rangers. Wood Elves of Mirkwood are also eligible for this class, though perhaps they should be referred to as Scouts, Forest Guardians or some such.


Example Ranger, 300 points, 8 Class Skills



Points

Base

Bonus

Weapon Attack

50


Attack

Weapon Parry

50


Parry

Missile Weapon Attack

40


Attack

Track

40


Perception

Survival (environment of player's choice)

40


Knowledge

Insight

20

10%

Perception

Weather Sense

30


Perception

Ride

30


Agility


13) Bounder


Restrictions Hobbits only

Start Cash 1D6 Silver Pieces

Class Skills Weapon Attack, Weapon Parry, Track, Lore (Shire, Hobbits), Survival, Hide, Move Quietly, Weather Sense, Set/Disarm Trap, Mimicry, Craft (any within reason), Games, Acrobatics, Throw/Catch

Description

The Bounders are Hobbit border guards. They are a force of volunteers, employed to watch the boundaries of the Shire and prevent undesirables entering the land. This job often appeals to younger, more adventurous Hobbits, who are curious about the lands outside the sleepy Shire villages. In some ways, the Bounders could be seen as the Hobbit equivalent of Rangers. At the time of the War of the Ring, the Bounders had never been busier as Elves, Dwarves, Orcs and creatures stranger still crossed the Shire.


Notes

  1. Bounders begin the game with their weapon of choice and a map of the Shire


Example Bounder, 300 points, 8 Class Skills



Points

Base

Bonus

Weapon Attack

40


Attack

Weapon Parry

40


Parry

Track

40


Perception

Lore (Shire)

40


Knowledge

Set/Disarm Trap

30


Manipulation

Weather Sense

40


Perception

Survival (hills or woodlands)

50


Knowledge

Hide

30

10%

Stealth


14) Shirriff


Restrictions Hobbits only

Start Cash 1D6 Silver Pieces

Class Skills Insight, Persuade, Weapon Attack, Weapon Parry, Lore (Shire, Hobbits, Bree-land), Read/Write Westron, Memorise, Ride Pony, First Aid, Search, Disguise, Intimidate

Description

Shirriffs are the closest the Hobbits have to a police force. Prior to the War of the Ring there were only twelve Shirriffs, three in each Farthing, covering the entire Shire. When Saruman and his Half-Orcs took over, the number of Shirriffs increased dramatically, as the Hobbits (some willingly, most rather glumly) enforced Sharkey's rules.


There is very little crime in the Shire, so the job of Shirriff is not especially demanding. They spend their time travelling their particular Farthing, seeing to strayed cattle, lost property and occasional troublesome outsiders.


Notes

  1. Shirriffs begin with their weapon of choice, a pony, and a hat with a feather.


Example Shirriff, 300 points, 8 Class Skills



Points

Base

Bonus

Weapon Attack

30


Attack

Weapon Parry

30


Parry

Insight

50

10%

Perception

Lore (Shire)

50


Knowledge

Memorise

40


Knowledge

First Aid

30


Knowledge

Search

40


Perception

Ride Pony

30

25%

Agility


16) Customising Your Character


The character now gets additional Custom Points (CPs) to spend on additional skills, increases to existing skills and special abilities called Advantages. By taking Disadvantages, the character gains extra CPs which can then be used for skills and other Advantages.


This process is described fully in the Customising Your Character chapter.