LORD OF THE RINGS RPG
BASIC ROLE PLAY CROSSOVER RULES
CONTENTS
1. INTRODUCTION
1) Designer's Notes
2) Notes for version 2.0
3) Sources
4) Revision History
5) To Do List
2. CHARACTER GENERATION
1) Character Generation Summary
2) Concept
3) Attributes
a) Strength
b) Constitution
c) Size
d) Intelligence
e) Power
f) Dexterity
g) Charisma
4) Other Uses of Attributes
5) Generating Attributes
a) Random Method (default)
b) Pick Method (experimental, untested)
c) Smart Enough?
d) SIZ matters
6) Derived Characteristics
a) Luck Roll = POW x 5 %
b) Idea Roll = INT x 5 %
c) Essence = POW x 5% + racial modifiers if applicable
d) Hit Points = Average of CON + SIZ (round fractions up)
e) Major Wound Level = Half Hit Points (round fractions up)
f) Damage Bonus based on STR and SIZ
g) Fatigue Points
h) Courage
i) Reputation
3. CHARACTER RACES
1) Introduction
2) Dwarves
a) Description
b) Racial Abilities – All Dwarves
c) Attributes
3) Elves
a) Description
b) Racial Abilities - All Elves
c) Noldor (High Elves)
d) Sindar (Grey Elves)
e) Silvan (Wood Elves)
4) Hobbits
a) Description
b) Racial Abilities - All Hobbits
c) Fallohides
d) Harfoots
e) Stoors
5) Men
a) Description
b) Racial Abilities - All Men
c) Western Numenorean Descendents (Dunedain of the North, Gondorian Nobility)
d) Middle People
e) Men of Darkness (Haradrim, Easterlings)
f) Wild Men (Lossoth, Woses, barbaric tribes of the East)
g) Dark Numenoreans (Umbar, Southron and Easterling Nobility)
h) Rohirrim
4. CHARACTER CLASSES
1) Introduction
2) Warrior
3) Rogue
4) Noble
5) Sailor
6) Artisan
7) Merchant
8) Barbarian
9) Magician
10) Sage
11) Minstrel
12) Ranger
13) Bounder
14) Shirriff
5. CUSTOMISING YOUR CHARACTER
1) Characterisation
a) Name
b) Description
c) Behaviour
d) Personal History
e) Motivation
f) Creating a Tolkien-esque Hero
2) Custom Points
a) Limits to Advantages and Disadvantages
3) Increases to Existing Skills and Purchasing New Skills
4) Advantages
5) Disadvantages
6. SKILLS
1) Skill Groups
a) Attack
b) Parry
c) Agility
d) Manipulation
e) Perception
f) Stealth
g) Knowledge
h) Communication
i) Magical
j) Base Percentages
k) Example
2) Skills Lists By Group
a) Agility Skills
b) Manipulation Skills
c) Perception Skills
d) Stealth Skills
e) Communication Skills
f) Knowledge Skills
g) Magic Skills
3) Skill Descriptions
4) Agility Skills
5) Manipulation Skills
6) Perception Skills
7) Stealth Skills
8) Communication Skills
9) Knowledge Skills
7. GAME SYSTEM
1) Time and Movement
a) Time Scales
b) Daily Movement
c) Scenario Movement
2) Using Skills: Success or Failure
a) Automatic Actions
b) Simple Percentile Rolls
c) Skill Versus Skill - Method One
d) Skill Versus Skill – Method Two (Experimental, untested)
e) Resistance Table Rolls
3) Skill Modifiers (optional, experimental, untested)
a) Craft skills
b) Stealth Skills
c) Terrain Effects on Stealth
d) Terrain Effects on Perception
e) Terrain Definitions
f) Perception and Lighting
g) Encumbrance (Agility Skills, Attack and Parry)
h) Miscellaneous Modifiers
i) Reputation and Social Skills
4) Skill Affinities (Experimental, untested)
5) Levels of Success
a) Critical Success
b) Special Success
c) Normal Success
d) Normal Failure
e) The Mishap
f) The Fumble
6) Experience
a) Learning From Experience
b) Effects of INT on Learning by Experience
c) Skill Training
d) Lore Skills and Learning
e) Increasing Attributes
f) Treasure
g) The Cost of Failure
7) Encumbrance (Experimental, Untested)
a) What is Encumbrance?
8) Fatigue, Weariness and Sleep (Experimental, Untested)
a) Fatigue Points
b) Fatigue Levels
c) Fatiguing Activities
d) Fatigue Tests
e) Encumbrance and Fatigue
f) Recovering Fatigue
9) Using Social Skills
a) Social Skills
b) Countering Social Skills
8. COMBAT
1) Combat Sequence
a) Declaration of intent
b) Initiative
c) Resolve Actions
d) Movement of non-engaged characters
e) Movement in Combat
f) Average Movement Rates in Combat
2) Making Attacks
a) Attack Modifiers (Experimental, Untested)
b) Called Shots
3) On Guard!
a) Parries
b) Dodging
c) Armour
d) Cover
4) Levels of Success in Combat
a) Critical
b) Special
c) Normal
d) Failure
e) Mishap Roll
f) Fumble
5) Damage and Hit Points
a) Damage Bonus
b) Minor Wounds
c) Major Wounds
d) Gruesome Injuries (optional, experimental, untested)
e) Fatalities
f) Near Death (Optional, experimental, untested)
6) Injury and Healing
a) Non-combat sources of injury
b) Fire Damage
c) Asphyxiation - Drowning and Suffocation
d) Falling or Being Thrown
e) Acid
f) Poisons
g) Diseases
h) Healing
7) Combat Tactical Notes
a) Ambushes
b) Weapon Mastery
c) Helpless Enemy
d) Unaware Enemy
e) Fortifications
f) Narrow Positions
g) Height Advantage
h) Superior Numbers
8) Weapons Tables
9. MAGIC
1) Magic in Middle-earth
a) Caveat
2) The Magical Arts
3) The Dark Arts
4) Becoming a Magician
5) Magical Ranks
a) Rank 0 INT + POW = 28: Petty Magic
b) Rank 1 INT + POW = 32: Minor Magic
c) Rank 2 INT + POW = 36: Major Magic
d) Rank 3 INT + POW = 40: High Magic
e) Rank 4 INT + POW = 44: Grand Magic
f) Rank 5 INT + POW = 48: Arch Magic
6) The Magic Bonus
a) The Importance of Power
b) The Importance of Intelligence
c) The Importance of Dexterity
d) The Importance of Charisma
7) Magicians in Combat
8) The Magician's Staff (Experimental, Untested, Optional)
9) How Magic Works
a) Magical Lores
b) POW and Magical Levels
c) Magic May be Resisted or Unresisted
d) Casting Magic is Tiring (Optional, Experimental, Untested)
10) Gaining New Magics
a) Mentoring
b) Scholarly Research
c) Another Magician
d) Captured Spell Books
e) From Beyond
11) The Art of Sorcery
12) Sorcery Rank-by-Rank
a) Rank 0 INT + POW = 28: Petty Sorcery
b) Rank 1 INT + POW = 32: Minor Sorcery
c) Rank 2 INT + POW = 36: Major Sorcery
d) Rank 3 INT + POW = 40: High Sorcery
e) Rank 4 INT + POW = 44: Grand Sorcery
f) Rank 5 INT + POW = 48: Arch Sorcery
13) Sorcery Mechanics
a) Sorcery in Combat
b) Spell Casting Procedure
14) A Middle-earth Spell Book
a) Spell Descriptions
b) Rank 0 Sorcery Spells
c) Rank 1 Sorcery Spells
d) Rank 2 Sorcery Spells
e) Rank 3 Sorcery Spells
f) Rank 4 Sorcery Spells
g) Rank 5 Sorcery Spells
15) The Ritual Arts
a) Time and Place
b) Raw Materials
c) Facilities
d) Magical Groups
e) Roleplaying a Ritual
f) POW Costs
g) Blood Sacrifice (absolutely optional, experimental and untested)
16) The Art of Enchantment
a) Time and Place
b) Raw Materials
c) Facilities
d) Magical Groups
17) Enchantment Rank-by-Rank
a) Rank 0 INT + POW = 28: Petty Enchantment
b) Rank 1 INT + POW = 32: Minor Enchantment
c) Rank 2 INT + POW = 36: Major Enchantment
d) Rank 3 INT + POW = 40: High Enchantment
e) Rank 4 INT + POW = 44: Arch Enchantment
f) Rank 5 INT + POW = 48: Mighty Enchantment
18) The Art of Alchemy
a) Time and Place
b) Raw Materials
c) Facilities
d) Magical Groups
19) Alchemy Rank-by-Rank
a) Rank 0 INT + POW = 28: Petty Alchemy
b) Rank 1 INT + POW = 32: Minor Alchemy
c) Rank 2 INT + POW = 36: Major Alchemy
d) Rank 3 INT + POW = 40: High Alchemy
e) Rank 4 INT + POW = 44: Grand Alchemy
f) Rank 5 INT + POW = 48: Arch Alchemy
20) The Art of Wizardry
a) Time and Place
b) Raw Materials
c) Facilities
d) Magical Groups
21) Wizardry Rank-by-Rank
a) Rank 0 INT + POW = 28: Petty Wizardry
b) Rank 1 INT + POW = 32: Minor Wizardry
c) Rank 2 INT + POW = 36: Major Wizardry
d) Rank 3 INT + POW = 40: High Wizardry
e) Rank 4 INT + POW = 44: Grand Wizardry
f) Rank 5 INT + POW = 48: Arch Wizardry
22) The Art of Necromancy
a) Time and Place
b) Raw Materials
c) Facilities
d) Magical Groups
23) Necromancy Rank-by-Rank
a) Rank 0 INT + POW = 28: Petty Necromancy
b) Rank 1 INT + POW = 32: Minor Necromancy
c) Rank 2 INT + POW = 36: Major Necromancy
d) Rank 3 INT + POW = 40: High Necromancy
e) Rank 4 INT + POW = 44: Grand Necromancy
f) Rank 5 INT + POW = 48: Arch Necromancy
10. MIDDLE-EARTH SPECIAL RULES
1) Fate Points
a) What are Fate Points?
b) Gaining Fate Points
2) Fear and Courage
a) Courage
b) Fear
c) Fear and Intimidate
d) Fear: Perpetual or Instant
3) Corruption and the Eye of Sauron
a) Essence
b) Corrupting Influences
c) Increasing and Recovering Essence
d) The Eye of Sauron (optional, experimental, untested)
e) Becoming Corrupt
4) Reputation
a) What is Reputation?
b) Sample Reputation Awards
c) Reputation Modifiers
d) Recognition Tests
e) Geographical Considerations
f) Reputation and Social Skills
11. WEAPONS AND EQUIPMENT
1) Money
2) Personal Equipment
3) Clothing
4) Livestock
5) Weapons Tables
a) Melee Weapons
b) Missile Weapons
c) Notes
6) Armour and Shields
a) Shields
b) Armour
c) Notes
12. BEASTS AND BEINGS
1) Basic Foes
a) Orcs and Goblins
b) Uruk-Hai
c) Half-Orcs
d) Trolls
e) Olog-Hai
f) Dunlendings
g) Bandits
2) Basic Beasts
a) Forest Bears
b) Cave Bears
c) Crows (crebain)
d) Wolves
e) Dogs
f) Horses
g) Oliphaunts or Mumakil (Elephants)
3) Basic Monsters
a) Wargs
b) Werewolves
c) Giant Spiders
d) Barrow Wights
e) The Walking Dead (optional)
f) Ghost
g) Ghoul (optional)
i) Nature Spirits (optional)
j) Elemental Spirits (optional)