6. SKILLS


1) Skill Groups

Skills are divided into nine general categories or Skill Groups. The Groups are the standard ones used in other BRP-based games and are described below.

a) Attack

This represents the basic ability to land a blow in combat, using a combination of innate Strength, Intelligence, Dexterity and luck (or POW as it is in this game).

b) Parry

This is the basic ability to block an incoming blow in combat by interposing some object, usually the character's own shield or weapon. Based on Strength, Intelligence and Dexterity but Size acts as a negative factor here: the bigger the character, the easier he is to hit.

c) Agility

All acrobatic skills and physical actions requiring strength and coordination. Based on STR, SIZ, POW and DEX. This is the same as the Parry bonus.

d) Manipulation

Manual dexterity skills for fine, careful work and intricate detail. All skills involving the use of tools are Manipulation skills. Based on STR, INT, POW and DEX, this is the same as the Attack bonus.

e) Perception

All sensory skills. They rely on the sharpness of the character's senses and on his being smart enough to notice something is amiss. Based on INT and POW.

f) Stealth

All sneaky or covert skills, these are the abilities to move and act unseen by others. Based on SIZ, INT and DEX.

g) Knowledge

All Lore skills and skills requiring book-learning or teaching. Sages and scholars prize Knowledge Skills above all others. Based on INT only.

h) Communication

All persuasion, language and diplomacy skills. Characters use such skills to persuade others and achieve their desires by personality and verbal skill. Based on INT, POW and CHA.

i) Magical

All arcane skills such as spellcasting and ceremonial magic. Based on INT, POW, DEX and CHA.

j) Base Percentages

Calculate base percentages for each skill group as follows:

Skill Group

Attribute

Below 9

9 – 12

Above 12

Agility (Parry)

STR

-1%

0

1%


SIZ

1%

0

-1%


POW

-1%

0

1%


DEX

-1%

0

1%

Manipulation(Attack)

STR

-1%

0

1%


INT

-1%

0

1%


POW

-1%

0

1%


DEX

-1%

0

1%

Perception

INT

-1%

0

1%


POW

-1%

0

1%

Stealth

INT

-1%

0

1%


SIZ

1%

0

-1%


DEX

-1%

0

1%

Communication

INT

-1%

0

1%


POW

-1%

0

1%


CHA

-1%

0

1%

Knowledge

INT

-2%

0

2%

Magic

INT

-1%

0

1%


POW

-1%

0

1%


DEX

-1%

0

1%


CHA

-1%

0

1%

k) Example

For example, consider a character with the following attributes:

STR [14] CON [17] SIZ [13] INT [10] POW [13] DEX [17] CHA [14]

For the Attack Skill Group Bonus, the character's STR of 14 provides a +2 bonus, the POW of 13 gives a +1 and the DEX of 17 provides a very useful +5. The character's average INT of 10 does not provide a modifier, so the character's overall Attack Bonus is +8%. This is also the character's Manipulation Skill Bonus.

For Parry (and by extension, Agility), the character's STR provides +2, POW gives +1 and DEX again provides +5. However, the character has a SIZ of 13, which imposes a -1 penalty (the sheer size of this character makes him easy to hit). So the character's overall Parry Bonus is 2+1+5-1 or +7%.

The character's Perception Bonus, based on his INT and POW is +1% (average INT of 10 provides no bonus, POW gives +1).

The Stealth Bonus is based on INT, SIZ and DEX. INT is average and provides no bonus; DEX is nice and high, giving a +5 bonus; but the character's SIZ works against him again, with a -1 penalty. Thus the Stealth Bonus is +4%.

The character's Communication Bonus is based on CHA, INT and POW. Of these, INT is average, so no bonus there, but CHA and POW provide +2 and +1 respectively, giving the character a Communication Bonus of +3%.

The character's Knowledge bonus is 0% (zero). His average INT provides no bonus, and even when multiplied by two, it's still zero!

Lastly, if the character knows some magic, his Magic Bonus is a fairly impressive +8%. His POW, DEX and CHA provide +1, +5 and +2 respectively.

2) Skills Lists By Group

a) Agility Skills

Acrobatics (10%), Brawl (25%), Climb (25%), Dodge (DEX x 2%), Ride, Swim, Throw/Catch (25%), Wrestling (25%)

b) Manipulation Skills

Boating, Craft, Set/Disarm Trap, Juggle, Play Instrument, Rope Use, Sleight of Hand, Teamster

c) Perception Skills

Insight (10%), Listen (25%), Scent, Search (25%), See (25%), Taste, Track, Weather Sense

d) Stealth Skills

Ambush, Conceal Object, Disguise, Filch, Hide (10%), Move Quietly (10%)

e) Communication Skills

Fast Talk (10%), Intimidate, Mimicry, Oratory, Persuade (10%), Sing, Speak Language (Name)

f) Knowledge Skills

Appraise, First Aid, Games, Healing, Lores, Make Map, Memorise, Navigate, Read/Write Language (Name), Shiphandling, Survival, Warcraft

g) Magic Skills

These skills are discussed in much greater detail in the Magic chapter.

3) Skill Descriptions

In the descriptions that follow, a Base Chance figure is listed for each skill. The Base Chance reflects the facts that some skills are

Very often, this chance will be listed simply as “Skill Group Bonus”. For untrained characters the character's starting level with that skill is equal to his attribute bonus for that Skill Group. For example, the Ride skill's Base Chance is listed as Agility Bonus. The character's Agility Skill Bonus (as calculated from STR, SIZ, POW and DEX) forms the starting skill level in Ride. Should the character succeed in a such a base-level skill roll, then the skill may improve as per the normal skill improvement rules.

Some skills have a percentage value in the Base Chance. In this case, an untrained character's starting skill level is equal to the Base Chance plus his Skill Group bonus. A perfect example is the Climb skill, where a character would start with a skill of 25% + Agility Bonus.

4) Agility Skills

Skill Acrobatics

Base Chance 10% + Agility Bonus

A composite skill comprising tumbling, jumping, balancing, swinging on ropes, falling under control and similar athletic feats.

Successful use of Acrobatics allows a character to jump up to three times its own height (in feet) horizontally or its height (in feet) vertically. Subtract four feet horizontally or one foot vertically if the character is wearing armour.

Acrobatics may be used to lessen falling damage. In falls of less than 30 feet, a successful Acrobatics roll means the character takes no damage from the fall, otherwise calculate falling damage normally. Acrobatics cannot lessen damage from falls greater than 30 feet.

Acrobatics is also the skill used for manoeuvres such as a 'dive and roll' in combat, for example, back-flipping from an enemy or diving between a giant's legs. A successful Acrobatics roll means the character can move up to ¼ its move distance away from attackers and they must subtract the Acrobatics skill from their normal chance to hit the character in that round.

Lastly, Acrobatics is not the skill used to dodge moving objects, weapon blows or the like: there is a separate Dodge skill for use in such circumstances.

Skill Brawl

Base Chance 25% + Agility Bonus

Basic unarmed combat using natural weapons: fists, feet, teeth, head-butts. The character should select an attack mode during the Statement of Intent phase of combat (e.g. “I'll kick the bandit where it hurts most!”). If the attack hits, damage is done according to the attack used. For Men, Elves, Dwarves and Hobbits this will be: 1D2 for a bite; 1D3 for a punch; 1D4 for a head-butt; and 1D6 for a kick. Add the character's Damage Bonus to the rolled damage. In most cases, these attacks are useless against metal-armoured foes. Other races may have different damage values. Dirty fighting, such as eye-gouging, will similarly have various damage, and perhaps special effects.

Brawl can be used as both Attack and Parry in combat against others in unarmed combat (your typical bar-fight, for example). Brawl should not be used to parry armed attacks from weapons greater than dagger-sized. If a Brawl roll to parry a dagger (or broken bottle) fails, the Brawler will take the weapon's rolled damage.

Skill Climb

Base Chance 25% + Agility Bonus

Climb includes the ability to scale walls, cliffs, trees, building faces, etc. The GM may require the use of a rope for especially difficult climbs, in which case the Climb skill includes the ability to climb a rope. Sheer walls may be climbed using artificial devices such as pitons or suction cups for hands and feet but the climber must roll against half his/her Climb skill. The GM can assign modifiers to the Climb roll depending on the ease or difficulty of the climb.

Climb rolls should be attempted every 10 to 30 feet, depending on conditions. If the Climb roll fails, the character falls, taking 1D6 damage for each 10 feet fallen - ignore fractions.

For silent climbing, there are three possibilities, which can be used at the GM's discretion:

Skill Dodge

Base Chance (DEX x 2)% + Agility Bonus

This is the ability to avoid moving objects. If not hemmed in by walls and other close quarters, Dodge can be used to avoid a melee attack. A successful Dodge indicates the attack has missed, but only a Critical Dodge roll can avoid a Critical Hit.

Dodge can be used to disengage from combat and to close the distance to an opponent. Use Dodge vs Dodge skill rolls should both combatants be circling to find an opening in the other's defenses.

A Dodge can be attempted against a thrown rock, axe, hammer or spear but not an arrow. If Dodging a sequence of objects or attacks in a single round, the skill is reduced by 20% for each object Dodged.

Skill Ride

Base Chance Agility Bonus

This is primarily the ability to Ride horses, mules, donkeys and more exotic creatures such as camels and even Oliphaunts. Thus, this skill could be taken multiple times, once for each riding beast.

No skill roll is required while the animal is slowly strolling along. Ride skill is used whenever the rider is fighting from horseback (once per combat round), when the horse is trying to throw the rider, or when the mount gallops. The Ride skill also includes knowledge of basic care for the animal, how to saddle it, and what to feed it. If a Ride roll is failed, the character is thrown and will take 1D6 damage, though a successful Acrobatics roll can lessen this.

A character fighting from a mount does so at the lesser of his Ride or normal Weapon skill.

Skill Swim

Base Chance Agility Bonus

Whenever a character must do more in the water than simply flounder ashore, a Swim roll is required. Swim includes such things as swimming underwater while holding one's breath, treading water and diving from a height of more than 5 feet. Towing another character while swimming requires two successful Swim rolls back to back. Swim rolls must be made every 15 minutes while in the water.

If swimming in armour, the character will often suffer penalties to his Swim skill. Light and Hard Leathers incur no penalties. Metal armours, notably Scale Mail, Ordinary Chainmail and Dwarf Chainmail impose a -40% penalty on the Swim skill. A character wearing these armours can elect to try and swim with this penalty or make a DEXx5% roll to struggle out of the armour. Heavier metal armours (Plated Chainmail and Orc Chainmail) cannot effectively be swam in and the character must discard the armour by making a DEXx5% roll. Mithril Chainmail, if a character can acquire such a wondrous piece of armour, is light enough to swim in, imposing only a -10% penalty to the Swim skill.

Helmets should be discarded by a swimming character if at all possible, as their effect would be to force the character's head down and under the water. However, depending on the design of the helmet (and the circumstances under which the character ended up in the water) it could be that a helmet actually helps the character by trapping a bubble of air. A Swim skill roll can determine whether air is trapped in the helmet and if so, the character can then use this as a primitive diving bell, with enough air to last 1D3 minutes (1D3 + 3 on a Critical).

Characters get three Swim rolls before they start to drown. Missing the first or second of these rolls causes 1 point of damage; missing the third roll causes the character to begin drowning. Rules for drowning are given in the Game System chapter.

Skill Throw/Catch

Base Chance 25% + Agility Bonus

A object which is balanced for throwing may be thrown 1 yard for every STR point by which the thrower exceeds the object's SIZ. If the thrown object is unbalanced or awkward (this includes weapons, flasks of oil, torches and Dwarves) the distance it can be thrown falls off to 1 yard per three excess SIZ points powering the throw. For SIZ comparisons, a dagger or shortsword is SIZ 1; a longsword or battle-axe is SIZ 2; a greatsword, heavy mace or polearm is SIZ 3.

If the throwing distance is more than 20 yards, accuracy is affected. For such throws, subtract 1% from the Throw skill per yard over 20. An object can be thrown vertically to a height of half the distance it may be thrown horizontally.

The Throw/Catch skill is used for everyday objects and weapons which are not being thrown for effect (such as tossing a spare weapon to a disarmed companion). For hitting targets with thrown weapons, use the relevant Attack skill.

This skill is also used to Catch a thrown object. To resolve a typical “Bergil throws Turgon a spare dagger” situation, Bergil first uses his Throw skill to get the dagger in Turgon's general direction. Turgon then uses his Catch skill to try and grasp the flying dagger. Use the relative levels of success to determine the result. For example, if Bergil Fumbles his Throw, the dagger goes nowhere near Turgon. Should the Throw be a Critical, Turgon could get a +20% bonus on his Catch skill. Such levels of success are important if the thrown object is particularly valuable or fragile and the GM should be prepared to rule on the consequences.

Skill Wrestling

Base Chance 25% + Agility Bonus

The user of this skill must decide whether he wishes to attempt a take-down, hold or pin manoeuvre and then make a Wrestling skill roll. A pin can only be attempted if, on the two rounds immediately preceding, the wrestler has succeeded in a hold and take-down in that order. Two characters may match their Wrestling skills. If both succeed in their rolls, there is no effect. If a wrestler gets a hold on another, a STR vs. STR roll must be made to see if the hold can be broken. If not, the wrestler with the hold gets a +10% bonus on the take-down roll.

Unlike Brawl, Wrestling cannot be used as a parry skill, even against others in unarmed combat. Instead, use Dodge to avoid a grapple or STR vs STR to break a hold as described above.

5) Manipulation Skills

Skill Boating

Base Chance Manipulation Bonus

Distinct from the Shiphandling skill, Boating allows characters to guide small boats, rafts, canoes or kayaks along rivers, lakes or through coastal waters. This skill applies to boats no larger than a single-masted sloop, with a keel length of 20 to 30 feet and a beam of no more than 10 feet. In addition, a character with Boating skill can ensure a boat is propelled at its maximum speed.

Skill Craft

Base Chance 0%

This is the ability to make items out of raw materials (wood, metal, stone, hides, wood, cotton or whatever). There are many different craft skills and each must be individually learned and recorded separately on the character's sheet.

If the Craft skill roll is passed, the item is functional, suited to the purpose for which it has been made. On a critical success, the item will be especially durable, useful and/or beautiful. If the Craft roll is failed, the item will look functional but will break, wear out, tarnish etc., after very little use.

On a fumbled Craft roll, the item is spoiled in manufacture.

It will generally take hours or game days to practice this skill. The craftsman should state how many items are to be made and then roll 1D6 for the number of (12-hour) working days are necessary to complete the job. After this duration, the Craft skill roll is made.

There are many possible Craft skills. Some examples are

Artist

A painter

Deviser

A maker of small mechanical devices, hinges, gears, levers, pulleys

Sculptor

A maker of stone or metal statues

Goldsmith

A maker of gold artifacts

Silversmith

A maker of silverware

Shipwright

A builder of ships and boats

Glass Maker

A maker of glass and glass artefacts

Stonemason

A worker of quarried stone; a builder

Brewer

A maker of beers and wines

Tailor

A maker of clothing

Potter

A maker of ceramic/earthenware crockery

Cobbler

Makes boots and shoes

Cook

A chef

Gardener

A tender of plants, both edible and decorative

Locksmith

A maker of locks

Blacksmith

A maker of metal goods, tools, horseshoes, houseware

Weaponsmith

A maker of metal weapons

Armoursmith

A maker of metal armour

Tanner

A leatherworker. Makes leather goods, including leather armour

Bowyer/Fletcher

Makes bows and arrows. Treat as a single craft skill for greater utility

Weaver

A maker of cloths and fabrics

Jewelsmith

A gemcutter

Carpenter

A maker/repairer of wooden goods, houses etc.

Rope Maker

A maker of rope

Toy Maker

A maker of childrens' (and adults') toys and games

Skill Set/Disarm Trap

Base Chance Manipulation Bonus

This is the skill of both assembling and disassembling traps, such as spring-loaded mechanisms, sliding blocks, pitfalls and so on. It also covers setting snares to trap game. A successful roll when setting a trap indicates that it will work as planned when triggered. A failed roll indicates the trap is flawed and will not work. A fumble may set off the trap prematurely.

When attempting to disarm a trap, a failed roll indicates the character has inadvertently sprung the trap and is allowed an Acrobatics or Dodge roll to escape otherwise he/she is caught in the trap. Should the Disarm roll be fumbled, the trap is triggered and the character has no chance to escape.

When used to set snares, a successful Set Trap roll indicates the trap will work but it does not guarantee that game will simply step into the trap. Use Track, Animal Lore, or Survival-type skills for that.

Set/Disarm Trap takes at least one melee round per SIZ point of the object for disassembly and one full turn per SIZ point for assembly. Should a trap be designed to avoid detection (e.g. built into a wall or object, or a pit camouflaged with leaves) the setter can use a Conceal Object roll to hide the trap which can be countered (using the Skill vs. Skill rules) by the disarmer's Search skill.

Skill Juggle

Base Chance Manipulation Bonus, or 0% ; DEX 13 minimum

Juggle is a skill generally reserved for performers and consists of the knack of keeping two or more objects spinning in the air simultaneously. For each 10% in Juggle skill, the juggler can keep one object in motion. A missed Juggle roll indicates the objects in motion have fallen.

Skill Play Instrument (type)

Base Chance Manipulation Bonus

With this skill a specific type of musical instrument can be used to give a pleasing performance. The skill can be taken multiple times for different instruments. Failure indicates that the performer played the wrong chords, forgot the notes to play or dropped the instrument. An adventurer's player must make one Play Instrument roll per full turn of performance.

As with the Sing skill, the better the performer's chance of success, the better the piece when performed. Thus a player with 80% skill will sound better than one with 40% skill, even if both rolls are successful.

Skill Rope Use

Base Chance Manipulation Bonus

This is the ability to use ropes for creating knots, lashing cargo (or prisoners). To create or undo a complex knot in a short time (less than 3 minutes), make a Rope Use roll. If the roll is missed, the knot is badly tied and will not function properly (bound prisoners can escape easily from poorly tied knots, for instance). If a roll is failed while untying a knot, it cannot be undone within a useful time limit (it could be cut, however). Sailors with this skill may safely manipulate sailing tackle and rigging without without fouling lines or sails.

Skill Sleight of Hand

Base Chance Manipulation Bonus, or 0% ; DEX 15 minimum

This skill governs all forms of 'stage magic': pulling coins from ears or rabbits from hats; card tricks; and shell games. It works with a combination of quick hands and misdirection.

A successful roll indicates the character's Sleight was not seen. A miss indicates that the viewer was not fooled and saw what the character did. If the Sleight of Hand roll is fumbled, the character dropped whatever object was being manipulated.

The only way to detect a successful Sleight of Hand trick is when a character suspects its use and can make a successful Sleight of Hand roll of his own.

Skill Teamster

Base Chance Manipulation Bonus

Characters with this skill have experience of driving carts or wagons. Characters from an Easterling culture may also know how to drive a chariot. They can drive any of the commonly available Middle-earth carts or wagons with perfect confidence and can handle horse-drawn or ox carts with equal skill.

A test on this skill is only necessary under difficult or dangerous conditions (eg while guiding the cart across fords/rivers; while under attack/flight/pursuit; crossing difficult ground such as forests/swamps/hills; while in a race). A successful roll indicates control is maintained; a critical success should be rewarded depending on circumstances. A failed roll indicates the cart gets stuck or the beasts will not move; a fumble indicates a crash or breakdown.

6) Perception Skills

Skill Insight

Base Chance 10% + Perception Bonus

This is the skill of detecting lies, evasions, moods and other emotional clues from others. The character can almost 'see' into the hearts and minds of those he meets and can discern their motives from their deeds. This skill tells the character when things are not quite right and can even indicate when someone is hiding great power or force of personality.

If someone is actively seeking to deceive the user of this skill, the GM can make the Insight roll in secret.

Skill Listen

Base Chance 25% + Perception Bonus

This is the skill of both listening intently for sound where one would not normally hear it and the ability to pick up and correctly interpret individual sounds, even when not consciously searching for them. Thus, trying to hear through a door or down a long corridor, being awakened by the stealthy opening of a window, or picking out conversations in a crowded bar, are situations calling for a Listen roll. Depending on ambient conditions, there may be modifiers to this skill roll as determined by the GM.

A successful Move Quietly roll must be subtracted from the listener's Listen chance. In SB it is hinted that Listen can be used to identify spoken languages.

Skill Scent

Base Chance Perception Bonus

This is the ability to identify a substance, beast or other being by its odour. Animals such as dogs have the highest skill at this but trained humans (e.g. wine tasters) can be quite good. The ability is reduced by half if the user is under the influence of alcohol or other drugs, or is in the proximity of a burning flame or an overpowering odour.

Skill Search

Base Chance 25% + Perception Bonus

Search might be described as the practical application of a character's sense of touch. It is the skill of finding hidden objects with a diligent, hands-on, examination of an area. If a secret door is found with the See skill, Search is used to find the activating latch. If a room is to be ransacked or a body looted, use the Search skill.

Search is a hands-on skill, thus exposing the searcher to danger from the object handled or risk from traps. If a Search roll is missed while searching for traps, the unfortunate character may end up triggering the trap.

Skill See

Base Chance 25% + Perception Bonus

This allows the character to see normally unnoticeable items. It can be used to determine whether a person is wearing armour under his clothes or carrying concealed weapons. It can be used to spot people (or things) lurking behind the curtains, and to pick out irregularities in the floor, or details of dress. It can also be used to discern details at a distance.

See skill is used to spot secret doors but a successful Search roll must be made to find the opening mechanism.

Skill Taste

Base Chance Perception Bonus

This is the ability to determine the composition of a substance by a very small taste. It is useful in determining whether food is poisoned or not, and may also be used in identifying ambiguous substances.

When tasting food to detect poison, only a very small taste is required. The character is entitled to a CONx5% roll to see if the poison has any effect. If this roll fails against a deadly poison, the character subtracts his CONx5 from the damage done by the poison. Against a non-lethal poison, the character suffers half effects of the toxin.

This skill may also be used to taste metals, determining their type or the composition of an alloy. However, such uses are at half the normal skill.

Skill Track

Base Chance Perception Bonus

This is the ability to track game (or any other quarry, such as a fugitive human) by means of the traces it leaves behind, such as footprints, droppings, disturbed vegetation, etc. It includes knowledge of how certain creatures behave when trying to evade pursuit. Add 20% to the tracker's Track skill if the quarry has been wounded.

The Track roll must be made every 10 minutes of game time. If the trail is lost, the tracker may cast about to see if the trail can be found. This 'cast about' roll is made against half the Track skill.

If the trail is old, subtract 20% from the Track skill for each day (or part thereof) over the first day when the trail was fresh.

Skill Weather Sense

Base Chance Perception Bonus

This allows the character to read the weather, determining what turns it may take or how much time will pass before a storm arrives (or abates). The skill check can be modified by how far into the future the character wishes to gauge the weather. Predicting the weather in an hour's time is easier than saying what it will be like in a week. Weather Sense is never foolproof, however. In LOTR, the Dark Lord can alter weather patterns to suit his purposes.

When Weather Sense reaches 90% the character's sensitivity to wind and weather becomes so great that at times, the air 'brings messages' to him. With such a skill level, a critical Weather Sense roll gathers rough information such as the movements of armies or fleets.

7) Stealth Skills

Skill Ambush

Base Chance Stealth Bonus

This is the skill of hiding one's intent to attack another. A successful roll on one's Ambush skill means the character will probably gain the advantage of surprise on the first combat rounds. See Ambushes in the Combat chapter for further information.

Player characters in Middle-earth are assumed to be good, honest and upright and would never carry out an ambush as this could be seen as dishonourable. This is not necessarily the case, however. Faramir, Captain of the Rangers of Ithilien, led an ambush against Haradrim soldiers rallying to Sauron's banner. Further, Orcs, bandits and Easterling raiders are under no such restrictions to be honourable in combat.

Skill Conceal Object

Base Chance Stealth Bonus

With this skill an object can be hidden such that only a successful Search roll (or the person who hid it) can find it. The Conceal Object skill can be used in any area, inside or outdoors, to find a hiding place (either natural or constructed) for an object. It is assumed that anyone watching while the object is being hidden can later go directly to the hiding place.

To successfully Search for a Concealed object, subtract the Conceal Object skill of the character who hid the object from Search skill of anyone looking for it, then roll against the remainder. Modifiers due to the object's SIZ and environmental conditions are also applicable.

Skill Disguise

Base Chance Stealth Bonus

This is the ability to change one's appearance, voice and mannerisms so as to pass as someone you are not, whether real or fictitious. The skill incorporates elements of makeup and acting but it is not the same as actually being an actor.

Any Disguise-wearing character must make a Disguise skill roll whenever anyone who might see through the Disguise is in sight. If the roll fails, those in sight get a See roll which, if successful, penetrates the Disguise. If the Disguise roll succeeds, the Disguise is successful. Some material components are required e.g. wigs, costumes. Disguise may be used at a reduced percentage using only voice and body language if no suitable props are available. When a disguise is penetrated the viewer does not automatically recognise the individual. He simply knows that the person is not what he seems.

See also the Mimicry skill.

Skill Filch

Base Chance Stealth Bonus

This ability includes common pocket picking as well as the ability to cut purses (using a razor sharp blade?) and covers the theft of jewellery such as brooches and pins. Items in direct contact with the skin (e.g. rings, armbands, necklaces) force the operation of this skill at half normal level. Further, when trying to take an object from direct contact with the skin of a being who is awake and alive, the thief must first make a DEXx1% roll.

Skill Hide

Base Chance 10% + Stealth Bonus

This is the ability to use cover (boulders, bushes, trees, trash cans, a field full of corpses, shadows) to remain unseen. If the roll is made, the hiding character remains undetected unless searchers come within 1 yard of the hidden person or make a successful See roll within 10 yards. If attempting to move while hidden, the character must roll again versus half their Hide skill.

Skill Move Quietly

Base Chance 10% + Stealth Bonus

This is the ability to walk, run, jump, climb or swim without making a noise. On a successful roll, the movement is silent and an opponent may be surprised. If moving near people (guards, adventurers, monsters or whatever) who are actively listening for intruders, subtract the Move Quietly skill from the Listen skill before making the Listen roll.

Make a Move Quietly roll each round a sneaker may be being actively listened for, but only once if there is no active listening.

8) Communication Skills

Skill Fast Talk

Base Chance 10% + Communication Bonus

Fast Talk is the skill of getting your way with smart words, confidence, force of will, personality and 'attitude'. With a successful roll, the target agrees with the point of view or plan of action for a short while. Typically this will be a single, short-term goal: he loans a small amount of money; gossips about family secrets; allows entry to where the Fast Talker should be barred; or, signs the paper.

Fast Talk is flippant: it aims small and takes little time. It can be used against a small number of listeners; for more, use Oratory. Fast Talk does not work against people who are already convinced: use Oratory or Persuade instead.

As with Persuade and Oratory, Fast Talk requires a common language between speaker and target. Further, Fast Talk is not permanent. Given a few minutes alone and a successful Idea roll, the target comes to his senses and the Fast Talk loses effect. The target may then react in whatever manner the GM deems appropriate.

Skill Intimidate

Base Chance Communication Bonus

This is the skill of getting people to do what you want by force of personality or physical coercion. The character cows his or her enemies through majesty, power, threat or application of pain (though this is more properly called torture) or sheer terror.

A successful use of Intimidate means the target will do as the character bids though for how long is up to the GM. In some cases, particularly by evil creatures or (in LOTR) servants of the Shadow, the effects of Intimidate can last for days or even weeks. In other cases the effects wear off after the source of the intimidation leaves the area, turns his attention elsewhere or changes his attitude.

In LOTR, player characters should be strongly discouraged from the use of terror-tactics or torture. However, use of Intimidate as a persuasion tool on potential allies (particularly in desperate straits) is legitimate: Aragorn did precisely this when persuading Eomer to aid him.

Skill Mimicry

Base Chance Communication Bonus

This is the ability to imitate the voices of men and beasts, allowing the character to trick others (particularly when used with the Disguise skill) or signal their comrades without alerting enemies.

A successful skill roll means that a passable imitation of the person or animal has been achieved. Multiple rolls may be necessary during long conversations using a Mimicked person's voice. A critical skill roll means the character has mastered that voice or call and need not make further skill rolls when attempting that act of Mimicry again.

The GM should apply modifiers to the Mimicry skill based upon the complexity of the voice or animal call being imitated. Hefty negative modifiers should be applied for imitating the voice of a person of a different race or sex and if the person being Mimicked is well known to the listener.

Skill Oratory

Base Chance Communication Bonus

Successful Orators sway crowds to a particular mood or course of action. To use this skill the speaker must be addressing a group or crowd; for a handful of people, Persuade or Fast Talk should be used instead. Orations are of long duration, twenty minutes to several hours. Such speeches require a common language between the speaker and listeners.

A successful speech carries the crowd for the rest of the day or overnight. A critical success might last for a week and perhaps convince some of the listeners for years. A fumble causes the crowd to mock or stone the Orator.

Skill Persuade

Base Chance 10% + Communication Bonus

The character possessing Persuade is skilled with words and arguments and knows how to bargain for things they need or how to parley with another to obtain some advantage in war or rulership. A common language between participants is required. This skill may be applied in a one-on-one situation or against a small number of people (1D6, perhaps, or at most, the Persuader's CHA). To sway larger crowds, Oratory is required.

Persuade represents the ability to convince others using logic, reasoned arguments, flattery, charm, personality, or even veiled threats (depending on circumstances and the character's approach). As such, it is a skill highly valued by lawyers, kings, politicians and merchants. A successful Persuade roll will convince the target that the character's point of view is the proper course of action. In a haggling situation, use a Skill vs. Skill roll, with the lower rolling negotiator winning the exchange and securing the best deal.

The effects of a successful Persuade roll can last indefinitely; as long as the GM believes is appropriate (often until another person or situation can have a chance of changing the target's mind). Persuasion is not domination, however. It cannot force the target to do as the speaker suggests, and the target always remains free to reject absurd proposals, regardless of the test result.

Skill Sing

Base Chance Communication Bonus

This is the ability to 'sell' a song or story told to music, as well as any instrumental accompaniment. If the Sing roll is made, the audience is pleased and may throw money as a reward. If a roll is failed, the singer has performed poorly, sang off key, forgot the words, suffered a coughing fit or whatever.

Skill levels are important: a singer with 80% skill will sound better than a singer with 40% skill, even if both rolls are successful.

Skill Speak Language (Name)

Base Chance 0% (or Speak (own) Language INTx4% + Communication Bonus)

This skill is really multiple skills, one for each language that exists. As such it may be taken multiple times by a character, reflecting those languages he or she can speak. All characters begin the game with the skill of Speak Language for their native tongue at INTx4%. In Middle-earth, the following languages are most common.

Black Speech (the language of Mordor and Sauron's servants), Dunlendish, Khuzdul (the secret language of the Dwarves), Orkish (see below), Quenya (High Elven), Rohirric (the language of Rohan), Silvan (Wood Elven), Sindarin (Grey Elven), Westron (the Common Tongue).

Education in Middle-earth is not widespread. Only certain classes (Nobles, Sages, Magicians etc as described in the Classes chapter) are considered to be literate and therefore able to read and write the languages they can speak. If members of these classes begin the game with a Speak Language skill, they also begin the game with the corresponding Read/Write skill in that language. Other classes must acquire Read/Write skills separately. Read/Write Language is a Knowledge skill, detailed below.

Note that dead or ancient tongues are more properly covered by the Lore Skills.

9) Knowledge Skills

Skill Appraise

Base Chance Knowledge Bonus

With this skill, the character can evaluate the worth of artifacts and goods (be they cloth, jewellery, art objects, scrolls, carpets, etc.) and valuable natural materials (land, gems, exotic animals). If the character also has a Craft skill in a relevant area, the chance to evaluate is doubled. If the character has a Lore skill (genre specific) relevant to the item, the chance to evaluate is doubled if the Lore skill roll can first be made.

Successful use of this skill should give the character a good idea of the value of the objects being appraised in terms of his/her native currency. The value stated by the GM should be in ballpark figures as local conditions can wildly affect the value of an object to either the seller or the buyer. A critical success will yield the exact value of the item.

A failed Appraise roll will produce an inaccurate evaluation and the GM can use the margin of failure as an index of the measure of inaccuracy. A fumbled Appraise roll will be wildly inaccurate, either too high or too low, depending on which is most inconvenient to the character.

Skill First Aid

Base Chance Knowledge Bonus

This skill imparts a basic knowledge of what to do to help an injury or shock victim and how to use materials at hand for that purpose. While generally used to treat wounds sustained in combat, First Aid can be used on any physical injury: staunching bleeding, applying a tourniquet or splint, setting a broken bone, bandaging, performing artificial respiration, etc.

A successful First Aid roll means that the injured character has been successfully treated and will be healed of 1D3 Hit Points of damage. Further, the treated character will not lose any further Hit Points due to the delayed effects of the wound and, given time, will recover fully.

A critical success on a First Aid roll will either heal 1D3+3 Hit Points or prevent the long-term effects of a major, gruesome, or critical wound. (See the Combat chapter for descriptions of these wounds.)

If a First Aid roll is missed it indicates that the treatment has been ineffective. If the recipient of the First Aid roll is only lightly wounded (i.e. not suffering a major wound or critical hit) this is not too much of a problem: he would have eventually recovered anyway but will be short of Hit Points in the meantime. Badly-wounded characters could be in trouble and should find someone else to attempt First Aid or they may become subject to delayed and long term wound effects.

If a First Aid roll is fumbled, the first aider causes an additional 1D3 Hit Points damage to the patient!

Application of First Aid to a wound takes at least one Game Turn or 5 minutes of game time. The time required is variable: start with a base of 5 minutes minus 1 minute for each Hit Point healed to a minimum duration of 1 minute. This should be taken into account by the GM if combat is still raging around the wounded character and the first aider.

It is possible to re-try a failed (but not fumbled) First Aid roll. On subsequent attempts, decrease the First Aid chance by 20% (as the first aider's knowledge is clearly running out over the course of time). When the first aider's skill is reduced to zero or less, he may no longer attempt to treat that patient but may move on to another patient and have his normal skill level restored.

Skill Games

Base Chance Knowledge Bonus

The character is skilled at games of all sorts, from riddles and chess, to cards and dice. As every professional gambler knows, winning such games is not all down to luck. The intricacies of chess and draughts, the abilities to calculate the odds, remember the order of cards and knowing when to walk away are all intellectual skills; hence Games is a Knowledge skill.

A gambler must place a bet on some game of chance and then make a skill roll. If he succeeds he wins; if not, he loses. This skill can be used to simulate a long evening of wagering by having the adventurer make a number of skill rolls and deciding how much is won or lost on each roll.

This skill should not be used to resolve bets on non-chance events. Eg if a character bets on hitting the bullseye with an arrow, use his Bow Attack skill, not his Games skill.

Skill Healing

Base Chance 0%

You are skilled in the healing arts, able to use leechcraft, herbs, poultices, and methods stranger still to heal the sick and wounded. Healing skill is distinct from First Aid in that its application and effects are different. First Aid can be used to treat a snake bite, i.e. the wound left by the snake's fangs. Healing may be used to cure the effects of the snake's venom.

A successful Healing skill roll can

Critical Healing rolls enhance the effects at GM's discretion.

Characters with First Aid and/or Plant Lore can attempt these skills before making a Healing skill check. Successes add +10% to the Healing skill roll (i.e. +10% for success in either skill or +20% for success in both).

The duration of a Healing attempt is left to the GM. To treat mental illnesses or diseases could take weeks, months or even years, depending on the particular affliction. When used to treat more immediate threats, such as combat wounds, poisons or burn damage, Healing takes at least one Game Turn (5 minutes) to apply.

Only Masters of Healing, those with 90% or more in Healing skill, can treat supernatural diseases or injuries such as the Black Breath of the Nazgul or Morgul Knife wounds.

Skill Lore (Subject)

Base Chance 0%

Lores are fields of academic knowledge, sometimes broad (such as History), sometimes narrow (such as Rings of Power). Some suggested fields of Lore are listed below

Animals: With a successful Animal Lore roll, the character can identify an animal; know what to feed it; tell if it is in good health; or perhaps predict its behaviour. A single roll will provide all this information for common animals but exotic creatures, like the Watcher in the Water, may require separate skill rolls for each significant fact about that creature. Animal Lore can also be used to train an animal: horses may be broken to a rider or taught simple tricks; dogs can be trained to “fetch”, “sit”, “stay”, or act as a guard dog. Several Animal Lore rolls over the course of time (GM discretion) may be needed to fully train an animal. If the creature cannot normally be trained (because it is wild, like a wolf, or is a cat, for example) Animal Lore will operate at half skill level.

Geography: this gives a broad general knowledge of the geography of Middle-earth. Rough distances and directions can be determined, as can notable obstacles (e.g. “The Lonely Mountain is 1000 miles from the Shire, but to get there, you must pass over the Misty Mountains and through the Forest of Mirkwood.”). See also the Geographic Considerations section with the Renown rules.

Groups: the traditions, members, history and practices of a specific group of people are known to the character. Examples include: the Dunedain, Gondorian Nobility, the Five Wizards, the Rangers, and rogues.

History: this gives a broad knowledge of the general History of Middle-earth. Dates of important events, those present, and the outcome can be determined with this skill.

Race: the character knows much about a specific race, their lands, customs, traditions and how they think and act. Examples include: Dwarves, Beornings, Men, Elves, Hobbits, Orcs, Trolls, Rohirrim.

Realm: the history, geography, peoples, laws and other facts of a particular kingdom, region or land is known to the character. The realm should be easily identified on the map. Examples include: Arnor, Angmar, Gondor, Ithilien, Mordor, Wilderland, the Shire, among many others. See also the Geographic Considerations section with the Renown rules for examples of the sizes of realms, regions and local areas.

Other: Pick a specific area of knowledge; the character is well versed in this field. Examples include: Balrogs; Rings of Power; Celebrimbor; Hobbit genealogy; magic; Denethor II; and many, many others. Include subjects of a scientific nature in this category, too. Examples include: Engineering, Mathematics, Metallurgy, Astronomy, Geology, Chemistry. At GM's discretion, it may be appropriate that such subjects are so obscure or poorly-understood that the user functions at half skill level and improvement is at half the normal rate.

Ancient Language: Choose one ancient tongue. The character has knowledge of how to read, write and speak this language. Examples of ancient languages include Adunaic (the now-dead language of Numenor).

Poisons: With this Lore, the character has knowledge of poisons and, perhaps more importantly, their antidotes. A successful skill roll can: reveal the use of a poison; identify the type; and suggest a method of treatment or an antidote. Using plants, herbs, animal organs and venomous beasts, the character can brew ingested poisons or blade venoms. A single dose of poison (enough to contaminate a single meal or envenom one weapon) takes one hour to brew and will cause limited damage (base of 2D6 damage) with an onset time of 1D6 minutes.

Plants: With this skill the character can identify plants and know their uses. Such knowledge includes whether a plant is edible or poisonous; whether it has medicinal uses (such as Athelas or Kingsfoil); good soil conditions for a particular plant; and crop yields in farming.

Sorcery, Enchantment, Alchemy, Wizardry, Necromancy: These skills are possessed by Magicians.

Knowledge of the theory and practice of a particular Art, the greater and lesser practitioners of that Art, the limitations and dangers of the Art. Each Art therefore has an associated Lore skill which may be used by the player and GM to enhance the gaming experience. They are discussed further in the Magic chapter.

Skill Make Maps

Base Chance Knowledge Bonus

This is the ability to transcribe one's surroundings fairly accurately onto paper (or other medium), without actually measuring or surveying the countryside. It comes in handy when a player says "My character is mapping". At the time the player needs to use the map, the GM calls for a Make Map roll. If this is successful, the GM must answer truthfully all directional questions about the area mapped. If the roll is failed, the GM can legitimately lead the entire party astray while "following the player's map".

Skill Memorise

Base Chance Knowledge Bonus

This is the ability to recall things: faces, facts, words, conversations, messages, maps, etc., perfectly. In effect, the GM becomes the character's memory so long as the Memorise roll is successfully made. It is suggested that written copies of things to be Memorised are kept by the GM and players: this indicates that the character has successfully committed that information to memory. When trying to recall memorised facts, make another Memorise roll. If this is successful, the facts are recalled. If it fails, the character suffers a 'mental block' and cannot recall the memorised data. However, subsequent memory recall rolls are permitted once per game hour.

This skill is used by Magicians to commit spells and other magic to memory, ready to be cast. Under non-stressful, comfortable conditions, no Memorise roll is required to commit a spell to memory. The player may elect to make such a skill roll, however, and if successful, will halve the amount of time needed to memorise that spell. Rolls may be made for each spell or ritual to be memorised. Under adverse conditions, the GM may require a Memorise roll of the character in order to overcome distractions or discomfort and successfully memorise the spell or ritual in the normal amount of time (i.e. what would under normal conditions be automatically successful, now requires a skill roll just to ensure success).

Under seriously adverse conditions, a Memorise roll (and/or rolls versus Fear or Will Power) may be required to recall a spell prior to casting it. This option is a GM decision and should not be used lightly. Only under severe conditions (e.g. when facing down the Witch King or while paralysed with fear) should such rolls be considered.

Skill Navigate

Base Chance Knowledge Bonus

This is the ability to determine one's location by the position of the stars, the presence of landmarks, the movement and position of the sun, etc. It may be used on both land and sea. A successful roll enables the character to find his or her way in storms, clear weather, in day or at night.

Die roll results for the use of this skill should be kept secret by the GM. If the roll is missed, the navigator plots a course that deviates from the intended course as determined by the GM. This way, the players will not know where they will end up until they make landfall.

Skill Read/Write Language (Name)

Base Chance 0%

This is the ability to read and write a language that the character can speak. This skill should be taken for each spoken language the character knows that he also wants to be able to read and write. Thus a character could have Speak Westron, Read/Write Westron, Speak Sindarin, Read/Write Sindarin but only Speak Quenya.

Education in Middle-earth is not widespread. Only certain classes (Nobles, Sages, Magicians etc as described in the Classes chapter) are considered to be literate and therefore able to read and write the languages they can speak. If members of these classes begin the game with a Speak Language skill, they also begin the game with the corresponding Read/Write skill in that language at the same percentage skill level. After the character begins adventuring, the Speak and Read/Write skills improve separately. Other classes must acquire Read/Write skills, rather than have them provided by their class.

Skill Shiphandling

Base Chance 0%

The Shiphandling skill is used by the captain of a ship. It includes all the knowledge and judgement a ship captain must know which is useful or important to manage his vessel. Use of Shiphandling skill assumes a competent crew is present to fulfil the commands given by the skill user. Incompetent crews nullify Shiphandling to varying degrees, depending on the degree of incompetence. The Shiphandling rules in White Wolf can be used in place of the Naval Conflicts rules in Stormbringer (p.49) when fighting ship-to-ship.

For beginning Captains add Shiphandling at 70% + bonus; for Mates, add Shiphandling at 50% + bonus.

Skill Survival (Terrain type)

Base Chance Knowledge Bonus

This is the skill of surviving in the wild places of the world, and Middle-earth has many such places! It covers knowledge of how to forage for edible or useful plants, find or make shelter, snare small animals, and make fire.

Survival should be taken by terrain type. Examples include: mountains, forests, jungles, deserts, even the oceans. The skill can be taken several times by a character, once for each terrain type. It is best used in conjunction with other skills (Lore (Plants), Track and Set/Disarm Trap) spring to mind). Successful Survival skill rolls in the relevant terrain should provide bonuses to subsequent rolls for such skills.

Skill Warcraft

Base Chance 0%

This is a military theory skill. It combines practical skills, theoretical knowledge, unit leadership, tactics and strategy. The character has either been in many battles (and has thus learned the “hard way”) or has learned the lessons of history from skilled teachers. A successful Warcraft roll allows the character to

This skill is often used against the enemy commander's Warcraft skill. It is an ideal application of the extended tests rules. Craft (Stonemason) and Lore (Geology or Rocks & Minerals) can provide affinity bonuses to certain Warcraft rolls.